So I have always been a great fan of the setting and I have checked the form for games. Saw a few start but never really go anywhere.
I wanted to see if anyone would be interested to try it out.
Here are a few things you need to know before reading more about the setting. No point in reading all the stuff if my way of gaming doesn't suit you.
For this campaign, Dragons of Autumn ( and the following ones if this works out), I have decided to do things a bit differently.
This is going to be RP focused and it is a long campaign so be ready to write for a while.
You ll have to post at least two or three times a week ( weekends are harder for most so no worries.)
The campaign is very oriented and it follows the Books of the whole Saga so things need to happen.
I 'll be giving hints of what happens next in spoilers so that players can, if they want to, introduce things on their own.
Divine magic is none existent at the start of the adventure so Clerics, Paladins, Bards and Druids will have no access to spells. They will be able to get them later on but it is all part of the game.
The most important part is that I'll be creating the characters and I 'll let you all pick one. It s not that you won't be able to tweak them but that the party needs a certain vibe in this campaign.
I 'll post about 12 of them for a party of 7 or 8 so there will be a bit of back and forth. I 'll also take the time to explain what is expected from each character. I understand that it might be constraining for some players but I feel it is just an opportunity to be part of a larger story that will shape the world of Krynn.
Here is an example of the character.
Mythras: Minotaur Fighter ( will become either Paladin or dual-class cleric later ). Mithras was part of the Empire ( a minotaur roman-like empire ) and is the last survivor of the Bloodbane noble house. He was smuggled away before the massacre and hidden in a small village called Solace. He was raised by Flint Fireforge the village's blacksmith. (There will be more on each character but you get the gist of it.)
So if you are still interested, enjoy the next part.
Dragonlance is a Dungeons & Dragons campaign setting featuring high adventure and epic fantasy, It is not, broadly speaking, much different from the Forgotten Realms or Greyhawk settings, though themes tend to focus more on good versus evil, morality and legendary romance.
WHERE IT ALL HAPPENS
The world of Krynn has several continents and countless minor islands, but most of the setting is oriented around Ansalon: a small continent in the southern hemisphere with hot northern areas and southern regions stretching toward the frigid pole. It comprises several true states and numerous ungoverned regions with a smattering of national identities interspersed throughout. Krynn’s deities care for their world and its peoples, but were once in the past cast aside and once removed from the world entirely. The primary teaching of the gods together establishes a need for balance. Good, Neutrality and Evil are all necessary elements in the world, and the free will of its residents cannot be challenged.
HISTORY
Krynn’s history is divided into several ages, and much has been lost to war and destruction over the millennia. Ten millennia have passed since the gods gathered and forged the world, and wondrous nations have risen and fallen, beginning with the beautiful, magical ogres, to the elves and later kingdoms of the dwarves and humans flourished. Great wars spurred by arrogance, piety, the need for resources, and ambition brought low the greatest of the ancient empires. Cataclysm, disease and war-shattered civilizations. The gods themselves were lost, spurned by mortals or led astray from their beloved world.
PEOPLE
The numerous humanoid and monstrous races of other worlds also live on Krynn, but with developmental and cultural differences.
Humans are found nearly everywhere, and fall into one of two groups; civilized or nomad. “Civilized” humans live in cities or as part of a kingdom and are accustomed to being able to purchase certain items of quality and luxury, as well as the trappings of taxation and being largely unheard and unseen in society. “Nomads” typically live in the wilds, following game across plains or eking out livelihoods on mountainsides. They consider city folk soft and disrespectful of the natural world.
Elves fall into a half-dozen sub-races – all of which have cause to distrust each other and everyone else. Many elves are haughty and accustomed to high standards of living. Though not the only homeland for elves, great numbers of the elegant Silvanesti and personable Qualinesti have made their own Kingdoms. The wild Kagonesti live in the deep forest of both kingdoms.
Dwarves of Ansalon fall into two categories: Mountain dwarves clans seek only their deep halls and distrust everyone else; Hill dwarves (Neidar) reside in the world above and deal, grudgingly, with other races.
Kender are Krynn’s halflings. Many are a wide-eyed, curious and wandering folk who live life to its fullest and feel personal belongings should be shared by all.
Ogres, in the ancient past, were the first race to build great kingdoms and work terrific magics, but they consumed themselves in cruelty. Now the majority of ogres are barbarous and wretched beasts living in the ruins of their civilization. Rumors insist benighted “high ogres” still exist in small numbers.
Goblinoids continue to flourish in many parts of Ansalon, mostly in squalor as they have for countless generations. Thousands, many of which escaped slavery from the ogres, have been building their own homes in abandoned villages deep in the world forests.
Minotaurs, by and large, live for only two things: warfare and seafaring. They possess a distinct sense of nobility and honor, and seek to conquer lesser races (everyone) as their mighty navy sails the seas.
Dragons of Krynn have long been creatures of power and mystery while simultaneously answering the gods’ call to arms. They have worked in their own ways alongside the people of Ansalon to ends both honorable and tragic. No one as seen one since the Gods have forsaken Krynn.
Orcs and drow are not native to Krynn. Planetouched are uncommon to say the least.
REGIONS
Ansalon comprises many kingdoms, nations and cultures that have interacted for millennia.
States with centralized seats of power, and mores and traditions of their own, include the human realms of Ergoth, Solamnia, Neraka and Sancrist. Other states include the great gnome city within Mount Nevermind; the dwarven nation of Thorbardin; the ogre nation of Blöde; and the Minotaur Empire.
Confederations are regions with no central government or law, but people who know when it’s in their best interest to join together as a unified body. These include the kender home of Hylo (this is the closest thing to government they could manage); the human desert tribes of Khur and tribal/feudal nation of Nordmaar.
City-state is the de-facto structure of government in the mostly-human areas of Abanasinia and Kharolis. Between cities lie hundreds of miles of open land claimed by barbarian tribes.
Tribal territories make up for nearly all the areas between those already mentioned. Small tribes of nomad humans can be found all throughout the great plains of the southern lands, in the mountains, and in the swamps – none having much to do with anyone other than themselves.
Other: Many of the islands around Ansalon have populations of nearly any race, with cultures at least vaguely reminiscent of those in Ergoth, Solamnia or the minotaur island homes of Mithas and Kothas.
POWER GROUPS
Though many are the organizations that can be found with influence over hundreds or thousands - noble houses, thieves’, artists’ or merchant’s guilds, minor knighthoods and the like – some are known, respected or feared the world over.
The Knights of Solamnia are shunned and reviled, but continue to live by their creed: Est Sularus oth mithas, “My honor is my life.” From strongholds on Sancrist and Solamnia itself, they send forces throughout the continent to uphold principles and ideals of chivalry, respect, wisdom, and lawfulness.
The Wizards of High Sorcery have advanced the arts of magic for countless centuries. They create the laws governing the use of magic, create items of power for those with the steel to pay, and work to keep magic alive in the world. The three Robes – White, Red and Black – also work to their own ends of Good, Neutrality and Evil as they follow the tenets of their gods; the moons Solinari, Lunitari and Nuitari. Wizards only (Sorcerers are looked upon with distrust and hunted).
Many sects, like the Seekers, have sprung up to fill the void left by the departed Gods.
Where it all begins.
Solace is the most famous tiny village in Ansalon. It is here heroes gathered and turned the tide of history against the Dark Queen during the War of the Lance, and today is a neutral meeting ground for all nations, organizations and races. It is nearly as famous for the Inn of the Last Home and Otik’s Spiced Potatoes.
Tell me if you are interested and how to make this better for you.
If you have ideas for characters don't hesitate to PM me I ll try to make it work.
If you are interested you can also read this intro done by TheG111
Dragonlance is my favorite settings, I have very fond memories of playing on Ansalon (I usually played a Knight of Solamnia) and I would love to play again in such setting.
I am also interested. The Game youre referencing for the setting above by TheG111 didnt last long at all. Things got in the way and schedules didnt line up. I was actually in that game....
An ambitious young man he wanted to be a wizard but despite all of his studies and efforts he never managed to learn spells.
One day, he found, after a thorough search, a bound and ancient book. It took him several weeks to finally open the lock binding the tome. Inside he found the story of a great wizard in search of immortality that lived during the time of the King Priests and who tried to conquer the world. He also found power. Its name was Fistandantilus.
Mythras Bloodbane: Minotaur Paladin or Fighter/Cleric The lone survivor of a purge he was smuggled out of the Empire’s islands by his dying grandfather, a noble of the fifth Minos dynasty. He was sent to a family friend in Solace, a dwarf caller Flint Fireforge, the blacksmith of the small town. Something in his blood speaks to him of honor. He is a good friend of Killiath.
Odin Silverflame: Neidar, (Hill Dwarf) Fighter (Champion ) : Apprenticed to Flint because he “needed” to learn a craft, the young dwarf has more appetite for a good fight than for shaping metal. He dreams of finding the forgotten kingdoms of the dwarves and bringing glory to his clan.
Anomander, (Anon)Half-Elf Ranger: Adopted son of the Qualinesti King he is the son of an elven princess. He knows nothing of his human father and no-one will tell him anything. Shunned and left on his own by his mother’s people he has left the elven lands a long time ago to roam the world. .
Tika Fieldhammer: Human Cleric (Light ): All her life she has been taking care of others. People come to her and talk about their problems and she goes out of her way to help. She is as much as Otik’s famous potatoes the reason why people go to The Inn of the Last Home where she works as a waitress. Though nice she is known for her fiery temper as much has her simple good looks.
Zak Lightfeet, Kender Rogue: Life is THE grand adventure. You just have to make sure you don't miss all the other smaller ones. If only the others would get on board. Zak is a friendly man who has traveled far and wide seeking new experiences but always coming back to his friends in Solace.
Daethys Moonstar, Human Mage: Never one to fit in Daethys spent all his youth studying and refining his skills at magic. He knows he is gifted and that he destined to do great things. Now he comes back from the Test that nearly killed him, his body broken but his mind sharper and bursting with arcane power. He relies on Killiath for a lot of manual tasks.
Killiath Darkshield, Human Paladin (Fighter at the beginning): He knows the heritage of his family name but doesn’t see how to redeem his ancestors' faults. Once a great noble house of Solamnia, dedicated to honor and law they have long since turned toward money and power. Though Daethys is not his real brother they have been raised together by a loving family.
Lolana Goldenshore,Dragonesti Elf (Sea Elf) Cleric ( Life): Princess of a deep-sea and forgotten by the rest of the world realm she found the ruins of a temple from another age. She became aware that something greater than her was at work and that the secluded way of her people wasn't for her. She bears the key to the world’s future.
Buken, Human Barbarian: The son of the plains was always driven and wild. Now he has fallen for the elven princess Lolana. She has saved him from certain death, rescuing him from the depth of the sea and he has sworn to protect her. He doesn’t really remember how it all happened but he brought her the Key. He knows the connection is here.
Falon Blackskull, Mage, Thiewar (Shield Dwarf): The young dwarf is part of the much-despised but useful clan in the capital. He was sent into the outside world to learn more about magic and gain an edge in the political struggles that shape the dwarven clans. The Test has shown him that if he sets foot once more in the Capital his clan and maybe all the dwarven nation will suffer. He passed the test with Daethys and has formed a strange bond with the human.
Litjunal, Irda (High Ogre), Sorcerer (Shadow ): She was always wilder and more adventurous than those of her youth. She never trusted that her race remained hidden for a reason. Until she fled. She woke on the shore of an unknown land, cold and transformed, but thanks to her natural gifts she has managed to find a place in this new world always ahead of the forces that haunt and hunt her dreams.
Daethys Moonstar, Human Mage: Never one to fit in Daethys spent all his youth studying and refining his skills at magic. He knows he is gifted and that he destined to do great things. Now he comes back from the Test that nearly killed him, his body broken but his mind sharper and bursting with arcane power. He relies on Killiath for a lot of manual tasks.
Falon Blackskull, Mage, Thiewar (Shield Dwarf): The young dwarf is part of the much-despised but useful clan in the capital. He was sent into the outside world to learn more about magic and gain an edge in the political struggles that shape the dwarven clans. The Test has shown him that if he sets foot once more in the Capital his clan and maybe all the dwarven nation will suffer. He passed the test with Daethys and has formed a strange bond with the human.
Killiath Darkshield, Human Paladin (Fighter at the beginning): He knows the heritage of his family name but doesn’t see how to redeem his ancestors' faults. Once a great noble house of Solamnia, dedicated to honor and law they have long since turned toward money and power. Though Daethys is not his real brother they have been raised together by a loving family.
Buken, Human Barbarian: The son of the plains was always driven and wild. Now he has fallen for the elven princess Lolana. She has saved him from certain death, rescuing him from the depth of the sea and he has sworn to protect her. He doesn’t really remember how it all happened but he brought her the Key. He knows the connection is here.
Mythras Bloodbane: Minotaur Paladin or Fighter/Cleric The lone survivor of a purge he was smuggled out of the Empire’s islands by his dying grandfather, a noble of the fifth Minos dynasty. He was sent to a family friend in Solace, a dwarf caller Flint Fireforge, the blacksmith of the small town. Something in his blood speaks to him of honor. He is a good friend of Killiath.
I would be interested as well if there is still room. I read through many of the Dragonlance novels in high school and afterwards. I also wrote some fanfiction and one of my current RP characters is a half-elf ranger named Tahnis - named after Tanis Half-Elven - whose father is an archdruid of Krynn and is married to his mother, an elf from Faerun, who is a deputy in Solace. I wouldn't be using him for this campaign.
It's also interesting in how you're doing the characters because I think that's how they did it in the modules.
My preference would be
Odin Silverflame: Neidar, (Hill Dwarf) Fighter (Champion ) : Apprenticed to Flint because he “needed” to learn a craft, the young dwarf has more appetite for a good fight than for shaping metal. He dreams of finding the forgotten kingdoms of the dwarves and bringing glory to his clan.
Fun fact: Odin's last name Silverflame is the same surname for my dragonborn paladin Flynt, who I named after Flint Fireforge.
So I have always been a great fan of the setting and I have checked the form for games. Saw a few start but never really go anywhere.
I wanted to see if anyone would be interested to try it out.
Here are a few things you need to know before reading more about the setting. No point in reading all the stuff if my way of gaming doesn't suit you.
For this campaign, Dragons of Autumn ( and the following ones if this works out), I have decided to do things a bit differently.
The most important part is that I'll be creating the characters and I 'll let you all pick one. It s not that you won't be able to tweak them but that the party needs a certain vibe in this campaign.
I 'll post about 12 of them for a party of 7 or 8 so there will be a bit of back and forth. I 'll also take the time to explain what is expected from each character. I understand that it might be constraining for some players but I feel it is just an opportunity to be part of a larger story that will shape the world of Krynn.
Here is an example of the character.
Mythras: Minotaur Fighter ( will become either Paladin or dual-class cleric later ). Mithras was part of the Empire ( a minotaur roman-like empire ) and is the last survivor of the Bloodbane noble house. He was smuggled away before the massacre and hidden in a small village called Solace. He was raised by Flint Fireforge the village's blacksmith. (There will be more on each character but you get the gist of it.)
So if you are still interested, enjoy the next part.
Dragonlance is a Dungeons & Dragons campaign setting featuring high adventure and epic fantasy, It is not, broadly speaking, much different from the Forgotten Realms or Greyhawk settings, though themes tend to focus more on good versus evil, morality and legendary romance.
WHERE IT ALL HAPPENS
The world of Krynn has several continents and countless minor islands, but most of the setting is oriented around Ansalon: a small continent in the southern hemisphere with hot northern areas and southern regions stretching toward the frigid pole. It comprises several true states and numerous ungoverned regions with a smattering of national identities interspersed throughout. Krynn’s deities care for their world and its peoples, but were once in the past cast aside and once removed from the world entirely. The primary teaching of the gods together establishes a need for balance. Good, Neutrality and Evil are all necessary elements in the world, and the free will of its residents cannot be challenged.
HISTORY
Krynn’s history is divided into several ages, and much has been lost to war and destruction over the millennia. Ten millennia have passed since the gods gathered and forged the world, and wondrous nations have risen and fallen, beginning with the beautiful, magical ogres, to the elves and later kingdoms of the dwarves and humans flourished. Great wars spurred by arrogance, piety, the need for resources, and ambition brought low the greatest of the ancient empires.
Cataclysm, disease and war-shattered civilizations. The gods themselves were lost, spurned by mortals or led astray from their beloved world.
PEOPLE
The numerous humanoid and monstrous races of other worlds also live on Krynn, but with developmental and cultural differences.
Humans are found nearly everywhere, and fall into one of two groups; civilized or nomad. “Civilized” humans live in cities or as part of a kingdom and are accustomed to being able to purchase certain items of quality and luxury, as well as the trappings of taxation and being largely unheard and unseen in society. “Nomads” typically live in the wilds, following game across plains or eking out livelihoods on mountainsides. They consider city folk soft and disrespectful of the natural world.
Elves fall into a half-dozen sub-races – all of which have cause to distrust each other and everyone else. Many elves are haughty and accustomed to high standards of living. Though not the only homeland for elves, great numbers of the elegant Silvanesti and personable Qualinesti have made their own Kingdoms. The wild Kagonesti live in the deep forest of both kingdoms.
Dwarves of Ansalon fall into two categories: Mountain dwarves clans seek only their deep halls and distrust everyone else; Hill dwarves (Neidar) reside in the world above and deal, grudgingly, with other races.
Kender are Krynn’s halflings. Many are a wide-eyed, curious and wandering folk who live life to its fullest and feel personal belongings should be shared by all.
Ogres, in the ancient past, were the first race to build great kingdoms and work terrific magics, but they consumed themselves in cruelty. Now the majority of ogres are barbarous and wretched beasts living in the ruins of their civilization. Rumors insist benighted “high ogres” still exist in small numbers.
Goblinoids continue to flourish in many parts of Ansalon, mostly in squalor as they have for countless generations. Thousands, many of which escaped slavery from the ogres, have been building their own homes in abandoned villages deep in the world forests.
Minotaurs, by and large, live for only two things: warfare and seafaring. They possess a distinct sense of nobility and honor, and seek to conquer lesser races (everyone) as their mighty navy sails the seas.
Dragons of Krynn have long been creatures of power and mystery while simultaneously answering the gods’ call to arms. They have worked in their own ways alongside the people of Ansalon to ends both honorable and tragic. No one as seen one since the Gods have forsaken Krynn.
Orcs and drow are not native to Krynn. Planetouched are uncommon to say the least.
REGIONS
Ansalon comprises many kingdoms, nations and cultures that have interacted for millennia.
States with centralized seats of power, and mores and traditions of their own, include the human realms of Ergoth, Solamnia, Neraka and Sancrist. Other states include the great gnome city within Mount Nevermind; the dwarven nation of Thorbardin; the ogre nation of Blöde; and the Minotaur Empire.
Confederations are regions with no central government or law, but people who know when it’s in their best interest to join together as a unified body. These include the kender home of Hylo (this is the closest thing to government they could manage); the human desert tribes of Khur and tribal/feudal nation of Nordmaar.
City-state is the de-facto structure of government in the mostly-human areas of Abanasinia and Kharolis. Between cities lie hundreds of miles of open land claimed by barbarian tribes.
Tribal territories make up for nearly all the areas between those already mentioned. Small tribes of nomad humans can be found all throughout the great plains of the southern lands, in the mountains, and in the swamps – none having much to do with anyone other than themselves.
Other: Many of the islands around Ansalon have populations of nearly any race, with cultures at least vaguely reminiscent of those in Ergoth, Solamnia or the minotaur island homes of Mithas and Kothas.
POWER GROUPS
Though many are the organizations that can be found with influence over hundreds or thousands - noble houses, thieves’, artists’ or merchant’s guilds, minor knighthoods and the like – some are known, respected or feared the world over.
The Knights of Solamnia are shunned and reviled, but continue to live by their creed: Est Sularus oth mithas, “My honor is my life.” From strongholds on Sancrist and Solamnia itself, they send forces throughout the continent to uphold principles and ideals of chivalry, respect, wisdom, and lawfulness.
The Wizards of High Sorcery have advanced the arts of magic for countless centuries. They create the laws governing the use of magic, create items of power for those with the steel to pay, and work to keep magic alive in the world. The three Robes – White, Red and Black – also work to their own ends of Good, Neutrality and Evil as they follow the tenets of their gods; the moons Solinari, Lunitari and Nuitari. Wizards only (Sorcerers are looked upon with distrust and hunted).
Many sects, like the Seekers, have sprung up to fill the void left by the departed Gods.
Where it all begins.
Solace is the most famous tiny village in Ansalon. It is here heroes gathered and turned the tide of history against the Dark Queen during the War of the Lance, and today is a neutral meeting ground for all nations, organizations and races. It is nearly as famous for the Inn of the Last Home and Otik’s Spiced Potatoes.
Tell me if you are interested and how to make this better for you.
If you have ideas for characters don't hesitate to PM me I ll try to make it work.
If you are interested you can also read this intro done by TheG111
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/12862-dragonlance-dragons-of-autumn
I am very interested in this. Would love to see it get off the ground and be a part of it.
Dragonlance is my favorite settings, I have very fond memories of playing on Ansalon (I usually played a Knight of Solamnia) and I would love to play again in such setting.
I’m very interested in trying this out.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
I'd like to see the characters you have to work with, but I am interested so far.
I am also interested. The Game youre referencing for the setting above by TheG111 didnt last long at all. Things got in the way and schedules didnt line up. I was actually in that game....
I ll post the character list in a few.
Darius Claymore: Human Warlock ( Undying )An ambitious young man he wanted to be a wizard but despite all of his studies and efforts he never managed to learn spells.
One day, he found, after a thorough search, a bound and ancient book. It took him several weeks to finally open the lock binding the tome. Inside he found the story of a great wizard in search of immortality that lived during the time of the King Priests and who tried to conquer the world. He also found power. Its name was Fistandantilus.
Mythras Bloodbane: Minotaur Paladin or Fighter/Cleric The lone survivor of a purge he was smuggled out of the Empire’s islands by his dying grandfather, a noble of the fifth Minos dynasty. He was sent to a family friend in Solace, a dwarf caller Flint Fireforge, the blacksmith of the small town. Something in his blood speaks to him of honor. He is a good friend of Killiath.Odin Silverflame: Neidar, (Hill Dwarf) Fighter (Champion ) : Apprenticed to Flint because he “needed” to learn a craft, the young dwarf has more appetite for a good fight than for shaping metal. He dreams of finding the forgotten kingdoms of the dwarves and bringing glory to his clan.
Anomander, (Anon)Half-Elf Ranger: Adopted son of the Qualinesti King he is the son of an elven princess. He knows nothing of his human father and no-one will tell him anything. Shunned and left on his own by his mother’s people he has left the elven lands a long time ago to roam the world. .Tika Fieldhammer: Human Cleric (Light ): All her life she has been taking care of others. People come to her and talk about their problems and she goes out of her way to help. She is as much as Otik’s famous potatoes the reason why people go to The Inn of the Last Home where she works as a waitress. Though nice she is known for her fiery temper as much has her simple good looks.
Zak Lightfeet, Kender Rogue: Life is THE grand adventure. You just have to make sure you don't miss all the other smaller ones. If only the others would get on board. Zak is a friendly man who has traveled far and wide seeking new experiences but always coming back to his friends in Solace.Daethys Moonstar, Human Mage: Never one to fit in Daethys spent all his youth studying and refining his skills at magic. He knows he is gifted and that he destined to do great things. Now he comes back from the Test that nearly killed him, his body broken but his mind sharper and bursting with arcane power. He relies on Killiath for a lot of manual tasks.Killiath Darkshield, Human Paladin (Fighter at the beginning): He knows the heritage of his family name but doesn’t see how to redeem his ancestors' faults. Once a great noble house of Solamnia, dedicated to honor and law they have long since turned toward money and power. Though Daethys is not his real brother they have been raised together by a loving family.Lolana Goldenshore, Dragonesti Elf (Sea Elf) Cleric ( Life): Princess of a deep-sea and forgotten by the rest of the world realm she found the ruins of a temple from another age. She became aware that something greater than her was at work and that the secluded way of her people wasn't for her. She bears the key to the world’s future.
Buken, Human Barbarian: The son of the plains was always driven and wild. Now he has fallen for the elven princess Lolana. She has saved him from certain death, rescuing him from the depth of the sea and he has sworn to protect her. He doesn’t really remember how it all happened but he brought her the Key. He knows the connection is here.
Falon Blackskull, Mage, Thiewar (Shield Dwarf): The young dwarf is part of the much-despised but useful clan in the capital. He was sent into the outside world to learn more about magic and gain an edge in the political struggles that shape the dwarven clans. The Test has shown him that if he sets foot once more in the Capital his clan and maybe all the dwarven nation will suffer. He passed the test with Daethys and has formed a strange bond with the human.Litjunal, Irda (High Ogre), Sorcerer (Shadow ): She was always wilder and more adventurous than those of her youth. She never trusted that her race remained hidden for a reason. Until she fled. She woke on the shore of an unknown land, cold and transformed, but thanks to her natural gifts she has managed to find a place in this new world always ahead of the forces that haunt and hunt her dreams.
My choices, in order of preference would be:
Daethys Moonstar, Human Mage: Never one to fit in Daethys spent all his youth studying and refining his skills at magic. He knows he is gifted and that he destined to do great things. Now he comes back from the Test that nearly killed him, his body broken but his mind sharper and bursting with arcane power. He relies on Killiath for a lot of manual tasks.
Falon Blackskull, Mage, Thiewar (Shield Dwarf): The young dwarf is part of the much-despised but useful clan in the capital. He was sent into the outside world to learn more about magic and gain an edge in the political struggles that shape the dwarven clans. The Test has shown him that if he sets foot once more in the Capital his clan and maybe all the dwarven nation will suffer. He passed the test with Daethys and has formed a strange bond with the human.
I'm in. I'll fill any role needed
Interested in Killiath or Buken
Krynn is one of my favourite settings. I'd love to be involved if you'll have me.
No preference for characters.............well, thats a lie.....I'd love a go at Mythras.
My preferences are for :
Killiath Darkshield, Human Paladin (Fighter at the beginning): He knows the heritage of his family name but doesn’t see how to redeem his ancestors' faults. Once a great noble house of Solamnia, dedicated to honor and law they have long since turned toward money and power. Though Daethys is not his real brother they have been raised together by a loving family.
Buken, Human Barbarian: The son of the plains was always driven and wild. Now he has fallen for the elven princess Lolana. She has saved him from certain death, rescuing him from the depth of the sea and he has sworn to protect her. He doesn’t really remember how it all happened but he brought her the Key. He knows the connection is here.
Mythras Bloodbane: Minotaur Paladin or Fighter/Cleric The lone survivor of a purge he was smuggled out of the Empire’s islands by his dying grandfather, a noble of the fifth Minos dynasty. He was sent to a family friend in Solace, a dwarf caller Flint Fireforge, the blacksmith of the small town. Something in his blood speaks to him of honor. He is a good friend of Killiath.
I would prefer to be Buken, but if its taken, ill take another.
Send me a PM with your top 2 or 3.
I ll try to assign later on or tomorrow.
I’m interested is there still availability?
Odin would be too choice if possible.
I would be interested as well if there is still room. I read through many of the Dragonlance novels in high school and afterwards. I also wrote some fanfiction and one of my current RP characters is a half-elf ranger named Tahnis - named after Tanis Half-Elven - whose father is an archdruid of Krynn and is married to his mother, an elf from Faerun, who is a deputy in Solace. I wouldn't be using him for this campaign.
It's also interesting in how you're doing the characters because I think that's how they did it in the modules.
My preference would be
Odin Silverflame: Neidar, (Hill Dwarf) Fighter (Champion ) : Apprenticed to Flint because he “needed” to learn a craft, the young dwarf has more appetite for a good fight than for shaping metal. He dreams of finding the forgotten kingdoms of the dwarves and bringing glory to his clan.
Fun fact: Odin's last name Silverflame is the same surname for my dragonborn paladin Flynt, who I named after Flint Fireforge.
I have an intelligence of six, I know what I'm doing.
Ok
Recruitment is done. Thanks for all the comments and applications.