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tirsdag den 20. november 2012

Demons in Dragonlance

In my old campaign I intended to experiment with demons. The idea was to create a Call of Cthulu type mood, where the players would face some of the most evil entities in the world. As all my other plans, this one never came to fruition, but I did do a little bit of work on it.

The letter I have posted below, was supposed to be found by the players somehow, and reveal the existence of demons. The letter is written to an hitherto unknown arch mage, who for some reason, is interested in the denizens of the lower planes. The letter contains excerpts from a red robe, who apparently traveled to the lower planes with several other people, only to be butchered. The mage Daliath Vos is the sole survivor. This letter was supposed to be the first in a long line of correspondence between the two mages, although the inquiring mage’s identity would always remain a mystery.

 

Most esteemed Archmagus,

clip_image002 It was not without surprise that I received your request through our mutual friend in Palanthas. Normally I do not share my work with others, even though they belong to the same order as me, but considering your merits and status I feel compelled to respond.

What you are about to read is a short summation of the knowledge I have accumulated over many long years. At great personal risk have I ventured into realms that only a scarce few have been privileged to visit and the price has been high. So has the rewards, because in doing so I have amassed powers that I only dreamed of in my youth.

You will find references to two key researchers of this field: Daliath Vos and Abi-Dalzim. Both of these were great wizards in their own rights, but they have distinguished themselves by the amount of work they have put in to this venture. I would recommend that you search your own library for references to the mages, since they, to the best of my knowledge, are long gone from our part of the world. I am currently gathering information about the two, which I will forward you when ready.

I feel a warning is in its place. This subject is as dangerous as any undertaken by people of our profession. The person venturing in to this realm risks not only his existence but his very soul. Duly warned, I present to you The Demonology of Krynn.

Gil-Galad uth Vakaar

Archmagus of The Black Robes

I first started to take an interest in the lower planes when I accidentally came across a book by the great Archmagus Abi-Dalzim. From what I understand he was a powerful wizard of the Black Robes who hailed from the lands of Kuhr. I have been unable to determine when he was alive, but I have reason to believe that he at some point in time served the Great Fistandantilus as an apprentice. Abi-Dalzim claimed to have devised a spell that allowed him to scry into the Abyss without actually going there physically. I have attempted to copy his method and have met with some success. During this scrying, Abi-Dalzim saw beings, which he had never even heard of, much less seen. Since he was familiar with many of the races of the nether spheres this, needless to say, came as a surprise. Thus, he started the work that I am now continuing.

What I am able to understand from these ancient texts the Abyss is home to a race of beings that, for a lack of a better word, are Demons. It seems that these beings are native to that particular plane, and that they wield great power, power that rival that of many deities. Now, these Demons, or Tanar’ri as they call themselves, are not gods in their own rights, since they are unable to grant power to their followers. I will explore the worship of the creatures later. However, they do seem to at the very least, dominate large portions of the nether planes in a manner that resembles a lordship. So, according to your question I will now turn to the matter of the so-called Lords of the Abyss. I first encountered a reference to the Lord of the Abyss, when I read the work of Daliath Vos. He was a mage of the Red Robes, who along with his compaclip_image004nions actually ventured into the Abyss themselves for undisclosed reasons. Needless to say, this was many eons ago, but after Abi-Dalzim started his work. I have here part of Daliath Vos’ account of what transpired in the Abyss as he later wrote it in the Nethertome:

There is a place where Evil has a face and a body. There is a place where Evil lives and breathes. Within this place of torment they live, the Masters of Hate, Agony and Rage. From the deepest and darkest pits of the Nether World they rule through power so great that mere mortals can do nothing but bow down in homage.

It was to these pits we traveled in search of power and knowledge. Little did we know what fate had in store for us. Sir Gavin the Paladin was the first to fall when his God failed to aid him. What happened to the Holy Daughter Tamera I cannot say, as for the rest they must have been dragged away by the servants of the Lords.

I have come to the conclusion that I was allowed to escape so my tale could be told as a warning to other foolish mortals who want to seek out the Lords of Hate.

-Daliath Vos, Archmagus of the Red Robes

Tower of High Sorcery, Losarcum

clip_image006I believe that this tale provides us with some information concerning the denizens of the nether spheres. Firstly, it appears that there is a hierarchy, which is based on power, meaning that the least powerful creatures serve more powerful entities. I cannot for sure say how many echelons there exist but my guess is around five. There are most likely several different races in each echelon while I suspect the more powerful creatures are unique. As for their relationship with the Gods I can only speculate. Personally, I think some of the hordes do serve the deities of Krynn, although some of them appear to be independent or at least in service of hitherto unknown masters.

Lastly, I feel I should warn you again. Despite your renown and your obvious power, which we witnessed in Neraka, meddling with the affairs of the nether spheres can only bring doom to the unfortunate. However, I will share any information with you at the usual fee if necessary. You can contact me through our Red Robed broker.

G.

mandag den 25. juni 2012

Big problems

So, my little conversion project is moving a long steadily, but I seem to have hit a couple of problems here.

My first issue is; if you gain a level as an Alchemist for instance, do you also get a spell level, just like if you gained a wizard level? I am leaning towards a No, since the character will attain a special ability, which is pretty powerful.

The second issue is; when you reach Circle 3, you have access to two abilities. Now, do you get the both of them, or should I split them, and basically add more levels to the prestige class? I am leaning towards a Yes, since it will expand the class in terms of advancement, however, it violates the tradition of the Seven Secrets of Glantri, in the sense that there are all of a sudden more circles than the original five.

What do you guys think?

lørdag den 18. februar 2012

The Cabal

Many are the organizations that attempt to control the fate of Krynn. Most of these organizations believe that assuming control over the other nations and their inhabitants is the key to power. In doing so the scales of power are constantly moving between good and evil. In the middle of this conflict, the forces of neutrality attempt to maintain the balance of Krynn.

One of the more noteworthy organizations, which work to ensure stability, is a cabal of wizards known as the Cabal. Gil-Galad uth Vakaar of the Black Robes, Mordread Gemerald of the Red Robes and Norrin Furlong of the White Robes make up the core of this organization. These mages work to promote and enhance the strength of arcane magic in Krynn as well as strengthening their own positions of power. All the mages are highly lawful, which ensures the stability in the group. Despite working together on numerous occasions, the three wizards still work to further their own ends. This is illustrated most prominently by Mordread’s involvement in the siege of Daltigoth. Norrin Furlong is involved in the development of the city of Tarsis with special emphasis on the restoration of the grand library. Gil-Galad is more active in the east, where he is researching the location of the Tower of Losarcum. He is also keeping taps on the Minotaur nation of Mithas.

The cabal does not meet on any set times or location but work more on a case by case basis. Their preferred mode of operations of the three mages is to use agents who often do not know who they are working for. On other occasions the group will provide knowledge or funding to a specific group that work toward the same ends as the wizards. Seldom, the wizards will intervene themselves, but only as a last resort. Evidently an intervention by three such powerful mages will attract a lot of attention, which the wizards will seek to avoid since secrecy is one of their more potent weapons.

Enemies

The biggest enemy of the cabal is not surprisingly the Knights of the Thorn. The Grey Robes represent an upset to the Conclave of Wizards by impeding on the domain of the gods of magic. The actively work to disrupt the work of the Thorn Knights by hiring assassins to kill every Grey Robe they can. Ultimately, the cabal aims to assault Storm’s Keep but they lack the power to do so for the time being. The cabal plans to use Daltigoth as a build up place so they may be able to mass a full scale war against the Knights of Takhisis. However, given the secret nature of the Knights of Takhisis, spying is one of the most important aspects of the cabal’s work. Therefore, the cabal employs an extensive network of spies across the continent of Ansalon. Most of the spies do not know who they are working for but the pay is good, and questions are not encouraged. Mot, if not all thieves guilds across Ansalon have one or more members, who report directly to one of the members of the cabal.

As for the ogre nation of Kern, most of the spies are actually ogres themselves. They have been charmed or controlled by magical means and provide valuable information about the activities of the Grand Lord. The cabal is not concerned about any ogre uprising for the time being, but since the ogres are a powerful group with connections to the Dark Knights, they are deemed important enough to keep taps on. As for the ogres in Daltigoth the situation is a bit different. Given the upcoming siege, Mordread has dispatched several agents who report back to him.

The most concerning piece of information uncovered by the cabal, is the cult of Ionthas. Lately, many cults have been uncovered and destroyed, but the cabal suspects that there are many more groups operating around the continent. Further evidence points to the continent of Taladas as a place where the influence of the cult is especially strong. So far, the cabal has not pursued this lead, but an expedition is being assembled.

Norrin Ashe Cahill

Norrin Ashe Cahill was born in the frozen lands of Icereach. He was the son of a middleclass family. The family took an active part in the struggle against the evil Thanoi, which instilled a rebellious spirit in the young man. Norrin entered into an apprenticeship with a local wizard of the White Robes and he eventually left Icereach to take the test of high sorcery.

Upon completing his test, Norrin donned the white robes and went to Tarsis to make a living for himself. Here he met the Red Robe Mordread Generald who took him on as an apprentice. He followed his master to Palanthas where he spent years studying the arcane arts. During his years in Palanthas he partook in many adventures in the areas surrounding the lord city of Palanthas.

Norrin was among the first spies who were sent into Daltigoth to gather information about the ogres and their defences. In spite of many dangers, Norrin managed to survive the hazardous quest and he eventually returned to Palanthas. At this time he had become a powerful wizard in his own right and he decided to strike out on his own. He remained a friend and ally to Mordread Gemerald, which is one of the reasons he eventually became a member of the Cabal.

Norrin returned to Tarsis where he wasted no time buying an old manor, which he completely restored. He set about locating the legendary libraries of Tarsis with the intention of restoring them. At the same time, he became involved in politics, which spurred him to become an advisor and ensuring political backing for his ambitious project. He has purchased a piece of property inside the city walls, which he plans to demolish in order to make room for his own tower as well as a grand library. This is an ambitious project mainly because Norrin insists on building the tower out of white marble. Currently, his associates are scouring Krynn for all the marble they can find and they are close to reaching their goal. Norrin plans to use the combined might of the Cabal to construct his tower.

Norrin has no political ambition, but he may find himself in a position where he has to fill some sort of political position in order to ensure political goodwill for his projects. For this reason, he is looking for a partner who can represent him in the City Council, thus lessening his workload.

Whenever possible, Norrin travels to Icereach to visit his family and relatives. He maintains close relationships with all his contacts in the region in order to keep taps on the Dragonarmy. Norrin has been considering an assault on Icewall Castle with the aim of taking over the building but his duties in Tarsis prevent him from pursuing this goal for the time being. However, he will sponsor groups of adventures who intend to raid the castle.

Norrin Cahill is usually an easygoing person who generally takes whatever time he can spare to talk to anybody who seeks him out. Of course, he is normally very busy, which makes him difficult to approach. He is a skilled mage who takes pleasure in his profession and who is proud of the work he does. The tower/library he intends to build will be the culmination of his life’s ambition.

Residence: Tarsis

Gil-galad uth Vakaar

As a member of the Cabal, Gil-galad is taking an active role in the political situation in Krynn. He is primarily interested in the eastern parts of Krynn around Goodlund. He believes this is place to find clues about the ruins of the lost Tower of High Sorcery of Losarcum. He resides in his black marble tower with golden domes, and is rarely seen outside its walls. He cultivates excellent relationships with the other two members of the Cabal, while maintaining a seat on the Conclave of wizards. Gil-galad is considered one of the leading scholars pertaining to the tower of Losarcum.

Gil-galad has been watching the events that transpire in the region of Khur. He is aware of Sagarassi’s involvement and he has personally investigated the ruins of Amun-Ra’s pyramid after it was raided by adventurers. He believes that the raid is connected to the rise of the Hierarchs in Shrentek but has so far been unable to establish a relationship. Gil-galad has sent his apprentice Gadriel out among the tribes of Khur to gather as much information as possible, but so far the pair has come up short. There has been one unexpected benefit from this strategy though; Gil-galad has built an extensive network of spies throughout the entire region.

Residence: Eastern Ansalon.

Mordread Gemerald

Mordread Gemerald is one of the biggest protagonists in Krynn. He is the mastermind behind G&B Trading as well as one of the most ambitious projects in years – the siege of Daltigoth. Like the other members of the Cabal, Mordread’s primary interest is high sorcery. The reason why he is willing to commit to the Daltigoth campaign is his faith in the conclave’s ability to recreate the Tower of Daltigoth.

He resides in a huge manor in Palanthas built from a rare form of red stone, which he acquired from one of the dwarven clans with which he conducts business. The manor is heavily guarded by magical means in order to keep out intruders and competitors alike. The most noticeable competitor is the Pandra House, who, besides being a trading house, is also a family. The feud between the two trading houses has been long and fierce and has resulted in many casualties. The biggest casualty has undoubtedly been the Pandra house’s loss of their archmage Ariana, who was slain by Mordread and his companions near Winston’s Tower. This marked the escalation of the conflict since the two houses started targeting each other’s leaders in stead of going after henchmen and suppliers.

Mordread spends most of his time preparing for the assault on Daltigoth city. This prevents him from leaving his manor for days at a time except for occasions where his presence is required. When he is not busy preparing for the invasion, he travels around Ansalon between the different allies who form the coalition. He uses diplomacy to ensure that the various fractions are satisfied and willing to fight the ogres.

Residence: Palanthas.

lørdag den 14. januar 2012

Thieves guilds of Ansalon

Most of the major cities of Ansalon have at least one thing in common – they all have one or more thieves’ guilds. These guilds operate on the wrong side of the law but in spite of this, some of them serve an important purpose when it comes to the every day life in the city.

Unlike other organizations such as the Wizards of High Sorcery, these guilds are independent of each other, meaning that there is no centralized governing body. Some of the guilds maintain some sort of contact with their fellow thieves whereas others jealously guard their territory. History has documented covert battles between rivaling thieves’ guilds and even infighting and power struggles have occurred.

Some of the older guilds practice a strict hierarchical system of government, which appears to ensure a certain measurement of stability. Some guild masters have even assumed legitimate positions of power such as Talbard van Ashen of Daltigoth who is one of the directing oligarchs. In Palanthas the guild is mostly involved in the covert warfare between the merchant houses, always finding rich rewards for a job well done.

In the smaller towns scattered across Ansalon, the guilds are usually very small and fairly insignificant in relation to the power structure. Many thieves residing in these small towns have been banned from the bigger cities for various reasons, thus, they fear for their own safety. Great deals of these thieves are rather paranoid and usually work under a false name.

The Guild of Palanthas

The Palanthas guild is headed by the master Dantrag Nenshen who has been the guild master for almost two decades. During his rule, the guild has experienced prosperity like never before, but at a cost.

When the trade wars started the guild was hired to by both sides as spies and there was work enough for anybody who wanted it. However, as the conflict escalated the jobs became more and more dangerous. The defining moment happened when a group of master thieves were hired to break into the manor of Mordread Gemerald. This was the first time a head of a merchant house was targeted but the operation was deemed fairly safe nevertheless. When the party did not return the guild master assumed that they had fled town with their bounty, however, the next night he found out what had happened to them. The mutilated bodies of the master thieves were found in the inner chambers of the guild with a small note attached to it: “Thus is the fate of ye who are found in forbidden realms”. Since that night, the guild has not officially accepted any contracts directly involving the headquarters of the merchant houses.

The biggest problem for the guild is that Dantrag Nenshen might find himself in a position where he has to pick sides in the trade war. He is reluctant to do this but given the power of the houses he may not have a choice. If Nenshen picks one house over the other, he will certainly incur the wrath of the opposing house and most likely the destruction of the guild. Therefore, he attempts to tread a narrow path of neutrality. He is currently considering denying both of the houses the services of the guild but he fears that this may result in an unending enmity of both houses.

At the same time, Dantrag Nenshen fears for his own safety. Reliable intelligence suggests that one or more of the merchant houses plan on replacing him with someone loyal to their cause. Dantrag has not succumbed to paranoia yet, but he has tightened security and he is never seen in public without armed escorts. He has employed the services of several medium ranked mages to ensure his safety, but he does not feel secure behind their magical wards and protective spells.

Besides being involved in the trade wars, the guild has various operations in Palanthas. The thieves control a large part of the gambling facilities as well as many taverns and inns. They also run contraband, which is dangerous, because the merchants lose money in account of this practice. The guild is also involved in blackmail and prostitution as well as smuggling – a practice greatly appreciated by the local mages. The guild can provide pretty much anything for the right price. Lastly, the thieves’ guild is associated with the assassins’ guild.

The Guild of Daltigoth

The guild in Daltigoth is the second largest in Ansalon. It is also the youngest guild, given that the Free City of Daltigoth, in its present state, has only been around for a few years. Ever since the last bloody battle of Daltigoth, when the ogres were slaughtered, the influence of the guild has slowly but steadily increased.

The reason why the guild has been so successful is due to the acceptance of its existence by the ruling oligarchs. The guild master, Talbard van Ashen, has even managed to merit an invitation to join the directing oligarchs, thus, becoming one of the rulers of the free city. The lords of Daltigoth believe the guild is a necessary part of the city’s structure. This does not mean that the city guard does not try to catch the thieves, but rather that the lords have a use for the rogues.

One thing that limits the power and influence of the guild is the internal power struggle that plagues the organization. Despite being a directing oligarch, Talbard van Ashen is constantly being challenged by ambitious thieves who crave his position of power. Due to his position as a directing oligarch, Talbard will most likely be forced to resign as guild master within a year or so. Since his membership of the guild is a secret he feels the stress is beginning to wear him down and he cannot resist the challengers for the guild leadership forever. Talbard’s own ambition leads him in the direction of the position of the Lord Mayor of Daltigoth. Currently, he is reluctant to challenge Richard Baglortin because he feels he cannot match the backing the Lord Mayor receives from the city’s leading mages, including the arch mage Mordread Gemerald.

tirsdag den 24. august 2010

New project

So, true to my geeky self, I have started a new project. Actually, I have started an old project, which I originally began back in 1995 and never really finished.

I have decided to pack all my old writing into one single file and create my own Dragonlance compendium. The project included a friend of mine, who has now left these shores, so I will take the liberty of rewriting some of his stuff as I see fit.

At this point, I am deciding whether the War of Souls should be part of the setting, since we originally started to write this compendium, because we didn’t like the War of Souls. However, there are so many cool changes in Dragonlance, that I think I will try to incorporate these in order to move the setting forward.

Needless to say, this is a pretty big project, and if I ever finish it, it will take me a long time. However, instead of complaining about a dead world, I will try to put my money where my mouth is and actually make a contribution to it.

lørdag den 20. marts 2010

Adventure hook

I was looking through some of my old files, and I found a document I started back in the day with various adventure hooks. See, I used to keep a notebook with me at all times so I could write down ideas for my campaigns. It kept me from going insane many a time. Too bad I can’t do the same thing in current job. Maybe I should start blogging at work?

Anyway, screw my lousy job, here’s the first adventure hook from my old notebook.

The Minotaur Revolt

brom_minotaur The ogres are known for their use of slave labor. Among the numerous slaves kept in Daltigoth, a group of minotaurs, who has been taken prisoners and are currently working the mines or building new houses for the ogres. These minotaurs are yearning for freedom, and would gladly join the impending slaughter of the ogres. A powerful group of adventures might succeed in penetrating Daltigoth and free the slaves. However, due to the cultural differences it might prove more than difficult to integrate the minotaurs into the invading army. If the player characters convince the slaves that they are people of honor, the slaves will fight in the war. Given the intimate knowledge of Daltigoth they have, the slaves are valuable allies and it is believed that the leader of the minotaurs will be rewarded with a seat on the ruling council of the oligarchs.

I intended to run these adventure hooks as little interludes in a much grander campaign “The Wizard’s War”. The party was involved in a huge attack on the city of Daltigoth, and the plan was to let that be the overall theme, however, in order to let the players get a little R&R I would let them stray from the main campaign once in a while.

Alas, it never came to pass…

mandag den 22. februar 2010

Icingdeath

I created this sword maybe 12 years ago for a minotaur PC, who was a member of the party for which I was DMing. The party was around level 10 (2nd edition rules), and travelled beyond the world of Krynn.

This party was basically a bunch of good guys, who fought evil with remarkable savagery. I decided to use the Ravenloft setting, so I added the Domain of Dread to my own Dragonlance setting. The wizard in the party was a Red Robe with few scruples, which made him susceptible to the influence of the dark powers of Ravenloft.

I needed a character who could pull the party in the direction of good, and as it turned out, the player, who played the minotaur agreed to provide this counterbalance. In order to empower him, and send him on a epic quest, I created the sword Icingdeath.

I stole the name from Forgotten Realms, as it is the name of a white dragon killed by Drizzt Do’Urden. I include the only write up of the sword I could find on laptop. I seem to remember there was a richer back story to the weapon, but unfortunately I cannot find it. I haven’t updated the weapon to 3rd or 4th edition rules either. I don’t have the 4th edition rules, and since my gaming days are long gone, I didn’t see any reason for me to update to 3.5 either.

I hope somebody will find this interesting and maybe update the stats. I’d be more than happy to post the stats on the blog, so if feel free to email me should you decide to update my sword. Email me at dragonlance (at) gigaboot (dot) dk

Icingdeath

Used by: Fighters, The white minotaur.

Description: This sword looks like a normal clabbard, except it glows with a faint white light when drawn.

Powers: Being a Frost Brand Icingdeath has the following natual powers:

  • +3 bonus to hit and damage.
  • +6 vs. fire using/dwelling creatures.
  • Wielder is protected as if he wore a ring of fire resistance:
  • Immune to normal fires (torches, flaming oil, bonfires, etc.)
  • Large fires, molten lavas, wall of fires, etc. causes 10 hit points of damage each round the wielder is directly in it.
  • +4 bonus to saving throws vs. red dragon breath weapon and magical fire.
  • Damage rolls are calculated by -2.

Secrets: Icingdeath is an intelligent sword and has the following additional powers:

  • Primary abilities: Detect fire using/dwelling creatures
  • Locate fire using/dwelling creatures
  • Extraordinary powers: Cone of cold 1/day (10d4)
  • Blizzard 1/day blinds opponent

Special purpose: Slay fire using/dwelling creatures

  • Special purpose power: Paralysis 1d4 rounds save to negate
  • Intelligence:14
  • Communication: Speech (telepathy)
  • Number of languages: 2, Common, Minotaur
  • Weapon ego: 21

Defenses: Icingdeath chooses its own user and thus does not permit any lesser fighter to wield it. The unfortunate one is subject to a cold shock doing 2d12 points of damage.

søndag den 14. februar 2010

The Hierarchs of Shrentek

This little introduction is something I wrote for a campaign i started about 10 years ago with my old Dragonlance group. I needed an evil nation to counter Neraka and the Dragonarmies, so I made up the Hierarchs. The idea was that they should be very secretive and very violent in order to inspire fear and dread in the party. we stopped playing shortly after, so I never got to use them that much. I was planning on having the Dragonarmies butcher the Hierarchs in a orgy of violence but that never came to pass.

In the wake of the War of the Lance a group of people formed an unholy alliance, which was supposed to turn them into the most powerful force in Ansalon. Their tools were deceit, treachery and murder; and their willingness to commit the foulest deeds. Among these were renegade ogres, draconians and even a dragon or two. Other than that many wicked humans flocked to the group’s condor banner.

The groups, or Hierarchs as they call themselves, are not surprisingly followers of the dark god of vengeance Sargonnas. The Hierarchs are attempting to establish a powerbase in Ansalon and they have chosen the ancient city of Shrentek as their main city. With lightning speed and incredible precision, the Hierarchs’ forces were able to defeat the original inhabitants and take over the city and the surrounding areas. The people that were not killed were used as slaves and they were promptly put to work rebuilding the city in honor of Sargonnas.

clip_image002

Through the hard work of the slaves and the aid of their dark god’s infernal servants, the city was constructed in a matter of months. The Hierarchs solidified their grasp on the area, while maintaining a high degree of secrecy. They are still a rather unknown force, but whispers about them are slowly spreading across the Eastern part of Ansalon. The Silvanesti elves are concerned about an evil power so close to their borders, and are preparing for war.

For the time being, the Hierarchs do not posses the military might to challenge the regions of Khur, Blöde and Silvanesti, which is why they use spies to infiltrate and gather vital information. These spies are spread out all over the Eastern seaboard, providing the Hierarchs with an accurate rendition of the political climate.

The Hierarchs are currently considering a new foe – The Cabal. Gil-Galad has made his home in the area coveted by the Hierarchs, which has caused the two to clash on occasion. Currently, the conflict is not yet violent in nature; however, the future does seem rather unstable. If the Hierarchs decide to go up against the combined might of the Cabal, the region will surely experience destruction and death. Unbeknownst to the Hierarchs, the Cabal is reluctant to enter into an open conflict, because a lot of resources are gathered in Daltigoth.

The biggest obstacle to the plans of the Hierarchs is the tribes of Khur. In terms of military might a united Khur would almost certainly be able to repel any attacking force, given their knowledge of the treacherous lands of the region. Unfortunately, the tribes have a lot of internal rivalry, which prevent them from uniting behind one cause or leader. The Hierarchs are aware of this situation, and they attempt to fan the flames by attacking certain tribes making it look like the work of their enemies. Furthermore, the Hierarchs try to form alliances with some of the tribes that are willing to join the ranks of the Condor. However, since only a fool would trust the Hierarchs, the alliances are shaky at best. Moreover, the Hierarchs have managed to pace spies in many tribes, which give them a lot of information regarding the in fight that takes place. The spies have attained different ranks throughout Khur, ranging from common foot soldier to trusted advisor of the Zulkirs. Evidently, the Hierarchs are a major influence in the region, albeit a hidden one. The Hierarchs’ main goal is to dispose of the Khan who is currently the closest thing Khur has to a regent.

lørdag den 7. november 2009

The Arcane Library of Tarsis

The arcane library of Tarsis is actually two buildings. It consists of a tower, which is inhabited by Norrin Cahill (w18) and the library itself. Both buildings are made of white marble and are covered with golden runes of power and protection. The buildings are also crowned with golden domes that sparkle in the sunlight. The compound is surrounded by a huge stonewall, which has a single silver wrought gate. Inside the inside the wall any visitor is greeted by a beautiful garden with small streams and ponds as well as many different fruit trees. Sets of double doors are the only entrance to the library. The tower has no visible entrance. The city guard of Tarsis patrols the walls.

The tower of the white mage

As mentioned before, the tower is the dwelling of the white robed wizard Norrin Cahill. He is the creator and overseer of the library, as well as a valued advisor to the city rulers. The tower contains his most valuable possessions as well as a personal library and laboratory where he conducts his arcane experiments. The tower is also a meeting ground for the Cabal when Norrin hosts the meetings. The tower is protected by many powerful enchantments and anyone who wishes to enter must have a special permission to do so.

The lower levels of the tower are reserved for the apprentices and henchmen. These people have luxurious rooms of their own, which they can use freely. Norrin’s apprentices usually accompany him when he conducts his arcane research. His apprentices also work as Norrin’s messengers and can often be found in Tarsis. Norrin has three apprentices, all wizards of the white robes level 3-6. One of his apprentices is a female elf hailing from Qualinesti and she is in charge of communicating with the elven kingdom.

Norrin spends most of his time in his tower but he can also be found walking the enormous halls of the library.

The Library

The library consists of five different buildings connected via long halls. There are bookcases everywhere filled with old books and scrolls. This place has one of the highest concentrations of knowledge and information pertaining to Krynn. The second floor is reserved for small study cells where anyone seeking knowledge may study in peace. Scribes who spend their time working on new volumes or restoring old ones inhabit the third floor.

The library does not contain spell books but holds numerous volumes about almost every subject imaginable. The building is open day and night and often visitors can see mages of all colors pour through the tomes. There are also many non-mages who make use of the library’s facilities.

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Studying in the Grand Library of Tarsis

There are two primary guardians of the library. Charged with the outside defenses is the Zhakar dwarf Dwaars whose plague Norrin cured. In return Dwaars was more than happy to be in charge of the outer defenses. Dwaars (fighter 9) has his own quarters in the library where he occasionally will spend a quiet evening. To outsiders Dwaars appears like the stereotypical dwarf. He takes his job very serious and will do whatever he feels necessary to carry out his tasks. He maintains a good relationship with the apprentices, albeit these relationships are rather superficial. His only real friend is the elf in charge of the interior of the library Tyslin-San with whom he spends many a quiet evening in their private quarters.

Tyslin-San is a male Silvanesti dark elf. He is a wizard of the black robes (wizard 8) who was banished from his homeland by the Silvanesti elders for practicing the dark arts. After winning his black robes Tyslin-San traveled Ansalon searching for a place to settle down. For many years he was on his own until he met the white robe Norrin Cahill who instantly recognized the elf’s talent. Norrin offered Tysli-San the position of caretaker of the grand library. Tyslin-San accepted and finally found a place to settle down for good. The elf spends most of his time in the library overseeing the defenses. He also spends time in the tower where he has his own quarters including a fully equipped laboratory where he can conduct his magical research. Tyslin-San is not very approachable and visitors will find him a difficult man to deal with.

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Tyslin-San of the Black Robes

The sage of Tarsis resides in the grand library where he has his own chambers. He showed up the day before the completion of the compound and was instantly welcomed and afforded his own quarters. The sage is obviously a powerful wizard of the white robes but no one seems to know him prior to his appearance at the library. His knowledge concerning the history of High Sorcery is immense and he displays an acute sense of detail. The sage appears to be an elderly yet vigorous man with almost silver looking hair and white robes. He enjoys stimulating conversation and can often be found roaming the great halls of the library at night.

Unbeknownst to anyone at the grand library, the sage is in fact an ancient silver dragon named Mercury. He is a very skilled magic user and historian, which is why he chose the library as his residence. He will not reveal his true nature unless another dragon attacks him. Mercury will defend the library using his spells if attacked; however, he will remain in his human form. Mercury has his own quarters where he conducts his experiments. He will gladly talk to anyone but he never invites people to his own quarters. He is known for spending the evening with Norrin discussing matters of wizardry and philosophy.

Additional defenses

Unlike the Towers of High Sorcery, the Grand Library is not surrounded by a magical grove. Instead, the library is surrounded by a white wall with protective runes. Within the compound itself there are several streams and small waterfalls in which many water elementals are hidden. The elementals will rise out of the water and attack any intruder when so commanded by their master. Roaming the grounds is also a large number of air elementals who are virtually invisible. They patrol the skies above the compound and report directly to the dwarf Dwaars.

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Dwaars the Keeper

In the middle of the courtyard a fountain is situated. Unbeknownst to any except for the master and the guardians of the compound is that the fountain is a secret passage to the Watermere. Norrin has dealings with Forcasion Omidai, the Master of the White Robes (wizard 15) and they use this portal to travel to each other’s domains.

Guild of Wizardry in Tarsis

As could be expected, the Wizards of High Sorcery are not as powerful as they used to be. Guided by the three moon gods, Solinari, Lunitari and Nuitari the wizards have devised a strategy, which will restore the glory of their organization.

Nor surprisingly, the power of the wizards is concentrated in their towers. The Conclave does not currently command the power to build new towers, but in time they plan to erect a minimum of two towers; one in Daltigoth and one in the Khur area. Evidently these plans are in the future, which is why the Conclave has setup numerous mage guilds in most of the major ansalonian cities.

The buildings used by each guild varies from area to area, however, they are all magically fortified. The guild master is usually a senior mage level 13+ who has the responsibility of preserving the existence of the guild as well as recruiting new apprentices. The guild masters do not have a seat on the ruling conclave but most of the masters are considered next in line and are expected to step up when there is a vacancy.

In terms of knowledge, the guilds are nowhere as resourceful as the towers, but they do carry a large assortment of spells, which members can learn.

Some of the guilds have grown quite powerful and some of them are even beginning the preparation for construction of a new Tower of High Sorcery. One such example is the guild in Tarsis, which is one of the more powerful guilds in Ansalon. The reason why the guild in Tarsis has grown so strong is primarily due to the newly built Grand Library. The library has attracted many mages and its creator Norrin Cahill is an influential figure among the rulers of Tarsis. This has turned the guild into a fairly strong political force in the city.

The Tarsan guild is located a few blocks away from the Grand Library. The building is a multistory mansion surrounded by a large brick wall, which is patrolled day and night by armed guards. The building contains numerous laboratories and living quarters as well as a great meeting hall. The guild also contains a grand library, which has an impressive selection of spells. The library has attracted many mages from the south western part of Ansalon and Tarsis is slowly but steadily becoming a place where trade flourishes. The marketplace boasts of many shops that specialize in exotic ingredients needed for arcane spell casting. The city even has a Three Moon Shop located in the business district. Generally the businesses have prospered from the guild due to an increase in demand. The lords of the city are already dreaming of restoring Tarsis’ pre-cataclysmic greatness.

mandag den 2. november 2009

Adventure hook: Ravenloft in Dragonlance

ravenloft So, this is not exactly an adventure hook, but rather a little story about how we included Ravenloft in our Dragonlance setting back in the good old days. Hopefully, somebody can find some inspiration from this post, or at least be a little entertained.

The whole story started with the Tower of High Sorcery of Istar. In our campaign the tower was transported to the demi plane of dread, Ravenloft, shortly before the Cataclysm struck Istar. My DM got the story hook from one of the Dragonlance comic books.

lance52 My black robed wizard found out that the tower wasn’t destroyed in Cataclysm, and after many dangerous adventures, he was able to locate it in Ravenloft. Hen entered the tower, and basically had to pass his Test of High Sorcery again. Long story short, he passed the Test and became the Master of the Tower.

The Tower still included the original portal to the Abyss, but since the Tower was located on a different plane, and since there was no white robed cleric around, the Portal opened up in Scull Cap back on Krynn. This little nifty trick allowed us to run a campaign that spanned across the Dragonlance and the Ravenloft setting.

Shortly after I more-or-less retired my character since he had attained level 23 or something like that. The character was used as a high level NPC, who could help the party travel between planes.

tirsdag den 12. maj 2009

Nice spring = no RPG

Well, the weather has been nice in Denmark, so I have not uploaded the files I initially expected to. However, if I can sit long enough in front of the computer one of these days I will definitely upload some of my old Dragonlance work.

Now I just need to find the files and edit them a bit…

mandag den 4. maj 2009

Are you kidding me?

When I started this blog, it was meant as a past time thing. I never really expected to keep blogging here, but for some reason I have kept posting over that past couple of months. Not that I really write anything worth reading, but still…

I recently installed Google Analytics on my blog, and now I can actually see that I get some hits. That really surprises me. I guess this means that I should publish some of my homebrew game material on the blog, so hopefully I can post something this weekend. Friday is a holiday here in Denmark, so I don’t have waste time at my incredibly exciting job as an e-business consultant.

Anyway, stay tuned, I might just post some content in the upcoming days.

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onsdag den 18. februar 2009

Fistandantilus – The Dark One

I guess I managed to write one more blog post before abandoning this little Dragonlance project of mine. The following text is a collection of information about Fistandantilus that I have been able to find in various novels. One of the cool things about The Dark One is that his history is so obscure, so my take on him is by no means meant to be definitive history of Fistandantilus.

I expect to create a PDF version of this blog post at some point for your downloading pleasure.

The first time we hear about Fistandantilus is in Dragons of Autumn. Raistlin Majere finds one of his old spell books in Xak Tsaroth and at the same time establishes that Fistandantilus wore the Black Robes. Furthermore, it is established that he was the most powerful wizard in Krynn.

fistand In Dragons of Winter Night, Fistandantilus talks through Raistlin Majere after the destruction of Tarsis. He recounts the creation of the Dragon Orbs, indicating that he was one of the creators. If this is indeed true, Fistandantilus was truly ancient. In order to participate in the creation of the Dragon Orbs, he would have had to be powerful, which means that he could not have been a young man at this point.

According to Test of the Twins, Fistandantilus tells Raistlin Majere that he used to wear the Red Robes. He must have spent the better part of a lifetime, before he besieged the Queen of Darkness and was allowed to don the Black Robes. It was at this point in time that he was given the Bloodstone of Fistandantilus, which would ensure his eternal life. The same section in Test of the Twins, tells us a few details about the Citadel of Fistandantilus. The location is never disclosed, but given his reputation, it is doubtful that it was situated in a highly populated area. Furthermore, it seems fairly logical that he did not reside in a Tower of High Sorcery. One might be tempted to think that Zhaman was the residence of Fistandantilus; however, in War of the Twins, Raistlin Majere claims to never have been there, although he retains the memories of Fistandantilus. If this was the place where Raistlin Majere defeated Fistandantilus it is likely that he would have remembered. According to Wizards’ Conclave, Fistandantilus carried a staff, which was topped by a dragon. However, Legends describe Fistandantilus as a mage who had no

need for staves, familiars etc. he wore unadorned black robes with a hood, which only revealed his beard. An unnatural cold radiated from his body. Considering how many times Fistandantilus used the Bloodstone it is plausible to believe that he looks nothing like he used to. This same book describes a cave, which is guarded by a green dragon that leads to the Tower of High Sorcery in Wayreth. These tunnels are allegedly created by Fistandantilus.

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According to Fistandantilus Reborn, the wizard was able to take part of his life force and imbue a magic item with it. He gave this item to an apprentice, providing Fistandantilus with extra life insurance. Additionally, the skull, which rests beneath Skullcap, still contains the essence of the lich Fistandantilus. Allegedly, these two versions of the ancient mage battled each other resulting in the essence of Fistandantilus being scattered through the River of Time.

image The Kingpriest trilogy recounts Fistandantilus’ role in the Lost Battles. Allegedly, he gave the Kingpriest the power to penetrate the magical groves surrounding the Towers of High Sorcery in order to weaken the Conclave, which would oppose his bid for godhood. Furthermore, Fistandantilus carved out a laboratory for himself underneath the temple of the Kingpriest. The protective spells laid on this place were so powerful that they were able to withstand the destruction wrought by the Cataclysm.

In Legends, Astinus reveals that Fistandantilus wanted to enter the Abyss to battle the Queen of Darkness. In order to open the portal to the Abyss, Fistandantilus needed a priest of Paladine. Evidently he chose Denubis who was a priest in the holy temple in Istar. When Raistlin Majere became Fistandantilus, he chose lady Crysania over Denubis.