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1
The Druids of Nature / Chislev: the World Mother
« on: Today at 12:28:12 am »
Chislev


Chislev (kiz-lev or chiz-lev)
The Beast, The Wild One, The World Mother
Druid (34th level)
True Neutral
Symbol: A feather of brown, yellow, and green
Chislev is a neutral-aligned deity in the pantheon of Krynn. She is nature incarnate and the divine power of instinct. The animals and plants of Krynn revere Chislev, who is said to be their mother. She is served by numerous animated wooden creatures who carry out her wishes. She is a companion and mate to Zivilyn and is said to dwell in Zhan, the grand forest beyond the world. Chislev is patron to many druids and rangers. Chislev extends her divinity to the world of Krynn, feeling all that is done to it. Her moods change with the seasons, and her fury is directed at those who abuse the wild, especially in unnatural ways.
Celestial Symbol: The planet Chislev
Spheres: Animal, Healing, Plants, Guardianship, Weather, Elemental, Major: Time; Minor: Chaos
Specials None
Additionals: None


Holy Days
Harrowing, Chislmont 4th, is an important day, as it marks one of the few times when druids leave their guarded lands and travel to human settlements, blessing the crops so that they will yield. Chislevite clerics in rural areas meet with these visiting druids and share information, community, and faith.

Outside of Harrowing, every major seasonal change on the calendar is considered a holy day for the Chislevite Order. The shifts from summer to autumn, then winter, and spring are marked by celebration and festivities.

2
The Holy Orders of the Stars / Gods of Evil
« on: Yesterday at 03:54:54 am »
Gods of Evil

Takhisis
The Queen of Darkness
Cleric/Black Robe Wizard (40th level each)
Lawful Evil
Symbol: Black crescent or five-headed dragon
The Dragon Queen, The Dark Warrior, Darklady, She of Many Faces--in all lands and cultures, her countenance has been the visage of evil. Her name is the call of darkness. Takhisis was the sister of Gilean and Paladine, and was the goddess of control and Evil. Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. She was the head of the Evil gods. Takhisis summoned Sargonnas, the Red Condor, from the Beyond to serve as her consort, and together they have a daughter, Zeboim, and a son, Nuitari. Takhisis was responsible for the corruption of the Chromatic Dragons, and appeared in one form as a dragon with heads of blue, black, white, red, and green. During the Third Dragon War, Takhisis attempted to conquer Ansalon. She was defeated when a Knight of the Crown named Huma thrust a Dragonlance into the heart of one of her aspects. Huma exacted a promise from her, sworn: "by the High God, to leave Krynn and never enter it again." She was banished into a prison in the Abyss called the Abthalom. She would later renege on that promise before the Cataclysm when she started meddling in the affairs of Ansalon again.

The Priesthood of Takhisis in Dragonlance consists of fanatic worshippers dedicated to the Goddess of Darkness and Domination, serving as her eyes and ears to bring order through force and conquest. These clerics, often leading armies, are ambitious, ruthless, and required to kill a loved one to cement their commitment. Her clerics are free to use whatever means necessary to achieve dominance, including lying, extortion, and murder. Her priest obeys her without hesitation and works tirelessly to open a doorway that will allow her to gain access to the world in her full glory. She is swift to punish those who betray her or refuse to obey her commands. She is feared even by those who worship her.
Represents the godly force of control
Celestial Symbol: The constellation Many-Headed Dragon
Spheres: Astral, Guardianship, Protection, Summoning, Major: Chaos, Time; Minor: War, Wards
Specials
Animate Object
Additionals:
ii
II: Spiritual Hammer,
III: Create Food & Water
V: Flame Strike
VII:
Unholy Word
During the Age of Mortals, Takhisis (Greater God) was reduced to a mortal existence and killed.  She is dead and buried in an unmarked grave.
Takhisis' Holy Symbol is a black crescent or a five-headed dragon


Sargonnas  
The Red Condor
Cleric (30th level)
Lawful Evil
Symbol: A red condor
Sargonnas is the god of wrath, dark vengeance, and retribution. He is a god without compassion or mercy. Though he works in the hearts of all mortals, his favored children are the minotaurs. Minotaurs refer to him as Sargas, who represents power gained through brute strength and held with honor. Sargonnas appears to minotaurs as a gigantic minotaur with either char-black fur or blood-red fur. Sargonnas was summoned from the Beyond by Takhisis to be her consort. The two have had a rocky relationship through the eons, which ended with the War of Souls. Sargonnas also has a rough relationship with his children, Zeboim and Nuitari. Sargonnas hates the gods of Good, save for Kiri-Jolith, whom he grudgingly respects.

Most non-minotaur worshippers of Sargonnas view him as a god of vengeance, and his priests are often sought out by individuals who feel they have been wronged and seek to take revenge on those who have harmed them through unlawful means. Bounty hunters often worship Sargonnas, Monks of Torghan the Avenger, Argon to the Dark Paladins
Celestial Symbol: The constellation Condor
Spheres: Astral, Charm, Combat, Healing, Summoning, Major: Chaos, Thought; Minor: Numbers, War
Specials
Resist Fire
III: Know/Obscure Alignment
Additionals:
III: Protection from Fire
VI: Animate Object
Sargonnas' Holy symbol is a stylized red condor. A red fist
TU Turn.


Chemosh
Lord of Death
Cleric and Black Robe Wizard (29th level in each)
Lawful Evil
Symbol: A yellow skull
Chemosh is the master of the undead and is representative of fatalism. Chemosh hates life, thinking it a gift wasted on mortals. He festers within the hearts of mortals, trying to get them to give up the shell of mortality and move on to the next stage in the soul’s journey. Chemosh tempts mortals with the promise of “immortality.” In reality, he is condemning them to an eternity of undeath as his slaves. This is Chemosh’s way of mocking life.  Chemosh opposes Mishakal, who stands as a champion of life, as well as the rest of the gods of good, and is often also in conflict with Chislev and Sirrion. One of his divine messengers is the Death's Head Scorpion. Chemosh was brought from Beyond during the time of creation to serve Takhisis. Chemosh was called here to serve after being cast out from the Beyond by the High God. He alone was given the right to sit at the Hall of Souls Passing to witness the passing of the dead.
Celestial Symbol: The constellation Goat’s Skull
Spheres: Astral, Combat Necromancy,
Major: Thought; Minor: Time, War, Healing* (usually the reverse spell forms)
Specials None
Additionals
Animate Object


Morgion
Black Wind
Druid (37th level)
Neutral Evil
He is the Rat King, the Anthrax Goatlord, Morgax the Rustlord, and Master of the Bronze Tower. Morgion is the god of disease, in all its forms, including such things as plague and pestilence, decay, rust, and madness. Always the lone warrior, he does not act with the other gods. He wishes to see all things wither away into decadence, and for mortals to suffer as much as possible before going on to the next stage of their soul’s journey.

Morgion lives in the Bronze Tower on the edge of the Abyss, where he carries out his plots. He rarely allies with the other gods of Evil and stands in opposition to all the gods of Good, especially Mishakal. While Mishakal heals and Majere teaches discipline, Morgion whispers hopelessness, infecting the minds and bodies of Krynn’s people with plague, doubt, and insanity. He hates healing, mercy, and knowledge, for they delay the inevitable. He despises Mishakal’s light, seeing her work as a futile attempt to deny what must come to pass—that all things decay, all flesh rots, and all minds succumb to madness.

Unlike other gods, Morgion does not openly gather followers—he hates being named, spoken of, or prayed to in the open. Instead, his faithful serve him in secret, believing that the strong survive through suffering, and the weak must perish.
Celestial Symbol: The constellation Diseased Hood
Spheres: All, Astral, Healing Plants, Major: Time; Minor: Numbers, Thought
Specials None
Additionals
Create Food And Water


Hidukkel
Prince of Lies
Cleric and Black Robe Wizard (25th level in each)
Chaotic Evil
Symbol: Broken merchant scales
Hiddukel is a deal maker who trades in souls. It is said that he is the only being who can barter with the Queen of Darkness and
come out ahead. The Betrayer is a god of greed, lies, thieves, wealth, and secrets, and is portrayed as a grossly obese man with cold eyes and an oily smile.  Hiddukel constantly attempts to make deals with the other gods, and his lies lead mortals to carry out evil in the world. He is impressed and surprised at the deception of Takhisis in stealing the world from the other Gods.
His clerics often lead double lives, and his church is only nominally organized. Apart from the Nightmaster, every cleric works for himself. The most important ceremony is the Day of Bartered Souls.  Reorx dislikes him because Hiddukel tricked him into forging the Graygem.
Celestial Symbol: The constellation Broken Scale
Spheres: Divination, Guardianship, Summoning, Major: Chaos; Minor: Travelers
Specials None
Additionals: None
His symbol is broken merchant scales, and his colors are red and bone.


Zeboim (zuh-bo-im)
The Tempest
Druid/Cleric (30th level in each)
Chaotic Evil
Symbol: A spiked turtle shell
Goddess of the Storms and Seas and strife. Impetuous, manic-depressive, and constantly swinging to the edges of the emotional spectrum, her moods change with the storm, being calm one minute and in a violent rage the next. Zeboim is perhaps the most unpredictable of all the gods. Zeboim is the daughter and malignant offspring of Takhisis and Sargonnas. She is a twin to her twin brother Nuitari. Of all the gods, she detests Habbakuk the most. She feels that she should have sole dominion over the sea, where he has dominion over sea creatures.

Zeboim is said to be the mother of Ariakan, the son of Ariakas. She raised the isle that Storm's Keep rests on from the depths to serve as the headquarters of the Knights of Takhisis during the Chaos War.

The priests of Zeboim reflect the volatile nature of their goddess, one minute tempestuous and uncaring, the next tranquil and placid. They are not above resorting to extortion, frightening sailors and ship owners into paying tithes in exchange for good weather and smooth sailing. On dry land, a priest of Zeboim must take a ritual swim early every morning, in all weather, before praying. Priests of Zeboim are a welcome addition to any ship's crew, leading the sailors in prayer and making offerings to the Sea queen. No sailor is safe unless the mercurial Sea Queen wills it, therefore worship her and offer her many gifts. Eventually, the sea will consume all, and all lands will drown under the power of Zeboim. Adore her or be lost to the storm. Zeboim's few true priests are required to know how to swim. Temples to Zeboim are rare, but shrines are often built along coastlines, where sailors leave offerings in hopes of mercy. Even the most devout followers never trust her fully, for her favor is as fleeting as the tide.
Spheres: Animal Elemental, Weather, Major: Chaos; Minor: Time, War
Celestial Symbol: The constellation Dragon Turtle
Specials None
Additionals
Create Food And Water
Animate Object
Zeboim's Holy symbol is a spiked turtle shell.

3
The Holy Orders of the Stars / Gods of of Neutrality
« on: Yesterday at 03:54:03 am »
Gods of of Neutrality

Gilean (gil-ee-un)     
The Gray Voyager
Cleric and Red Robe Wizard (40th level in each)
Neutral
Symbol: An open book
He is the Book, He is the God of Balance and Knowledge, Gilean is the patriarch of the neutral family of gods. He holds a book, the Tobbril, that contains all the knowledge possessed by all the gods.
Celestial Symbol: The constellation Book of Souls
Spheres Astral, Creation, Divination, Protection, Major: Numbers, Time; Minor: Thought, Wards
Specials None
Additionals:
Speak with Animals
Messenger


Zivilyn (ziv-uh-lin)     
The Tree of Life 
Cleric/Monk (35th level in each)
Neutral
Symbol: A stylized tree with branches above mirroring roots below
Zivilyn is said to exist in all times and in all lands and to possess all the wisdom of all the planes of existence. Zivilyn is the deity of wisdom, enlightenment, and insight. His realm is awareness, balance, and understanding. His branches reach into every time and place in the River of Time, into the past and into the future. He exists in all times and places simultaneously and is wisest of the gods. Zivilyn was called from the Beyond by the High God to serve as counselor to Gilean, to give insight to his mate Chislev’s instinct, and to bear witness to the world and share this divine experience with mortals. Zivilyn works with Chislev to restore nature because he loves Chislev and because nature is the cradle of wisdom. He wants to teach the folk of Krynn a wisdom that transcends Good and Evil, wisdom unfettered by any order. Priests of Zivilyn devote themselves to wisdom in thought and deed. To the priests, committing a foolish act is worse than committing an Evil act.
Celestial Symbol: The planet Zivilyn
Spheres: Astral, Divination, Necromancy, Major: Thought; Minor: Numbers 
Specials None
Additionals: None
During the Age of Mortals, Zivilyn has been reduced to a mortal for a proscribed time for interference


Reorx (ree-orks)     
The Forge
Fighter/Cleric (37th level in each)
Neutral
Symbol: A smith’s hammer
Reorx was the hand by which all of chaos was brought under the direction of the gods in this place and time. He commands creation and technology. Reorx is the divine power of creation. He is the supreme god of Dwarves and holds sway over Gnomes as well. Kender sees him as a grandfather figure. Reorx is patron to smiths and craftsmen from all races. Reorx works with Shinare to spur dwarven economies.
Reorx Priesthood 
Celestial Symbol: The planet Reorx
Spheres: Combat, Creation, Elementals, Stellar,  Major: Law, War; Minor: Thought, Wards
Specials None
Additionals: None


Chislev   (kiz-lev or chiz-lev)
Chislev the Beast
Druid (34th level)
Neutral
Symbol: A feather of brown, yellow, and green
Chislev is a neutral-aligned deity in the pantheon of Krynn. She is nature incarnate and the divine power of instinct. The animals and plants of Krynn revere Chislev, who is said to be their mother. She is served by large numbers of animated wooden creatures who carry out her wishes. She is a companion and mate to Zivilyn and is said to dwell in Zhan, the grand forest beyond the world. Chislev is patron to many druids and rangers. Chislev extends her divinity to the world of Krynn, feeling all that is done to it. Her moods change with the seasons, and her fury is directed at those who abuse the wild, especially in unnatural ways.
Celestial Symbol: The planet Chislev
Spheres: Animal, Healing, Plants, Guardianship, Weather, Elemental, Major: Time; Minor: Chaos
Specials None
Additionals: None


Shinare  (shi-nah-ree)     
Winged Victory
Fighter/Cleric (25th level in each)
Neutral
Symbol: A griffon’s wing
Shinare, the goddess of wealth, money, and industry. She is the favorite god of the dwarves (although she is male in their tales) and is the patron god of merchants and commerce. She governs negotiations, contracts, enterprise, and partnerships.
Shinare was called from the Beyond to serve Gilean. She is a companion to Sirrion, though their relationship has been volatile and problematic. Shinare's companion is Sirrion, the god of creative fire. While Shinare is practical and pragmatic, Sirrion is a dreamer and an artist, and the two deities complement each other. While their relationship is far from stable, they work to make the world and its people prosperous. Because they can bring wealth and prosperity to a community, Shinare's priests are often highly respected.
Celestial Symbol: The planet Shinare
Spheres: Charm, Creation, Guardianship, Protection, Major: Travelers, Combat*, Sun*; Minor: Law
Specials Locate/Obscure Object
Additionals: None


Sirrion      
The Flowing Flame
Fighter/Cleric (35th level in each)
Neutral
Symbol: Flames
The god of alchemy, creativity, passion, and transformation. He is the master of flames, Sirrion, is the guard of the neutral way, and the bringer into being of nature. His companion is Shinare, and sculpts the fire of the soul into beautiful forms. He was brought from the Beyond by Gilean and is said to provide the fire for Reorx’s worldforge and the spark of divinity within all life. Sirrion is said to have formed his mate, Shinare, from wondrous metals. The two are close, though their relationship is characterized by fiery debate.
Celestial Symbol: The planet Sirrion
Spheres Combat, Guardianship, Healing, Summoning, Major: Chaos; Sun* Minor: Numbers
Specials None
Additionals: None

4
The Holy Orders of the Stars / Gods of Good
« on: Yesterday at 03:52:18 am »
Gods of Good


Paladine
The Platinum Dragon,   
Cleric/Magic User 40th Level
Lawful Good
Symbol: A platinum triangle or platinum dragon
As the Father of Good and Master of the Law,  Paladine is the spokesman for the gods of good. He is the Valiant Warrior and a supreme leader; he does not interfere with the affairs of his fellow beings as long as their doings do not counter the law of good.
Celestial Symbol: The Platinum Dragon
Spheres: All, Astral, Charm, Guardianship, Protection, Steller, Law, Wards; Minor: Thought, War
Specials Detect Balance, Reflecting,
Additionals: Bless, Cure Light wounds, Flamestrike
During the Age of Mortals, Paladine gave up his Godhood and became mortal. Wanders Ansalon has a following.
TU Turn undead and Evil.


Mishakal
The Healing Hand
Cleric (25th Level)
Lawful Good
Symbol: Infinity symbol
The fabled goddess of healing is known in nearly every culture and country on the face of Krynn.
Celestial Symbol: The constellation Infinity
Spheres Astral, Charm, Creation, Divination, Healing, Necromancy, Stellar Major: Numbers, Thought; Minor: Travelers, Wards
Special
Prayer, Remove/Bestow Curse
Additionals
Animal Friendship, Bless/Curse;
Endure Cold/Heat, Resist Cold
Chant, Silence 15’ rad
Stone Shape, Water Walk
Holy Word


Majere
Master of Mind     
Monk 53rd Level 
Neutral Good
Symbol: A single rose or praying mantis
Majere is the favored god of monks. He is said to give his followers symbols that, when cast upon the ground, become insects that fight for their owner.
The Priesthood of Majere is made up of monasteries of Majere.
Celestial Symbol: The constellation Rose
Spheres: Astral, Charm, Divination, Summoning, Major: Law, Thought; Minor: Time, Wards
Specials Charm Animals, Summon Insects, Silence 15’ rad
Additionals
Repel Insects
Insect Plague
Creeping Doom


Kiri-Jolith 
Sword of Justice
Fighter/Cleric 29th in each
Lawful Good
He is the favorite god of paladins and good-aligned fighters. 
Priesthood is made up of Priests, Clerics, Paladins, and Knights of Solamnia, Knights of the Sword.
Celestial Symbol: The constellation Bison’s Head
Spheres Astral, Combat, Guardianship, Healing- reversible, Major: Law, Thought; Minor: Time, Wards
Specials Detect Good
Create Food and Water
Additionals: Detect Snares and Pits, Penetrate Disguise, Predict Weather, Find Traps, Heat/Chill Metal, Death’s Door, Magical Vestment, Quest Heroes Feast, Finger of Death, Wither, Energy Drain, Destruction


Habbakuk   
The Fisher King 
Druid (27th Level)
Neutral Good
Priesthood is made up of Rangers and Druids dedicated to Habbakuk; he has followers in the deep sea
Habbakuk's celestial symbol is the constellation Phoenix
Spheres Animal, Elemental, Major: Travelers; Minor: Time, War
Specials:
Locate Animals
Spiritual Hammer, Detect Life
Additionals
Create Food & Water
Commune with Nature
Heroes" Feast, Speak with Monsters,
Forbiddance, Conjure Animal


Branchala (bran-cha-luh or bran-kah-luh)
The Song of Life
Fighter/Bard (35th level in each)
Neutral Good
Before the world was created, Branchala was a companion to Habbakuk. Branchala followed his friend so that he too could help forge worlds.
Description: Branchala is the god of music. A companion of Habbakuk since the beginning of time, Branchala imbued Krynn's first creatures with the lyric and untamed melody of his immortal soul. Branchala's music is the song of all living souls. His melody evokes undeniable passion in every listener's ear. Branchala's music dwells to some extent in every creature of
Krynn.
Branchala's celestial symbol is the constellation Harp
Spheres: Plants, Stellar, Weather, Major: Numbers; Minor: Time, Travelers
Specials:
II: Detect Life, Locate Plants 
Additionals:
I: Detect Snares & Pits
II: Slow Poison 
Create Food & Water, Neutralize Poison
Quest
Aerial Servant, Heroes Feast

5
The Holy Orders of the Stars / Spheres of Access
« on: Yesterday at 03:48:47 am »
Spheres of Access
General Overview

Cleric Sphere Access: As part of the reorganization of the spheres of access, Most clerics lose access to the sphere of sun and the elemental spheres of air and fire. Clerics retain minor access to the elemental spheres of water and earth. The cleric only loses a dozen or so spells he formerly had access to, and most of these were spells that had previously belonged to the druid in the original AD&D.

All: Spells of this sphere represent the basic class abilities that should be available to all priest characters, regardless of specialization. Spells that deal with direct manifestations of a deity's power, such as bless, chant, and gate, are included, as well as a few spells that are so general that all priests may make use of them, such as detect magic, remove curse, and atonement. The sphere of all has been greatly expanded in Player's Option: Spells & Magic to balance the spell powers available to different kinds of specialty priests.

Animal: Spells that influence or alter creatures are found in the sphere of animal. Most animal spells do not affect people. Powers of nature or husbandry often grant spells of this sphere.

Astral: The astral sphere deals with communication and movement between the various planes of existence. Priesthoods of philosophy or travel sometimes have access to this sphere.

Chaos: Priests with access to this sphere command spell powers that increase randomness and confusion to the world around them. Deities of mischief and ill luck often grant spells of chaos.

Charm: Charm spells usually affect the attitudes and actions of people. Powers of love, trickery, or art often grant access to this sphere. The sphere is also useful when dealing with hostile enemies or unbelievers, and many expansive faiths deal with this sphere as well.

Combat: Naturally, combat spells are used to attack or injure the enemies of the faith. Since most priests have an interest in self-defense, a great number of faiths have access to the sphere of combat.

Creation: Creation spells allow the priest to produce food, water, light, or other things from nothing. Create water and continual light are good examples. Prime creator powers often grant access to this sphere.

Divination: This useful sphere allows the priest to discern the safest course of action, detect hidden things, or discover hidden knowledge. It is the province of deities of learning and wisdom.

Elemental*: The four basic elements of creation—air, earth, fire, and water—are dealt with in this sphere. Powers of nature or powers with elemental interests typically grant access to at least part of this sphere. Very few priests have access to all four elements.

Guardian: Priesthoods charged with the protection of holy places often have access to this sphere. Spells that help a guardian to perform his task are included, as well as spells that create or enforce magical barriers over a person or area.

Healing: This sphere deals with all forms of healing spells, except those that restore life or manipulate the subject's life force.

Law: The sphere of law is the antithesis of the sphere of chaos. Law spells concentrate on the principle of obedience and the strength of the group over the strength of the individual. Deities of rulership and community are likely to influence this sphere.

Necromantic: Spells of the necromantic sphere deal with the forces of life and death, including raise dead and resurrect. These spells are also quite useful in dealing with undead monsters.

Numbers: Priests with access to this sphere believe that numbers and mathematical relationships can provide insight into the nature of the universe. Powers of knowledge and arcane lore occasionally grant access to this unusual sphere of spells.

Plant: This sphere deals with plants and vegetation of all kinds, from agricultural to wilderness settings. Priests of nature or agriculture are often granted access to this sphere.

Protection: While this sphere is related to the guardian sphere, protection spells generally enable the priest to protect people, not places. Many of these spells are very useful in combat, and militant priests often have access to this sphere.

Summoning: Summoning spells call creatures to serve the priest. Even extradimensional creatures can be summoned at higher levels. This sphere has been revised to include a modest selection of spells suitable for dismissing summoned creatures.

Sun: Solar spells deal with light of different qualities in a variety of ways. Spells such as starshine and Sol's searing orb are included in the sphere of sun.

Thought: The sphere of thought is composed of spells that deal with the interaction of the thinker, the thought, and the subject of the thought. In effect, priests who have access to this sphere believe that thought itself has a certain reality that can affect the physical reality of the world around the mind. Powers concerned with the mind or knowledge are found within this sphere.

Travelers: Spells of this sphere provide aid and comfort to travelers and pilgrims. Deities of wayfarers, both peaceful and militant, may make these spells available to their followers.

War: Unlike the sphere of combat, the sphere of war deals specifically with magic useful on the battlefield in clashes between armies. War spells can affect hundreds of soldiers at a time.

Wards: The sphere of wards includes spells that provide protection for clearly defined areas, ranging from single objects to whole communities. It is related to the sphere of guardian, but the sphere of wards only creates barriers or obstacles to deter intrusion; ward spells do not necessarily enhance the priest's ability to defend the area. In addition, many ward spells are cooperative in nature and provide protection for bodies of believers instead of holy sites.

Weather: This sphere is concerned with the forces of weather, including wind, fog, lightning, and weather control. Powers of nature and tempests often influence this sphere.

6
History of the Order of the Druids of Chislev
(Information on Merwellyn)
This is all Conjecture and scraps of Information being collected
Vedvedsica was created by Paul B. Thompson and Tonya C. Cook
Merwellyn created by David C. Richardson

This is an Unfinished Work


Timeline-

The Age of Dreams


The Age of Dreams is an era of Krynnish history, often considered the beginning of recorded history, and running from ca. 9000 PC - 960 PC.

Three time periods collectively form the Age of Dreams: the Foundation (ca. 9000 PC - 5000 PC), the Time of Light ca. 5000 PC - 2000 PC), and the Time of Knights (ca. 2000 PC - 960 PC).

Foundations
Ogres, elves, and humans establish homes and the beginnings of civilization. Reorx gathers a select few creative humans and teaches them his craft. Ogres begin enslaving humans. An ogre governor named Igraine learns compassion and is declared a traitor by his race. Igraine and his followers call themselves the Irda and move to a distant island. The ogre empire descends to barbarism as human slaves revolt and elven civilization comes into its own.


The Time of Light

Reorx curses his chosen humans for their arrogance, changing them into the first gnomes.

The coming of the Graygem
4350  Hiddukel tricked one of these gnomes into stealing the Graygem from Lunitari. The gnome used the Self-Propelled Lunar Extension Ladder to pluck the Graygem from Lunitari and began to return to Krynn. As the gnome was returning, he lost his grip on the Graygem, and it fell to Krynn. The Graygem went wild, crisscrossing across the world, bringing chaos and change in its wake. Mortals, flora, fauna, and animals are all changed. By 4100 PC, Reorx saw the chaos and destruction the Graygem brought, and tasked his gnomes to search out and capture the Graygem. The gnomes immediately set out after the Graygem.


Eastern Ansalon

Not much is known about the early life of the one known as Vedvedsica. Though not even his real name, for our purposes, it will suffice. 

Early on, Vedvedsica took a leadership role even before the founding of the elven nation of Silvanesti. He was already the powerful leader of a collective league called the Brown Hoods. When the elves had the first Sinthal-Elish, Vedvedsica offered to back Lord Balif for leadership of the elves. He then cast a spell to show Balif his future, and when Balif saw it, he quickly backed Silvanos Goldeneye. Vedvedsica was the first high sage to Lord Balif and the nation of Silvanesti.

League of Brown Hoods was made up of a confederation of spirit sorcerers, rural clerics, and druids. The League is connected in mysterious ways to the grey traveler, Gilean, the god of the book, and his order of Grey Gods.

Spirit Sorcerers, Primal Magicians, and Proto Magic-Users. They were:

Irkis · Kadalvas · Vatore · Isida · Clilla · Diros · Zohas Graeme · The Witch Nikastia Storm · Delen
Fayal Padran · Parys Dayl · Kayn Wytsnall


Rural Clerics of the Neutral Gods, though mostly of Gilean of the Book, and his son Zivilyn, the Tree of Life. They were:
Isolde · Loric · Doran · Lysara · Corin · Quiran ·  Camille · Nyajn · Kethya


Among the first Druids from these early times were among the most respected from across Ansalon. They were:
Niana · Marieleth · Oisiodh · Tianan · Mordan · Erdian · Kyrissach · Sinturo · Noorne

The League lived on the fringes of elven and human-settled lands, mostly made up of early elves and early humans, originally heralding from the outside the wilderness realms of the elven lands.

It came to be heard from across the land that several of the druids’ brethren have been accosted, run out of town, and in some dire cases, they have been burned at the stake. Now, druidic laws have not been fully laid down, and everyone is just doing what they think is right. There are some outliers that greatly abuse offenders, but for the most part, druids have tried to be helpful to the general populace. 

The great thinkers among them sketch out a covenant law to adhere to. An outline that has been added with Amendments, but not many, the blueprint of the long training of the initiate, the druids of nine, the strength of the circles, the duties of the Archdruids, the Great Druids, the gathering of the Moot, the Ban, the Challenge, the Grand Druid of Chislev, and the Hierophant Druids. When they finished, Chislev blessed the effort, and the effort was passed around in the east and slowly filtered into the west.


The Removal of the Human Barbarian Tribes (4007 PC)
High Sage Vedvedsica visits the barbarian leader Karada and shows her what exactly her barbarian hordes were up against in the Silvanesti. He renders both of them invisible, and together they travel to Silvanost so he can show her the city and its people.


The First Dragon War (3900 PC - 3550 PC)
Called the Dragon War by dragons, it was a war that took place between the Metallic Dragons allied with the elves of Silvanesti and the Chromatic Dragons allied with ogres and followers of Takhisis. During the First Dragon War, Silvanos led the defense against the ogre armies that came against Silvanesti.

The war begins when the elven king Silvanos brings his people to a forest inhabited by chromatic dragons. The dragons fight the elves for control of the territory. The three gods of magic provide the elves with five dragon stones, which capture the spirits of the first dragons. The dragon stones are buried, stopping the war, but the other deities punish the gods of magic for their interference.

While the Metallic Dragons were occupied in the west with the death of their mentor, the Scion Patersmith, Crematia saw her chance and had her chromatic dragons and ogre allies attack the elven outposts in an attempt to throw out the elven invaders. Silvanos Goldeneye and his lieutenant Balif rallied all the elves in fighting back.

While the dragons were fighting in the sky, an ogre named Ironfist led the ogres in attacking the elves led by Silvanos and Balif. Eventually, leadership would pass to Blacktusk and then on to his grandson Talonian, who would fight the last battle of the First Dragon War.

When Aurican (who was a massive gold dragon that fought in the First and Second Dragon Wars) left his brother to fight against the hordes of Takhisis, he took with him three sages, Fayal Padran, Parys Dayl, and Kayn Wytsnall, who were triplets (this being very rare for elves). Together, the four traveled into the realms of the gods in some way. There, they met with Solinari, Lunitari, and Nuitari and were told the way in which to defeat the chromatic dragons. They taught them how to create dragon stones, and with them, capture the spirits of the dragons.

The War Turns
Just as the blues were about to attack and slaughter the elves on the field of battle, Silvanos used the power of the blue stone to capture the blue dragon spirits. With the threat of the chromatic dragons gone, the elves were able to slaughter the ogres.


Vedvedsica’s First Downfall
It is known that Vedvedsica overreached himself, and for that Balif dismissed him from his service. For his past services, Silvanos saved his life and was banished to the Valley of the Blue Sands sometime before the year 3995 PC.



Bloodlines

Allow me to pause here a moment, if you will, for me to be able to account for a few important lineages from the Druids of the Brown Hoods. The first is not represented by blood connection, but knowledge passed down from master to student, and so on. The student becomes the master, and he teaches a student. Information is passed down, but it may be that, for some reason, the information is diluted over time, in some cases, in the passing of the traditions.   

The wise Druidess Oisiodh taught Myrrdian from the time he was a boy. He was raised to become an Archdruid and sent out into the world to report back on the goings on across the lands. Myrrdian became known as a great explorer because he traveled far and wide, and now he has brought back a tale about a southern wood where giant forest barbarians erected great stones that they found in the Eastwall Mountains, and it is said that somehow they moved them into this forest area.  Myrrdian reports the stones are possibly from an earlier Neolithic endeavor, not from a settlement, more like a watch post; there are inscriptions that indicate High Ogre in origin. 

No telling how long ago this was done. At the standing stones, there is a shrine to Chislev, and she has blessed the site to keep it hidden from the enemy. It was a place of refuge. Some of the early druids of the wood lived in the winter months in caves in the nearby Eastwall Mountains. This wood, they named Merwellyn. 

Soon, Silvanos Goldeneye's early call became a demand, and some of the league joined migration away from the oppressive dictates of the Emerald Throne, and Myrrdian traveled to the eastern lands of what would become Balifor and settled and taught several initiates. 

It would be from these descendants of these initiates, who would go on to be Druids in their own right who’s bloodlines and teachings would survive the Dragon War, The second Dragon War, the coming of High Sorcery, and the Greygem, the coming of the Kender, the Kinslayer Wars, The Third Dragon War, The Kingpriests, and finally the Cataclysm.


AC: The years After the Cataclysm

From the East

The Age of Despair came, and from those Druid descendants came Cerlin of Balifor. Cerlin grew up on the tales of Myrrdian and his travels, but one story always stuck with him. The story of Merwellyn. He did not even know if it still existed after the devastation of the Cataclysm. But he means to try.  On his way from the east, he came across a strange sight, a young boy sitting with a Treant. This boy had wandered into the woods and become lost and could not find his way home, and was being kept alive by a Treant's wisdom and stayed with the elder tree, but winter was coming in a couple of months. The Treant requested that Cerlin take the boy with him, and Cerlin agreed. They would get to a place of protection and warmth for the winter before they set out across the Plains of Dust. One important site Cerlin wanted to visit was the World Tree of Zivilyn.

They would try to piece together where this forest was, for much had changed in the cataclysm. At first, when Cerlin heard about this New Sea, he feared it could have drowned the Wood, submerging it beneath the waves. Finding the Eastwall Mountains, they determined that this lonely wood that had been spared, sat on the very edge of this New Sea, had to be Merwellyn. A part of the ancient Ergothian highway can be found running north to south along the eastern edge of the forest. The locals claim the Forest is home to swarms of ghosts of the wood. Cerlin had tears in his eyes when the forest and its branches opened to Cerlin and Kaelan.

Kaelan was terribly frightened of the stories of swarms of ghosts, but Cerlin was not so sure. Within moments, they found wind chimes, and the occasional screech of an owl is the only thing going bump in the night, thus far. They found the standing stones and the shrine to Chislev that confirmed the tales of Myrrdian. The spirits of wood finally reveal themselves to the newcomers after several days. The spirits have determined that the newcomers are here to protect the forest and accept them as the guardians of the forest.

In their exploration of the forest, they find that it contains many exotic and rare plants, some of which are the main components of magic potions. They met the first living inhabitence of the forest when they noticed satyrs watching them from afar. The fey sprites and pixies also keep their distance until they are sure of the newcomers.  Cerlin taught Kaelan the ways of the Forest, as he was taught. Several times, they are visited by Brown Hoods, Fingondir Arbagon, and his son Tevarith. 

Cerlin died in an unknown incident, but he wanted Kaelan to succeed him as Guardian of Merwellyn.    Tevarith would visit Kaelan the Hermit, from time to time, for years to come. 



···



The Brown Hood Druidess Noorne taught several initiates, one of them was Tyana. It is through Tyana’s descendants that Tevarith (Talidaar’s grandfather) was born. bloodlines and teachings that would survive the Dragon War, the second Dragon War, the Kinslayer Wars, when one nation split into two. The descendants joined with the migration to lands west, ceded to Kith-Kanan Silvanos, to the forest of Mithranhana

The Third Dragon War, where Darkness almost completely extinguished the light, the Rise of the Kingpriests, to the Last Kingpriest.

A moment about the Last Kingpriest, his declaration that effectively waged a holy war against the Doctrine of Balance, driven by the belief that any faith other than his own worship of Paladine was evil, the Knights of the Divine Hammer were a radical military order established by Beldinas Pilofiro, the last Kingpriest of Istar, to purge neutral and evil followers, wizards, and non-human races. The Brown Hood league teetered on collapse by the Kinslayer Wars; only a few remained of the Druid Order, the Knights of the Divine Hammer systematically hunted down clerics of Neutrality, Black Robe mages, and various races deemed "evil" by the Kingpriest's ever-widening definition. The Druidic Order of Chislev was brought to the brink of destruction.

The Cataclysm finally ended the madness 


AC: The years After the Cataclysm

Western Ansalon


Tevarith’s (Talidaar’s grandfather) Father was Fingondir Arbagon, who passed down the teachings of the Brown Hoods and the ways of the Druids of Chislev. They lived in a small community of aging druid descendants on the edge of Qualinesti 

Tevarith (Talidaar’s grandfather) went on many travels with his father, Fingondir, across Abanasinia. They worked with towns trying to rebuild after raids. They tried to bring peace to the warring Abanasinian tribesmen and were moderately successful for a time until tempers flared again. Soon, they were brought to the Circle of Seven tribes of centaurs and were welcomed into Darken Wood. They were brought to the court of the Forestmaster, where they sat in council with the other protectors of the forests. 

Tevarith met this intoxicatingly beautiful elven warrior. She was one of the most skilled fighters he had ever seen, whether by bow or by sword; she was as lethal as she was beautiful, and they had many adventures together. Her name was Wydara. After a few years, Tevarith and Wydara had a son, whom they named  Eldrin.  They had many happy years together. Eldrin shows little to no interest in either parent’s vocation, to the frustration of his parents.

After his mother Wydara’s sudden death, Eldrin fully rejected the ways of Tevarith and his teachings and moved to Frenost, where he began a life integrating himself into Qualinesti society, though he was not altogether successful. He was able to secure a wife named Arlyn. Within a couple of years, a daughter was born to the couple, and they named her Wydara after Eldrin’s mother.

This story of Eldren and Arlyn leads to this 262 AC A Druid's Tale: The Story of Talidaar vol. I The World of Elves
https://thedamnforum.createaforum.com/the-hierophant-of-chislev-29/the-story-of-talidaar/

7
The Holy Orders of the Stars / Priest Player Kits from 2e
« on: Yesterday at 01:01:31 am »
Priest Player Kits from 2e
The Following Kits are usable in Ansalon and the Dragonlance Setting

Barbarian/Berserker Priest · Fighting-Monk · Nobleman Priest · Priest Outlaw · Priest Peasant · 
Priest Prophet · Savage Priest · Scholar Priest

8
Hello All,

I wanted to bring everyone up to speed on what is going on. Darius Desaad's player is having some medical issues, so our game is on hold. I have the two-part gaming session already set to go; we had been working together on some of it already, but that is on hold for now.


Adam is still tied up with school, so Part Two of Chapter Two is still in his hands to make any changes to before I post it. Part Three is 98% completed and about ready to go.


I have been working on the History of the Druidic Order of Chislev. It is up to five pages now. The order begins in the Age of Dreams, before the founding of Silvanesti, before the coming of High Sorcery. Making the Druidic Order older than High Sorcery. I follow the order through a couple of Bloodlines, one for the history of the guardians of Merwellyn before Talidaar. The other for the bloodline and teachings through the ages that lead to Talidaar's Grandfather, and thus to Talidaar. I sent a rough draft to Talidaar's creator, and he told me it was awesome, that I took the term backstory to a whole other epic level. That makes me so pleased.

I did not tell him this, but I don't think he has read GRRM's Fire and Blood, which tells part of the 340-year history from the conquest. That is an incredible backstory.


I just wanted to find the way it started and follow the story of several ages of Krynn to the Age of Despair. This history is days away from getting posted in the Druids of Nature Section.



I have been working on some things for the Path to Schallsea. I can not believe we are up to Chapter Ten, but the next chapter, Chapter Eleven, is where Dalamar and the girls fall from grace. It is going to be spectacular to watch the dominios I have set up to begin to fall into place.


The Gladiator situation with Wydara is something I am going to tackle very soon, and get the Aragons back into the game.

I am also working on the Last Chapter of A Druid's Tale, the Story of Talidaar vol. I The World of Elves, that will be out soon.


Not the least of which is the Grand Empress Zeva's next chapter, which is being constructed. I have already been in contact with Robbi, and she told me what she wants to do, and I am putting together the gaming session for us to go through. We are five Chapters away from the ending of Story One, so things are going to start heating up.         

                         

9
World of Krynn / Horses of Ansalon
« on: March 14, 2026, 10:01:08 pm »
Horses of Ansalon


There have been minor instances where information has been given about the horses a character may ride, beyond their name, color, and possibly their disposition. That is, until I read the novel Renegade Wizards by Lucien Souldban. Here he denotes differences between horse breeds, such as the Abanasinian Bay Horses, the Qwermish Heavy Horse, the Northern Dairy horse breed, and the Blӧdegeld Stout Horses from the Blӧde and Blӧdehelm region.

Now, I am not a horse person, but I am a person who pays attention to Dragonlance lore and details about the world. Of course, I possess DRAGON #191 that covers Horse traits and other useful bits of Horse information for the use of coloring the gaming experience.

Still, this new bit of information about regional types of Ansalonian Horse Breeds from this novel has caught my attention. I have listed out a small number of horse breeds from the novel, and those that we already know of, and their implied strengths for what they are known for. I believe the list is far from complete, and I post here in the hopes that the more eyes and input on this project, the better it has the potential to become.           

Horses in are not usually broken down by origin of breed but rather by use. This led them to be described, for example, as "chargers" (warhorses), "palfreys" (riding horses), cart horses, or packhorses.

This, combined with a list of known breed types and origin, gives us a rounded Horse for a PC



Regional Horse Breed Types
Ergoth
•   Solamnic Warhorse
•   Abanasinian Bay Horses
•   Qwermish Heavy Horse
•   Khur the Pinnacle of Stallions 
•   Blӧdegeld Stout Horses from the Blӧde and Blӧdehelm region
•   Nordmaar: A strong tradition of the Horselords of Nordmaar has continued to this day.   
•   Northern Dairy, it is possible this breed has died out or is in danger with the arrival of the Great Red Maurader.




10
The Holy Orders of the Stars / The Disks of Mishakal
« on: March 13, 2026, 09:57:23 am »
The Disks of Mishakal
Peripas Mishakas

The Disks of Mishakal, or Peripas Mishakas in the Istaran tongue, are a set of 160 platinum disks, each one-sixteenth of an inch thick and eighteen inches in diameter, and they weigh fifteen pounds. Words of an unknown language are beaten into Cuneiform on both sides of each disk, and a golden ring binds the disks together in such a way that each disk can swivel out to be read. The translated words of a single disk can easily fill dozens of pages.

Good-hearted individuals can safely handle and read the disks; all others receive a shock upon merely touching them. A good-hearted individual who reads the disks gains knowledge about six of the Gods of Light: Branchala, Habbakuk, Kiri-Jolith, Majere, Mishakal, and Paladine. This knowledge is sufficient to start the individual down the path to becoming a true cleric of one of the Gods of Light.

The Disks were given to humans thousands of years ago so that they may free themselves from ogre slavery, and they were the impetus for the humans’ ability to read and write. The Disks were captured by the forces of darkness in the Battle of Gods’ Tears during the Second Dragon War and were lost until Dario, a minor nobleman of the then-city-state of Istar, found them while searching for plunder in a cave. Dario read the Disks, returned to the city-state, declared himself the First Son of Paladine, and founded the church of Istar.

Many years later, First Son Amiad declared that the scripture within the Disks should be available to all, and ordered the Great Translation whereby a dozen Istaran scribes & scholars translated the Disks to Church Istaran. When Amiad died twenty years later, his successor Regidan stopped the Great Translation, resulting in seven incomplete copies. Regidan was not a pious man and ordered that all copies of the Disks’ writings be burned. Six of the copies were destroyed, but the last escaped Regidan’s grasp and made its way from monastery to monastery. Monks copied what they could before sending the “original copy” along, and soon there were over one hundred copies of the incomplete text. These copies were in various languages, including Old Solamnic, the languages of Ergoth and Kharolis, dwarven, elven, and possibly others.

There arose a debate within the church of Istar concerning the copies. The Reductionists, headed by First Son Symeon, claimed that the Disks were not fully translated because of some divine purpose, and the Completists argued that the Disks’ full translations should be available. When the Reductionists’ view won out, the Completists attempted to steal the Disks from the Lordcity of Istar in order to make a complete translation. They were stopped, and Symeon declared that the Disks would not be safe in the hands of men. He ordered that a shrine be built above the cave where Dario found the Disks. Symeon placed the Disks within the Vault, closed its golden doors, and declared that no living man or woman would survive entry into the Vault. Shortly thereafter, Symeon would throw down Emperor Vemior the Fierce, don the Miceram, and become the first Kingpriest of Istar. The shrine – and the cave beneath it – become known as the Vault of the Kingpriests.

The Disks remained within the Vault until the spring of 1 PC, when Kingpriest Beldinas Pilofiro sought to use their knowledge to aid in his misguided attempt to command the gods of Light. Cathan MarSevrin, a man dead yet living, was able to enter the Vault and return with the Disks. Cathan and others attempted to betray the Kingpriest but failed in their attempt, and Beldinas took the Disks back to the Lordcity.

Cathan was a prisoner in the imperial dungeons for many months and realized that the Disks must leave Istar if they were to survive the coming Cataclysm. He was mysteriously released in autumn of 1 PC and fled the Lordcity with both the Disks (which were stolen from the Kingpriest’s chambers) and a night-blue spellbook given to him by Fistandantilus. Cathan eventually made his way to Xak Tsaroth, swam out to a nearby island, and watched the Cataclysm fall upon Istar. As the city began crumbling, Cathan hurled the Disks of Mishakal and the night-blue spellbook into a gaping whirlpool before jumping in after them, where he was presumably killed. The Disks survived and were guarded by the black dragon Khisanth until their recovery by the Innfellows.


After Xak Tsaroth,

The Innfellows recovered the Disks of Mishakal in the autumn of 351 AC from Khisanth’s lair, but could not read them. Goldmoon (who had just become a cleric of Mishakal) realized that her duty was to give the Disks to a worthy individual. When they entered Pax Tharkas to free refugees from the Dragon Highlord Verminaard, Goldmoon found that individual in the sickly Elistan, a former Highseeker from Haven. Goldmoon cured Elistan’s ailment, and he vowed to learn more about the ancient gods. Elistan was able to read the Disks and became a cleric of Paladine.

The Innfellows freed Elistan and the other refugees, who were able to make a temporary home for themselves in Thorbardin in exchange for the Innfellows recovering the legendary Hammer of Kharas. Elistan carried the Disks with him to Tarsis, Icewall, and Qualimori, where he stayed to prove to the elves that he was a true cleric of Paladine. Elistan built the Temple of Paladine in Palanthas after the War of the Lance, and the Disks were kept there for decades until their eventual move to the Spiritualism Lyceum of the Citadel of Light, where they remain to this day.

11
The Holy Orders of the Stars / Ceremony
« on: March 11, 2026, 06:28:32 am »
Ceremony


Ceremony Cleric (Priest Spell)
The ceremony spell represents certain functions carried out by religious organizations and has various applications, depending on the level of the priest. A ceremony does not leave behind an aura of magic (although in some cases an aura of good or evil might be present and thus detectable), and the effects of a ceremony cannot be dispelled. Specific ceremonies vary from religion to religion, but usually encompass these functions:

1st level cleric: coming of age, burial, marriage
3rd level cleric: dedication, investiture, consecrate item
5th level cleric: ordination, special vows
7th level cleric: consecrate ground
9th level cleric: anathematize

Each of these varieties of the ceremony spell requires a priest of the indicated/level or a higher one, with additional restrictions as described below. All ceremony spells except anathematize have no saving throw, since the recipient is either inanimate or presumed to be willing; these simply fail if performed on someone unwilling to receive the benefit. Briefly, the ceremonies listed do the following things:

Coming of age is a limited form of a blessing spell that is performed upon a young man (and in some cultures a young woman) at some point relatively early in life, often at the age of 12. A young person who undergoes this ceremony receives a +1 bonus to any single saving throw, which can be taken at any time after the coming-of-age ceremony is completed. In some cultures, the coming-of-age ceremony has a symbolic significance, such that an adolescent must receive this blessing before he or she can enjoy the rights and privileges of adulthood.

Burial magically protects a corpse and bestows it with the blessing of the religious organization. The body is shielded for one week as if by a protection from evil spell, and anyone trying to disinter the corpse within that time must make a saving throw vs. spell or stop and flee in fear for one turn.

Marriage has no tangible after-effect (it does not guarantee happiness or harmony), but it usually carries a moral or legal significance, not dissimilar to the various rites of marriage that are performed in our real world.

Dedication allows the recipient of the spell to be taken into the ranks of the performing priest's religion, making that person a sanctioned worshiper of the priest's deity. The effect of a dedication is permanent, unless the worshiper demonstrates a desire to change allegiance to a different deity. In such a case, the earlier dedication can be overrid­den by a new dedication performed by a priest of a higher level than the one who performed the previ­ous dedication.

Investiture must be performed on any aspiring priest before that individual can achieve the status of a 1st level priest.

Consecration must be performed on any object to be placed on an altar or in some other location within a religious edifice. Holy (or unholy) water must be kept in a properly consecrated container to prevent it from losing its potency.

Ordination must be performed on a priest before the individual can assume responsibility for a con­gregation or assume similar duties, and even an ad­venturing priest must be ordained before he or she can gain followers and establish a following or other sort of group. In all cases, the priest perform­ing the ordination must be of a higher level than the recipient; this ceremony is often conducted as part of the training a priest receives in order to advance from 2nd to 3rd level.

Special vows can be received by a would-be paladin or knight before that individual embarks upon a career in the desired profession. The effects last for as long as it takes the individual to gain enough experience points to rise to the upper limit of the current level. The special vows can then be re­newed as part of the individual's training between levels, or at any time during advancement through the next higher level. A paladin who has received special vows is immune to the effects of bestow curse spells (but not cursed items) for as long as the special vows remain in effect. Additionally, this ceremony renders the subject more susceptible (-4 on saving throw) to any quest spell cast upon him or her by a priest of the same alignment as the one who performed the special vows ceremony.

Consecrate ground should be performed upon an area before any holy (unholy) structure is built on the site. A religious edifice constructed on ground that has not been consecrated will slowly but irrev­ocably fall into a state of disrepair, having a 1% chance per year cumulative of actually collapsing as a result of this oversight. This ceremony must be performed before the area in question is altered in any way (for example, landscaping) and before any construction materials are brought to the site; it has no effect if it is done as an afterthought. Consecrate ground can be used on a plot of land destined for use as a graveyard, and in such a case, the graveyard itself automatically turns undead each round with the same effectiveness as a 3rd-level cleric. (Or, if the consecration of a would-be graveyard is performed by an evil cleric, any undead creatures occupying the area are treated as if they were being protected and controlled by an evil cleric of 3rd level.)

Anathematize is a form of excommunication by means of which the offender is literally branded on the cheek, forehead, arm, or hand with a symbol. sigil, or sign that identifies the subject (to those who understand the symbol) as someone who has com­mitted a serious offense in the eyes of his or her deity. An unwilling subject of this spell is allowed a saving throw vs. spell, at -4, to escape its effects. If the recipient is not truly deserving of the telling brand, the ceremony fails when performed. A suc­cessful atonement causes the brand to fade, and pos­sibly vanish. If the offending actions were caused magically or by some other external force, the brand utterly disappears. If the offending actions were willful, the brand cannot be completely removed.

The components for the various ceremony spells vary from religion to religion, but the material component always involves the use of the cleric's holy symbol in one way or another.

Standard costs for performing these cere­monies are as follows: coming of age, 5-15 sp; burial 5-50 gp; marriage, 1-20 gp; dedication, 1-10 sp (or sometimes free); investiture, 1-100 gp (or sometimes free); consecrate item, usually free; ordination, usually free but possibly as much as 200 gp, special vows, 1-100 gp (or sometimes free); consecrate ground, 100-600 gp depending on the size of the area and the level of the priest; and anathematize is always performed at no charge, since this ceremony is always deemed to be in the best interests of the priest's religion.

Notes: Common for clerics.


Other Clerical Ceremonies
These ceremonies have been published in Dragon Magazine as spells. Here, they are pre­sented as additional ceremonies.

3rd level cleric: bless newborn

7th level cleric: Desecrate ground

Bless Newborn: This ceremony protects a newborn infant from possession and other ill effects. It must be performed within 14 days of birth, and the effects last for 6 months. A protected infant has a saving throw bonus of +2 against any form of possession. Further, the infant will not be stolen by faerie folk or replaced by a changeling. The usual cost for the ceremony is 2-5 gp.

Desecrate Ground: This ceremony, the reverse of the consecrate ground ceremony, is generally used against a building or area consecrated to an opposing alignment. It goes beyond mere physi­cal pollution or defilement; the affected area re­quires extensive ritual purification before an attempt can be made to reconsecrate it. Any gen­eral alignment-based bonuses the site provides are reduced or negated. Further, a desecrated building is 1% likely per year to collapse; this chance is not cumulative.

This ceremony is also used by evil priests to remove the protections placed on burial grounds. This makes those buried within more vulnerable to animation, and makes those in­terred later 5% likely to become restless spirits of some type. Further, any priest in the burial ground attempting to turn its undead oper­ates as if two levels lower than he or she actually is. There is, of course, no charge.

12
The Wizards of High Sorcery / The Lost Battles
« on: March 11, 2026, 06:18:03 am »
The Lost Battles


The Lost Battles was a war fought between the Wizards of High Sorcery and the Holy Empire of Istar, Solamnia, and the Empire of Ergoth in 19 PC. It was one of the few times in history that all the Orders of High Sorcery joined together in a common cause. The war was named Lost Battles because no one truly won the war.


Leading Events

In the Age of Dreams, the Wizards of High Sorcery built their five Towers of High Sorcery. Over time, cities and empires formed or solidified around some of the towers. At one of these, the wizards helped the village that would one day become the Lordcity of Istar. The relationship between Istar and the wizards soured over the centuries, starting with the Third Dragon War. During the war, the desert people of Dravinaar set their sights on the Lordcity but waited until the mages of the Tower of High Sorcery at Istar were distracted. Their chance came when the Conclave met in Palanthas. Dravinaar attacked, and when the Istarans went to the tower for help, they received no answer. The people then turned to the clergy for help, and a Cleric of Paladine saved the city.

In 574 PC, the War of Bones occurred when a Black Robe Salius Ruven raised an Undead army and attacked Istar. The Emperor of Istar, Lannis the Blind, sent the First Son of Paladine, Eldan, to ask the wizards of the tower for help, and they refused to attack one of their own. Eldan returned three times, and each time they refused. The Knights of Solamnia rode to the city's rescue, and after Salius was defeated, some Istarans wanted war on the tower. Eldan had the undead bodies piled in front of the tower and warned them that if they betrayed Istar again, they would be the ones whose bodies would be piled up. This incident only solidified the people's distrust of Mages and also helped the empire's relationship with the magic-distrusting Solamnia.

In 250 PC, the Kingpriest began to make rules that limited independence. In 118 PC, Vasari II made the Proclamation of Manifest Virtue that stated what was evil and how it should be punished. Later in 94 PC, the proclamation was amended to say that certain races were inherently evil.

In 40 PC, Beldinas Pilofiro became the last Kingpriest. He formed the Knights of the Divine Hammer and declared that the Doctrine of Balance was wrong. Beldinas then used his new order to hunt down evil clerics, certain races, and also Black Robe mages.

Over the course of the next twenty years, many wizards (among others) began to resent the Kingpriest. In 20 PC, the Black Robe Andras Rannoch with his quasitos attacked a tourney in Lattakay where the Kingpriest and many Knights of the Divine Hammer were in attendance. Many died at the event. Andras was later captured by the knights, but the Conclave magically retrieved Andras so they could punish him. The Kingpriest took this as a great offense.

Later that year, the Highmage Vincil da Jevra met the Kingpriest and representatives from Ergoth and Solamnia to talk about peace at the Eusymmeas Fountain in Istar. Beldinas wanted to have all Black Robes removed from all the Towers of High Sorcery except the one at Wayreth. Before Vincil could discuss this further, a magical duplicate in the form of the Cleric Suvin controlled by the Black Robe Andras Rannoch (who had escaped the Conclave) stabbed the Kingpriest. Many died in the battle, including the Vincil, and so in 19 PC the Lost Battles began.
Preparations

The Kingpriest decided to attack the wizards but did not know how to penetrate the magical groves that protected each tower. The Kingpriest of Istar received magical seeds from a mysterious benefactor (Fistandantilus) that would allow entrance through the magical groves that protect the Towers of High Sorcery.

Beldinas decided to have his Knights of the Divine Hammer attack the Tower of High Sorcery at Losarcum first, then the Ergothians were to attack the Tower of High Sorcery at Daltigoth, and finally the Solamnics were to attack the Tower of High Sorcery at Palanthas. While this was the Kingpriest’s plan, it was not what occurred.

The wizards were also preparing. Highmage Jorelia had the wizards remove as many artifacts from all the towers and move them to the Tower of High Sorcery at Wayreth. She also suggested that they may have to destroy the towers.


Beldinas decided to have his knights attack the Tower of High Sorcery at Losarcum first, then the Ergothians were to attack the Tower of High Sorcery at Daltigoth, and finally the Solamnics were to attack the Tower of High Sorcery at Palanthas. While this was the Kingpriest’s plan, it was not what occurred.

The Battles

The Battle of Daltigoth
The Battle of Daltigoth was a battle during the Lost Battles in 19 PC. It was fought between the Ergothian Cavaliers of the Empire of Ergoth and the Wizards of High Sorcery at the Tower of High Sorcery at Daltigoth.

Lord Praetor of the Imperial Armies Serl Kar-Thorn was instructed to attack after the Knights of the Divine Hammer attacked in Losarcum, but Serl Kar-Thorn desired to be the first to attack the towers. On a rainy day, Serl planted the magical pine nut at the fringe of the Kadothan Grove. A giant pine shot out of the ground and spoke words of the Magius Language. A path was then cleared in the Kadothan Grove. Serl then commanded his men to charge into the tower.

As the invaders entered the tower, Iriale, the Master of the Tower of Daltigoth, gathered more than thirty mages to the tower’s Heartchamber. These wizards were of all three orders, but mostly Black Robes. There, they released magical energy and caused a colossal explosion. The resulting explosion destroyed the tower, all the wizards there, most of the invaders, and about a quarter of Daltigoth.


The Battle of Losarcum
Unknown to the knights, Lord Praetor of the Imperial Armies Serl Kar-Thorn attacked his tower early in the Battle of Daltigoth. The result was the destruction of the tower and a quarter of the city. Khadar, Master of the Tower of Losarcum, sent Leciane do Cirica to talk with Grand Marshal Cathan MarSevrin. She had to flee before she could warn him of what had happened in Daltigoth.

The next day, Cathan reluctantly used the magical cypress cone to make a giant black cypress that spoke magical words to make a path through the Tsorthan Grove. The knights charged forward and were met by the Malachite Guardians of the tower. Khadar knew the guardians would only slow them down. Similar to what happened in the Tower of High Sorcery at Daltigoth, the mages gathered in the Heartchamber. Together, they released the magical energy and destroyed the tower as the knights were about to enter the room. The colossal explosion also completely destroyed the city of Losarcum. Only Cathan and his one-time squire Tithian managed to escape the catastrophe with the help of Leciane. She herself died from an arrow wound after saving the two knights.


The Conclusion

With the great mayhem caused by the destruction of the two towers, both sides agreed to negotiate. The wizards agreed to abandon the towers in Istar and Palanthas and only occupy the Tower of High Sorcery at Wayreth.

The Knights of Solamnia, led by Yarus Donner, had the Tower of High Sorcery at Palanthas surrounded before the battles in Daltigoth and Losarcum. With the armistice, the wizards took as many Artifacts as they could, including giving some to the Great Library of Palanthas. When the new Highmage Merroc was handing over the gate key to Lord of Palanthas Urian, Andras Rannoch appeared in one of the highest windows of the tower. He told the crowd that no one could enter until the Master of Past and Present came. Andras then threw himself from the window and, with his dying breath, cursed the tower. The tower then changed into a dark version of what it was.

A month after the battles, the wizards gave the tower to the Kingpriest. In 18 PC, the Kingpriest turned the Tower of High Sorcery at Istar into a repository for artifacts of the Gods of Evil. Eventually. the tower became filled with the relics of the Gods of Neutrality and all those of the not-recognized faiths of the Gods of Good, with the exception of Paladine. The tower became known as Solio Febalas or the Hall of Sacrilege.

13
Wizards of High Sorcery Advancement Table
*Note: As DM, I have broken the Level Limits for High Sorcery and set a new ceiling at Twenty Five, with only a few being allowed to advance that far, if they have enough Intelligence and Wisdom, and any misuse that is caught, will be tried and censured
 

Level Experience Points Hit Dice (1d4)

1 0 1    Student
2 2,500 2 Novice
3 5,000 3 Initiate

Take the Test of High Sorcery, declare alignment, and pledge loyalty
White/Red/Black
4 10,000 4 Ninth Order
5 20,000 5 Eighth Order
6 40,000 6 Seventh Order
7 60,000 7 Sixth Order
8 90,000 8 Fifth Order
9 135,000 9 Fourth Order
10 250,000 10 Third Order  Black Robe Trimorte
11 375,000 10+1 Second Order Black Robe Brother to Darkness 
12 750,000 10+2 First Order Black Robe Blackmage
13 1,125,000 10+3          Black Robe Master *
14 1,500,000 10+4
15 1,875,000 10+5

Level Experience Points Hit Dice (1d4)

16 2,250,000 10+6
17 2,625,000 10+7
18 3,000,000 10+8 White Robe Master
19 3,375,000 10+9
20 3,750,000 10+10
21 4,150,000 10+11
22 4,550,000 10+12
23 5,000,000 10+13
24 5,500,000 10+14
25 6,000,000 10+15

14
The Wizards of High Sorcery / The Magic of the Moons
« on: March 11, 2026, 04:45:17 am »
The Magic of the Moons


Each of the three Orders of High Sorcery receives its powers from one of the three magic moons. Wizards of the White Robes gain power from Solinari, Red Robes from Lunitari, and Black Robes from Nuitari.

The phase and alignment of a specific moon affect the power level of a given order. For example, Lunitari in low sanction provides penalties to Red Robes, but does not affect the other two orders. Wizards of 1st through 3rd level are never affected by the lunar phases: their spells are of low enough power.


Moon Phase Effects Table

Additional Effective
Spells Level

MoonSaving +1 Normal
PhaseThrow +2 +1
WaxingNormal 0 Normal
High Sanction +1 -1
WaningNormal 0
Low Sanction -1


Only wizards of 6th level or higher and with an Intelligence of 15 or greater receive high sanction bonuses. Others default to the waxing bonuses. The additional spells can be of any level that the wizard can cast.



Moon Alignment
Effects Table

Saving Additional Effective

Alignment Throw Spells Level

Sol with Lun +1 +1 +1
Nuit with Lun +1 +1 +1
Sol with Nuit +1 0 Normal
All Three Moons +2 +2 +1


Night of the Eye

Note that all alignment effects are cumulative with all phase effects. Thus, when all three moons are aligned in high sanction, a wizard would gain a +3 saving throw, +4 spells, and +2 effective levels. This singular event is called the Night of the Eye -- the three moons line up in front-to-back order (Nuitari, Lunitari, and Solinari), resembling a huge white eye with a black pupil and a red iris. It is a terrifying sight. Most non-spell casting folk fear this night, for it sets all magic is at its peak.


Use the following chart to determine the moon cycles-

The outer ring represents the cycle of the largest and farthest moon, Solinari, whose orbit is shown divided into 36 days.

The second ring represents the cycle of the second-largest moon, Lunitari, whose orbit takes 28 days.

The inner ring represents the cycle of the smallest and nearest moon, Nuitari, whose orbit takes only 8 days.

To determine alignment, find the moons' relative positions and phases on a given day, then add (or subtract) an equal number of days on each track to determine the positions on another day.

15
The Wizards of High Sorcery / The Conclave of High Sorcery
« on: March 11, 2026, 03:53:16 am »
The Conclave of High Sorcery


The Conclave of the Wizards of High Sorcery is convened on set dates and times as dictated by the moons. The Conclave meets regularly once each fortnight on the first day of High Sanction for the Ruling Order. The Night of the Eye is a special time when all of the orders gather together. Conclaves can also be called by the Highmage, that is, the Head of the Conclave, during times of grave crises that affect all orders. The Conclave does not meet when the Test is given, as this is a normal function of the tower and is handled on a routine basis.

The Conclave of Wizards consists of Twenty-one Conclave Representatives of three factions, with seven representatives from each.  Each of the Orders of High Sorcery is equally represented at the Conclave, and each is led by a single individual selected by each order. The chosen wizard is the Master of that order. The selection process is left to each order and varies from order to order.

The Masters of High Sorcery

The Black Robe representative is usually the most powerful wizard of that order. This has, from time to time, resulted in some rather fabulous contests of wizardry as two sorcerers vie to establish who is fit to rule their order. Such contests are invariably held beyond the boundaries of the towers.

In the case of the White Robes, elections are held to determine the master of their order. The Red Robes draw lots from among the seven members of the Conclave.

The law of the Conclave is largely determined in everyday matters by the Highmage of the Conclave, and their law is final. If, however, a decision is made that is against the will of the Conclave, then a mandate may be called for, in which case a consensus is taken of the general wizardry and a new Master of the Conclave is then determined.

16
The Wizards of High Sorcery / The Wizards of High Sorcery
« on: March 11, 2026, 03:36:32 am »
The Wizards of High Sorcery


Of the all the orders of the world of Krynn, none are as old, as feared, or as respected as the Orders of High Sorcery. They came into being almost at the beginning of the world; their tale is that of the three Gods of Magic. The gods of magic, Solinari, Lunitari, and Nuitari, walked the face of creation before the stars settled in their places. Though they had a common love of magic, each had aspects that differed greatly from those of the others. Each also chose a different path in the universe.

They saw the other gods wheeling through the heavens and aligning themselves against one another according to their goals and philosophies. The All-Saints War was coming, as their vision and foresight had warned. The three gods feared that they too must choose. Bound by the common bond of magic, these three looked about the face of Krynn and loved it greatly.

Thus, they did not join their fellow gods in the heavens but stayed close to the world. They revolved about it, granting their powers to those who would follow their ways. Each god was granted a time to walk the face of Krynn and seek out a follower. Each found an apprentice and to each did they give the keys to the Lost Citadel--a fabulous place of wizardry that stood beyond the circles of the universe itself. Here, the gods taught them the Foundations of Wizardry.

1. All wizards are brothers in their order. All orders are brothers in the power.

2. The places of High Wizardry are held in common among all orders, and no sorcery is to be used there in anger against fellow wizards.

3. The world beyond the walls of the towers may bring brother against brother and order against order, but such is the way of the universe.

The Orders of Sorcery began as loosely organized groups of wizards. It was not until much later that the orders became formalized and structured. During the Age of Dreams at the onset of the First Dragonwar, the masters of each of the orders came together at the Lost Citadel and proclaimed the unity of the orders.

The Lost Citadel was a wondrous place from whence the master wizards ruled their orders in peace and harmony, far removed from the world of Krynn. Both palace and fortress, it provided a place where the powers of magic could be tempered by the wisdom of the Conclave of Wizards. It is important for any magic-user in Krynn to remember that a wizard's only loyalty is to magic. This is the primary reason that magic has remained in the world, despite many efforts to eliminate it.

17
The Wizards of High Sorcery / Magius
« on: March 11, 2026, 02:55:42 am »
Magius


Magius (? PC – 1018 PC) was a male Human of Solamnia who was one of the mightiest wizards of his day, and one of the most well-known mages in the entire history of Krynn. He was lithe and tall, and gifted with handsome features that gave him a noble air. Magius had long blond hair that was likened to a golden mane, which he often kept braided to keep out of his face, and intense blue eyes. He wore the colored robes of the various orders he served in, except for his tenure as a Renegade Mage. Whilst operating outside of the wizardly orders, he wore blue and gold robes, with a white cape, and soft leather hip boots.

For all his power and sarcasm, Magius was privately a very insecure individual who openly ridiculed the Knights of Solamnia and teased his best friend Huma as a means of hiding his own insecurities. As a means of overcoming his insecurities, he sought to learn and improve his magic constantly. Magius was also sometimes moody and brooding, which overcame his mischievous side and made him very standoffish.

During the Test, Magius was shown the one thing he was unable to accept: the details of how and when he would die in the future. Unknown to the mage, this future death was merely a detailed fabrication, created to teach the egotistical mage some humility; however, the young mage strongly believed it to be the truth. Also during his Test, Magius had a vision of a mountain which would apparently prove crucial to ending the Third Dragon War. Magius passed the Test and first wore the Black Robes, then the Red Robes, seeking out means to prevent his death. However, both were far too restrictive and didn't allow him the means to do so. Magius then turned away from the Orders of High Sorcery and took up the life of a renegade mage instead, seeking out more power and the ability to avoid his death.

In 1018 PC, Magius found himself fleeing from the minions of Galan Dracos in the realm of Solamnia, where he came across his friend Huma. Using Huma as a decoy, Magius was able to escape the dreadwolves. He later appeared again to Huma and his comrade, Kaziganthi de-Orilg, leading them both to the safety of his citadel, located in a secluded grove in the lands of Ergoth. Magius and Kaz took an instant dislike to one another, which led to bickering and arguments throughout their time together, although they maintained a level of civility for the sake of their mutual friend Huma.

At the Citadel of Magius, the wizard explained to Huma how he had become a renegade mage; however, his explanation was interrupted by an attack by Crynus and a flight of Chromatic Dragons. Magius sent Huma and Kaz to safety, whilst he fought the dragons with his magic. Eventually, the mage fled to safety, shedding the blue robes for the guise of a Red Robe, and found Huma in Caergoth.

He received a vision that the mountains held a great gift from Paladine, but that he would be killed by a guardian when he reached the treasure. So instead, he sent his friend Huma in his place to die, so the mage could freely acquire the relic and cheat death. On realising that he was unable to find this great gift himself, a remorseful Magius broke down as he realised he had betrayed his one true friend.

When Huma reappeared, the mage realised the vision during his Test was not real, and pledged his loyalty to Huma, who forgave his friend.

Magius himself was captured and pulled into a portal, which led to the domain of Galan Dracos.

The master renegade tortured Magius, who had reverted to wearing the White Robes, and sent a magical vision to Huma, showing the knight as he slew Magius with foul magic. The body of Magius was then sent to Huma, who mourned over the loss of his friend but swore to cherish his sacrifice and defeat Galan Dracos in his friend's name.

18
The Wizards of High Sorcery / Wizard Kits from 2e AD&D
« on: March 11, 2026, 01:36:04 am »
Wizard Kits 2e AD&D

Possible Wizard kits from the Complete Wizard's Handbook that can be adapted to be played on Krynn
Academician · Anagakok · Militant Wizard · Mystic · Patrician · Peasant Wizard · Savage Wizard

From the Complete Book of Necromancers
Archetypal Necromancer · Anatomist · Deathslayer · Philosopher · Undead Master · Witch · Ghul Lord


Kits from the Complete Spacefarer's Handbook
Arcanist · Astronomer · Geomancer · Imposter · War Mage


From Skills and Powers, these are listed as Specialist Wizards 

Alchemist · Artificer


New Kit proposal for Dragonlance Wizards of High Sorcery 
War Wizard · Special Agent for the Conclave · Renegade Hunter · Tower Artificer · Tower Librarian · Order Agent · Test Administrator Dreamcasters


Renegade Warlock · Renegade Witch ·

19
The Wizards of High Sorcery / Mages
« on: March 11, 2026, 01:21:41 am »
Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and a disadvantage. On the positive side, the mage's selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage's ability to learn specialized spells is limited compared to the specialist's.

Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.

A mage who has an Intelligence score of 16 or higher gains a 10% bonus to the experience points he earns.

20
The Wizards of High Sorcery / Specialist Wizards
« on: March 11, 2026, 12:30:13 am »
Specialist Wizards



Specialist / School
Abjurer / Abjuration
Conjurer / Conj./Summ
Diviner / Gr. Divin.
Enchanter / Ench./Charm
Illusionist / Illusion
Invoker / Invoc./Evoc.
Necromancer / Necromancy
Transmuter / Alteration


A wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic, although some are extremely rare. Not all specialists are well-suited to adventuring—the diviner's spells are limited and not generally useful in dangerous situations. On the other hand, player characters might want to consult an NPC diviner before starting an adventure.

Specialist wizards have advantages and disadvantages when compared to mages. Their chance to know spells of their school of magic is greatly increased, but the intensive study results in a smaller chance to know spells outside their school. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty (opposite it in the diagram). Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. All in all, players must consider the advantages and disadvantages carefully.

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