Features - Dragonlance Nexus: Unofficial Dragonlance ...dlnexus.com/downloads/23074.pdf · that had...
Transcript of Features - Dragonlance Nexus: Unofficial Dragonlance ...dlnexus.com/downloads/23074.pdf · that had...
Page 2
Features:
8 Fantasy Gumshoe System Chuck Martinell Pelgrane’s gumshoe system converted into a
Fantasy horror mystery system.
15 Treatise of the Creation of the
Solamnic Empire
Chuck Martinell
Summarizing the creation of the modern day
Solamnic Empire.
21 Traveler’s Guide: Neraka Chuck Martinell
Welcome to the streets of Neraka, watch
your money bag.
Artwork by: Chris Untch
Columns:
Ramblings by the Fire
Letters and News
Protecting Palanthas Novel Review
Board Game Review: Thunderstone
Tavern Rumors
Kender’s Pouch
3 4 25 26 28 29
Departments:
5 Palanthas Herald Stories from around the world.
13 Bestiary
“Blaze” Clive Squire
20 Character Spotlight “Justarius” Green Giant
27 Gamemaster’s Forge “D&D Next” Chuck Martinell
Staff: Editor in Chief Chuck Martinell Layout Chuck Martinell Writing Staff Trampas Whiteman, BeezerMN, Tristan Zimmerman, Ben Jacobson, Chuck Martinell, Clive Squire, Uziel, Green Giant Cover Art Lindsey Archer Interior Artists Ray Morris, Lady Katherine, Leonid Kozienko, Sticko, Arcmage, Brian Landan, Fflender, PsychaDurmont, Jon, Munin Raven On the Cover
Master Yap is artwork
that was created by
Lindsey Archer. This is
her first cover for the
Herald and we have to
say we are proud to
display such fine work.
To view more of Lindsey
Archer’s work please visit
www.lindseyarcher.com
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Guest Editorial
Nexus 2.0 Update
Greetings, friends and fellow companions, and
welcome to another exciting issue of the brand-new
Palanthas Herald! Our new editor, the one and only
Gerrin, asked me to write an article to update you on
the status of Nexus 2.0.
Wait, you haven’t heard of Nexus 2.0? Then sit
down by the fire, my friends, and let me tell you a
tale.
This all started a couple of years ago. We on the
Whitestone Council were looking at the Nexus.
She’s a good girl, but she’s starting to show some
age. The Nexus was created all the way back in
2001. In web design terms, that’s ancient! With the
Nexus’ crafter and caretaker, Matt “Paladin” Haag
moving on to new frontiers in his life, it became
apparent that we needed a new Nexus. One that was
more modern, that we could maintain easily, and one
that had a lot of cool features that you guys should
enjoy.
This will not be an easy task, nor will it be one that is
launched all at once. Really, it’s not wholly accurate
to say that the Nexus is a website. It’s more accurate
to say that it’s a network of sites.
It is with deep pleasure that I report the launch of the first portion of Nexus 2.0 – the brand-new
Dragonlance Lexicon. For two years, Kranar Drogin
(aka Ben Jacobson) has been working with a
dedicated crew of volunteers to recreate the Lexicon
using Mediawiki software (the same software that
Wikipedia uses!). I have to say that I’m really proud
of the work they have done.
That’s just part one. The next part deals with the
Dragonlance Canticle podcast. Under the leadership
of Tristan “Zarvox” Zimmerman, the Canticle is fast
approaching episode #50. The site is going to be
moving to a new host. It seems like a good time to
do a site redesign. There might also be some other
goodies along the way, so stay tuned.
As for the Nexus itself, construction is on the way.
However, the Nexus is so massive, that it will take us
quite some time to port everything over. We will
have to tackle it a few sections at a time. An ETA,
you ask? I can’t give you one quite yet. While I
want to show it off as soon as possible, I also want to
make certain that we give you the best possible
Nexus we can.
We are on a fantastic journey, my friends, and I hope
you will join us on it.
Long live the Lance!
Trampas Whiteman
“Dragonhelm”
January 21, 2012
Trampas Whiteman is the co-creator of the Dragonlance Nexus. The Nexus has been in operation for the last eleven years and serves as an outpost for fans of Dragonlance. While never included with the great authors of the setting, Trampas has served in a variety of capacities and has single handily made it his crusade to keep Dragonlance alive.
Fun fact about Trampas his dog is named Snuggles.
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What is this? So the Palanthas Herald is what now? I followed the old Palanthas Herald for quite a while and when I saw this post on the Enworld forums I decided to check it out. So what are you doing with this? Its not quite a newspaper but its not a magazine. This is a good attempt to get something going and I am glad to see that someone at the Nexus is still awake. Looking forward to see what else you come out with next month. Tom Schaeffer Via email
Bring back the Shadow Sorcerer!!!!
First off its nice to see someone bring back something Dragonlance. Its been too long since I have read anything with it. I can’t wait to read more and I see some solid improvement between the two issues. Secondly I want some stories covering the Shadow Sorcerer. Whatever happened to him, he was such a fixture in the original paper and now nothing for two issues. James R. Via email The Shadow Sorcerer isn’t sitting idle and in the near future we are hoping to revisit this character again. Chuck
Raistlin Majere Day
I discovered the Dragonlance
Nexus not that long ago, but it has
become my favorite website. I read
on a blog that April 8 is
international Raistlin Majere Day.
This seems like something that
could be made into an article. I
would also like to say that my
favorite part of the Nexus is the
Quote of the Day section.
I’ll be waiting for the Palanthas
Herald each month.
Silvermage
Via email We will be doing something big one of the most, if not the most popular characters in Dragonlance. Perhaps April will be a Raistlin themed issue…. Chuck
A New Format Hi, I haven’t read the Palanthas Herald in some time……….a few years actually. I logged on today and am really pleased to see that it is still up and running strong……even in a new format. Well done to all those who the herald heralding. Jarred H. Via email Have comments, ideas, thoughts you want
us to know if so please respond to the
thread on Dragonlanceforums.com or send
an email to [email protected]
Conventions February:
Con of the North February 17-19 St. Paul, MN http://www.conofthenorth.org/
Genghis Con XXXIII February 16-19 Denver, CO http://denvergamers.org/
March:
Gary Con IV March 22-25 Lake Geneva, WI http://www.garycon.com/index.php
April:
Mage Con April 22-22 South Sioux City, NE http://www.mage-page.com/
May:
Fear the Con V May 4-5 Maryland Heights, MO www.fearthecon.com Have a convention you would like to see
listed here. We accept local and regional
convention submissions. We will print
your convention here at no cost. Send
your convention to
Page 5
Winter Storm Strands Travelers Outside of Palanthas
Artwork by: Ray Morris
Palanthas-This past Palast a winter storm hit the area and
left behind two feet of fresh powder. The storm was an
unexpected in the area and forced many travelers in the area
to be creative in seeking shelter. With the ending of the
Yule season and travel at its highest the roadways were
filled with people heading home.
Travelers passing through the High Clerist Tower were
informed of the increasing winds to the northern end of the
pass and the possibility of snow. One set of travelers was
the Gavin’s who were returning back from Solanthus after
celebrating the Yule season. They were warned by the
Knights of Solamnia as they passed through the tower and
headed north.
“We were told they was going to be a lot more wind,” said
Foryth Gavin. “They advised us to stay at the tower but we
couldn’t. My business needed to reopen as soon as
possible, so nothing was going to stop us.”
Upon leaving the tower they traveled a few miles before
encountering what other traveler’s had found, blowing
snow. Many travelers reported that the snow was blowing
so hard that at times they could not see the lead animals of
their wagons. Most of them pulled off to the side of the
road and set up camp the best they could to wait out the
storm.
The Gavin family continued to push on as they were not
prepared for the possibility of camping out in the open.
Pushing on they passed several wagons, and ignored advice
given by the already stranded travelers.
“The family was on foot, no problem marching through the
drifts,” continued Gavin. “Didn’t think much of it until I
noticed that it was dark early and that we weren’t anywhere
near an inn. I had planned on walking late into the night
and reaching the city but my wife felt that we needed to
stop as our children were complaining.”
The family sought shelter in a small copse of trees not far
from the road. Their they huddled together for warmth as
they were unable to find wood for a fire. Night settled in
and temperatures were dropping steadily.
“I was sure we were doomed,” told Marta Gavin. “My
husband had pushed us hard thinking he could out walk the
blizzard.” *continued on page 6 Storm Strands Travelers
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War Brewing Between
Ogres and Minotaurs
Palanthas-This past Misham it was announced by the
minotaur ambassador Halrog de-Calkos that hostilities
between Bloten and his nation have broken out in the
borders of the minotaur colony of Ambeon. This
announcement spurred many Solamnic citizens into feeling
uneasy about the potential threat of war.
“Why in the blazes do they have to go to war,” spoke
Morrec Aurrafil. “We have peace for a few weeks before
some nation decides to go to war. What’s the war about
anyway?”
In the past few weeks it has been reported that the Ogres of
Bloten have requested the northern lands of the former
elven realm of Silvanesti. The colonists of Ambeon refused
the request and expelled the ogre chieftain Fire-Eye Pyrnee
back to Bloten. Pyrnee after returning to Bloten declared
that the minotaurs would cede the land or else.
“We have done nothing wrong,” said Ambassador de-
Calkos. “These people demanded land that belongs to us.
What would you do here in Palanthas if your neighbor
demanded your property? Would you fight it?”
The minotaur navy has been reported in increasing numbers
in the Sea of Blood with many vessels traveling south.
Reports coming out of the former elven territory report no
open battles between the two nations.
Artwork by Lady Katherine
Wandering Minstrel Composes
New Music
Solace-This past Palast the Wandering Minstrel composed
a new ballad to be presented in at Spring Dawning.
Sources report that the new ballad contains references to
the great heroes of the past with a special significance to
location.
This ballad has been a source of speculation as many had
believed that the minstrel had finished composing new
music. It has been several years since the famous bard has
sung anything that he originally created. It is expected that
the new music will create a pilgrimage to the Spring
Dawning Festival in Solace this year.
“We are fortunate to have him (Wandering Minstrel) here
this winter,” said innkeeper Petroc John. “He has been
performing to standing room only crowds all winter. This
news has only increased the numbers who want to see him
and ask about it.”
Crowds have swollen to several hundred each evening.
Even in the dead of winter people have traveled in from
Haven to catch a glimpse of the singer and to learn more
about the new music. Those who have asked the bard about
his new music have received a surprising answer.
“He’s been surprising mum on it,” continued John. “I don’t
even know much about it and he’s living in my inn.”
Continued from page 5 Storm Strands Travelers
Three figures who were wearing heavy clothing approached
the family and begin to provide help. They set up heavy
tarps, lit a fire, and began to cook a meal. The figures also
provided the family with blankets and told them they would
return.
“I didn’t know what to think, they were strange,” said
Foryth Gavin. “I hate to think what would have happened
if they hadn’t been there. They came back in the morning
and made sure we were all right.”
The family’s saviors stayed with them for the next three
days waiting out the blizzard and even arranging for
transportation back to Palanthas. It is unknown of who the
three men were as the Gavin family tried to thank them
only to find that they disappeared. The only lead to the
identification of the men is a report from the youngest
child.
“I saw wings, and pointed ears,” said Sally Gavin. “They
told me not to tell mommy but I think they were flying
elves.”
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Court Dates Set for Smugglers By: Gerrin
Palanthas-On this past Palast a magistrate set the court
dates for the 23 individuals accused of smuggling within
the city limits of Palanthas. The smugglers were found
smuggling in exotic wines, gems, and furs without paying
the city’s luxury tax. They were mismarking crates
containing the items with different seals and changing the
ship’s logs that were carrying them.
This event was brought to light after a disgruntled dock
worker spoke to members of the Golden Shield. The
Golden Shield conducted a series of raids and arrests
throughout the city arresting 23 individuals over a two
month sweep. These individuals have been held in the city
watch’s barracks awaiting trial.
The most prominent of the arrested individuals is Cessa
Lorbaird, the wealthy dutchess of the Lordbaird Western
Palanthas Company. She was arrested after the former
Senator Ulric Tolmorea confessed that she had
masterminded the plot. The news of her involvement
stunned many in the merchant community.
“I was surprised, the Lordbaird’s are an ancient merchant
family here,” said Reghar Firehammer of the Garnet
Mining Company. “To think that they are caught in
something like this is shocking. I can hardly believe it
myself, as I just recently was at her estate for the Yule
party.”
This event has not gone unnoticed as the Emperor Jaymes
Markham has ordered all family property of the Lordbaird
to be confiscated and held by the Knights of Solamnia. All
merchandise will be resold at a public auction if Lordbaird
is found guilty of the crime of smuggling.
Sources have stated that Lordbaird had secretly arranged
with several other family merchant houses in Northern
Ergoth. These families would crate up goods that are
subject to high taxes, and fake ship log books to allow these
shipments to be considered non-taxable goods. Once upon
being offloaded these specially marked crates would be
taken to Lordbaird’s warehouses for redistribution. On the
night of the raid by the Golden Shield, Lordbaird had hoped
to hide the evidence and ordered the burning of her
warehouses.
“It was a party of adventurers that turned up the truth here,”
said Golden Shield Captain Thomas Kilner. “That party
had to do some tremendous legwork to prove the
connection between Cessa Lorbaird and the smuggling ring.
It wasn’t easy to obtain the documents as they ended up in a
manner of taking on Lordbaird’s mercenaries. I really look
forward to the court cases coming up here.”
Gargath Burning from Rogue
Dragon Attack
By: Leonid Kozienko
Gargath-A pack of rogue black dragons attacked the keep
of Gargath this past week. The dragons appeared in the
early morning hours north of the city. The defenses of
Gargath were mobilized to face the possible threat that the
dragons posed.
“We did everything we could,” said Knight of the Crown,
Sir Bac uth Wilston. “They came to fast and were to many.
They left a path of destruction.”
The hardest hit parts of the city were located in the north
where the dragons first struck. The dragons pulled down
buildings and breathed acid onto the defenders of the keep.
It took the Knights of Solamnia minutes to arrive to their
posts to defend the city.
“We were unarmored for such an assault,” continued Sir
uth Wilston. “Many of my friends arrived at the walls with
nothing but a helmet, shield, and sword. Many of them
didn’t leave that wall.”
The city’s famous landmark the Tower of Gargath was
spared from any attack as the force of dragons stayed away
from the ruined building. Many citizens in the city were
left wondering what prompted such a deadly attack.
Estimates place the casualties from the attack in the
hundreds as scarcely a family was left untouched by the
attack.
It is unsure at this time the reasoning of the attack on
Gargath was related to the recent spotting of a citadel near
Sanction.
Page 8
A New Twist to a Familiar Setting
Gumshoe Rules for Fantasy
By: Chuck Martinell
To play in a role playing game using the Gumshoe
Rules by Pelgrane Press players will need to own a
copy of the original rules. The Gumshoe Rules
Fantasy Variant is in written with the concept of
using the original d6 rules and is not a standalone
game.
Concept:
The concept of the Gumshoe rules system is that
you are investigating an occurrence of supernatural
origin. This investigation involves characters that
in most Dungeons and Dragons world would be
considered minor heroes. The first thing to
understand about running the Gumshoe system is
that the player characters are not superheroes.
They will not be able to use muscle to overcome
every situation. In fact this system is created in
mind for the game master to no have more than a
couple of combat encounters.
In the original version of the Gumshoe rules the
game is set in present day with the PC’s serving as
regular everyday folks who have an interest in the
supernatural. These people have been recruited to
secretly fight the powers that try to bend evil
events into world altering events. The team must
use clues to uncover the plot of the story and
thwart it.
This system can be easily reworked into a fantasy
setting. In this kind of setting the PC’s will have
to understand that they are playing regular citizens
who have for a variety of reasons decided to fight
the supernatural evil. The evil can come from
many different fronts such as murders, strange
creatures (yes even for a fantasy world), or events
that can be interrupted as a ritual.
In this setting the PC’s have the task to gather
clues and to use those clues to come up with a
plan. This system is based on the PC’s gathering a
specific clue as all major clues will be given with a
reason behind it, but instead in finding the
secondary information that can be used to avoid
major fights, or easily stop an event in motion.
Skills:
The skills used in the gumshoe setting do need some
modifying to make them fit a fantasy setting. This system
gives players points based on its party size to be spread
into three different investigative ability scores. Players
may buy skills from academic, intrapersonal, and
technical. In the fantasy variant the technical class has
been dropped.
In most fantasy setting you can divide PC’s into
possessing skills from the four main classes of characters:
fighters, mages, clerics, and rogues. To represent this in
the fantasy version requires a player to pick an additional
professional ability. The PC will select which
professional ability to be designated as their main ability.
The following is the list of the skills located for each of
the professional classes and a brief description of that
ability.
Artwork By: Sticko
Fighter Skills:
Subduing Tactics:
You are able to subdue an opponent in a non-lethal style.
All attacks made with subduing tactics are rolled normally
but all damage is treated as temporary damage.
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Ranged Weapons:
You are able to use a ranged weapon for an attack.
Two Handed Weapons:
You are able to use a two handed weapon for an
attack.
One Handed Weapons:
You are able to use a one handed weapon for an
attack.
Throwing Weapons:
You are able to use throwing weapons for an
attack.
Tracking:
You are able to follow people or animals that have
been through an area.
Weapon Improvisation:
Even when you are unarmed you are able to locate
a weapon of any sort to use it.
Tactics:
You are able to surmise the best course of action to
any tactical solution.
Leadership:
You are able to persuade others in dangerous
situations to follow your lead.
Mage Skills:
Detect Magic:
You are able to sense magical energies from items,
fields, beings, and nearly anything touched by
magic.
Identify Magic:
You are able to identify the type of magic used.
You are also able to read through magical texts and
translate them.
Abjuration:
You are able to cast spells that protect, block, or
banish individuals.
Conjuration:
You are able to cast spells that bring creatures or
materials.
Divination:
You are able to cast spells that reveal information.
Enchantment:
You are able to cast spells that grant the recipient with
some property or grant the caster power over another
being.
Evocation:
You are able to cast spells that manipulate energy or
create something from nothing.
Illusion:
You are able to cast spells that alter a being’s perception
or create false images.
Transmutation:
You are able to cast spells that transform the target
physically or change the properties of something in a
subtle way.
Artwork by: Arcmage
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Rogue Skills:
Ranged Weapons:
You are able to use ranged weapons.
One Handed Weapons:
You are able to use one handed weapons.
Throwing Weapons:
You are able to use throwing weapons.
Stealth/Pick Pockets:
You are able to sneak into areas or take things
undetected.
Lock Picking:
You are able to pick locks in rooms and padlocks.
Forgery:
You are able to forge documents and signatures.
Find/Disable Traps:
You are able to locate and disable traps.
Hide in Shadows:
You are able to hide in areas that others would
have difficult hiding in.
Climb Walls:
You are trained in how to climb a multitude of
different walls.
Cleric Skills:
One Handed Weapons:
You are able to use one handed weapons.
Two Handed Weapons:
You are able to use two handed weapons.
Throwing Weapons:
You are able to using throwing weapons.
Divine Heal:
You are able to divine magic to heal individuals.
Divine Cure:
You are able to cure individuals of long lasting
inflictions.
Commune with God/Goddess:
You can commune with a higher power to receive
direction.
Divine Power:
You can call on a higher power to provide assistance.
Artwork by: Brian Landan
Clerical Rites:
You understand the rites of your order.
Counter Rituals:
You understand how to end rituals, and the best method to
thwart them.
For characters wishing to add stats outside of their
primary profession they may take a secondary profession
for double the points, a third profession for triple the
points, and a fourth profession for quadruple the points.
For example Sam is playing a character that has selected
cleric as his primary profession. He also wishes to add the
Mage profession and will pay two points for one skill rank
in any mage skill. If he wishes to add a third profession
he will pay three points for one skill rank, and so forth.
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In addition to the profession ability scores this
variant also makes changes to the general ability
skills. First the following skills have been
removed filch and shooting. Secondly remove
scuffling with the word brawling. The final thing
is to add search to the general abilities of the game.
The points given to individual characters general
abilities and their investigative skills are two
different point totals and can only be used in their
respective areas.
Fantasy Races:
Human: Players choosing to play a human player may add
2 extra ability scores at no cost. Humans are a race
that even though short lived often has a broad
sense of interests. They are inclined to investigate
the supernatural with a curiosity of what is
happening and preventing it.
Elven: Players choosing to play as an elf gain 2 points in
history and 2 points in flirting. The elven race is
ancient race known to possess great beauty and
with their long lives have also accumulated a good
grasp on the history of the world.
Halfling: Players choosing to play as a Halfling gain 2 points
in stealth/pick pockets and 2 points in streetwise.
Halflings are a race known to blend into the crowd
and move around unnoticed. They also are a race
that is knowledgeable in life on the street.
Dwarf: Players choosing to play as a dwarf gain 2 points
in architecture and 2 points in intimidation.
Dwarves are often known for their fondness in
masonry and building as they have constructed
their own vast halls and houses out of stone. Also
dwarves are known to be extremely stubborn in
their ways which leads to people avoiding having
to deal with them.
Gnome: Players choosing to play as a gnome gain 2 points
in research and 2 points in illusion. Gnomes are
often known as inventors and thinkers work hard
into ensuring their work is done well. Also
gnomes are known for their use of illusionary magic to
help get them out of difficult situations.
Half-Elf: Players choosing to play as a half elf gain 1 point in
leadership and may spend 1 additional point on any skill
they choose. Half elves are known for their natural ability
to lead both men and elves. With their human heritage
they also develop their passion for skills outside of their
chosen career path.
How the Game Works:
In the Gumshoe system the players must understand that
having a balanced team is much more important than
having a team that is combat heavy. If a team is unable to
be prepared to handle the various tasks of the adventure
they will find out that they are at a dead end. It is
encouraged that players are explained that their characters
are not the D&D, Pathfinder, or other gaming system
character where combat is a heavy focus on the game. In
the Gumshoe system the players will learn quickly that if
they don’t acquire enough information and attempt to end
a problem quickly that it will almost always result in a
total party kill (TPK).
Players are encouraged to approach the game with an
investigative mindset and try to steer away from combat
first approach. They are able to choose characters that
have skills from the standard fantasy classes of mage,
fighter, cleric, and rogue. These characters have the
ability to add more skills from other classes but at a price.
To create a character in this system you will need a copy
of the Gumshoe system and need to insert in the
appropriate information to run a fantasy setting.
One of the most difficult things for GM’s running
adventures in this setting is that the adventure can’t hinge
on one all important clue being revealed during the
session. Instead players should be able to use the clues
they find to figure out the mystery and how to stop it.
Knowing this GM’s must create several places where
players may want to go based on the information given.
Not all of these locations need to have relevant gaming
information, but by no means should a GM railroad the
game.
During game play characters have a lot of different
opportunities to acquire the mystery story. A GM may
place the group as part of a cell of supernatural fighters, a
group responding to a knowledgeable benefactor, a group
Page 12
thrust together due to circumstances, or any
plausible explanation of why the group is together.
The group will have to work together to solve the
mystery.
Artwork by Arcmage
Dragonlance Variant:
To use the Gumshoe system in Dragonlance there
needs to be a few variations to the rules. As with
any fantasy setting the players need to understand
that they are fighting the supernatural and not
trying to slay dragons. All of the PC’s have day
jobs and moonlight as investigators trying to
eliminate the supernatural threat.
In the Dragonlance setting their needs to be a few
changes in the race section of the rules. Gnomes in
this setting do not receive 2 additional bonus
points for illusion instead they receive 2 points in
bureaucracy. Gnomes in Krynn are known for
their inventions and the paperwork that goes with
receiving approval for lifequests.
Also half-elves in this setting do not receive an
additional point in leadership, instead they receive
an additional point in negotiation. Half-elves in
Dragonlance are often forced to deal with angry
individuals targeting their mixed heritage, being able to
talk their ways out of dangerous situations and making
them advantageous to themselves.
The final changes in races affects halflings. In
Dragonlance there are no halflings and instead there are
kender. The stat lines for kender remain the same as
halflings but characters are encouraged to play kender as
highly curious.
Characters in this setting are often dealing with mysteries
in urban settings. These settings have less adventurous
types and often their residents have little contact with
supernatural beings. Adventures can often deal with cults
of Chemosh, Hiddukel, and Morgion. The worshippers of
these cults often employ the powers of creatures of
unnatural origin to carry out their motives. PC’s will need
to be well versed in the cosmology of Dragonlance to
understand each of the cults individual motives.
These cults operate in secrecy fearful for their lives as
they know if they are discovered that they will be crushed.
Members of these cults have been known to be upstanding
citizens of the community and linking these members to a
cult has been difficult. The main motive of each cult is to
bring their god’s agenda into play in the world through
any dark way.
It is up to the PC’s to fight these cults and prevent these
dark rituals from taking place. While not on the same
caliber as those traipsing across the world slaying giants,
they are the last defense against a world of strange,
deadly, unnatural creatures.
To obtain a copy of the original rules please visit
www.pelgranepress.com
Next Month This Article Continues with:
Death By Pins: A Gumshoe Adventure Set in Palanthas
The Latest In Dragonlance Can Be Found Here
Page 13
Dragonlance Bestiary: Beasts of All Ages D&D 3e (3.0/3.5) Rules
by Clive Squire (Background Information by: Uziel)
Blaze, Red Defiant
Gargantuan Wyrm Red Dragon (Fire) (1,135
years old)
Hit Dice: 37d12+370 (610 hp)
Initiative: +4
Speed: 40ft, fly 200ft (clumsy)
Armour Class: 42 (–4 size, +36 natural), touch
6, flat-footed 42
Base Attack/Grapple: +37/+64
Attack: Bite +49 melee (4d6+15)
Full Attack: Bite +49 melee (4d6+15), 2 claws
+46/+46 melee (2d8 + 7), 2 wings +46/+46
melee (2d6+7), and tail slap +46 melee
(2d8+22)
Space/Reach: 20ft/15ft (20ft with bite)
Special Attacks: Breath weapon, crush, tail
sweep, locate object, spell-like abilities, frightful
presence.
Special Qualities: Immune to fire, sleep and
paralysis; DR 20/magic, blindsense, keen
senses, darkvision 1,100ft, SR 30
Saves: Fort +30, Ref +20, Will +27
Abilities: Str 41, Dex 10, Con 31, Int 24, Wis
25, Cha 24
Skills: Appraise +44, Bluff +44, Concentration
+47, Diplomacy +44, Escape Artist +37,
Intimidate +44, Jump +52, Knowledge (Arcana)
+44, Knowledge (History) +44, Listen +44,
Search +44, Sense Motive +44, Spot +44, Use
Magic Device +44
Feats: Cleave, Dodge, Fly-by Attack, Fly-by
Breath, Great Cleave, Hover, Improved
Initiative, Multi-attack, Power Attack, Snatch,
Strafing Breath, Weapon Focus.
Environment: Any warm mountains
Organisation: Solitary
Challenge Rating: 24
Treasure: Triple standard
Alignment: Chaotic evil
This dragon is a gigantic creature over three
hundred feet from nose to tail (172ft body
length, 160ft tail), his scales are a dark, blood-
Artwork by Leonid Kozienko
Combat
Blaze's first and nearly only priority is his own safety. While
he will follow the instructions of others and give assistance
to other dragons, he will not do so if it means harming
himself (he is rather vain about his luxurious scales). His
favoured tactic is to enter combat using his breath weapon
and then retreat.
Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4
rounds; damage 22d10, Reflex half DC 38.
Crush: Area 20ft by 15ft, Medium or smaller opponents
take 4d6+22 of bludgeoning damage and must make a
Reflex saving throw (DC 38) or be pinned; grapple bonus
+64.
Frightful Presence (Ex): 330ft radius, creatures with 37HD
or less, Willpower save DC 35.
Locate Object (Sp): Blaze can locate object 11/day as the
spell of the same name.
Spell-Like Abilities: 3/day - suggestion; 1/day – find the
path.
Page 14
scarlet and his eyes look like orbs of molten
lava.
Spells: As a 17th level sorcerer.
Spells Known (cast 6/8/8/8/7/7/7/7/4; save DC
17 + spell level): 0-level – detect magic, detect
poison, read magic, dancing lights, ghost sound,
mage hand, open/close, mending, resistance; 1st
–endure elements, mage armour, divine favour,
cure light wounds, shield; 2nd –bull's strength,
cat's grace, blur, bear's endurance, endure
elements, fog cloud; 3rd –haste, dispel magic,
protection from elements, slow; 4th –spell
immunity, dimension door, improved invisibility,
detect scrying; 5th –cloudkill, righteous might,
dominate person, teleport; 6th –heal, greater
dispelling, harm; 7th –spell turning, destruction,
greater scrying; 8th –mass charm, maze.
Tail Sweep: As a standard action, Blaze can
sweep his tail in a half-circle with a radius of
30ft. Small or smaller creatures take 2d6+22
points of bludgeoning damage and are allowed a
Reflex saving throw (DC 38) for half damage.
Background
laze (ca. 750 PC - ? AC) was a monstrously
large male red dragon who was every bit as
powerful as he was old. The fearsome red wyrm
was over 1100 years at the time of the War of
the Lance, and kept himself in top physical
condition. His scales were the color of burning
blood and he bore no scars or visible injuries on
his body. Blaze was somewhat vain, but few
other dragons could match his raw power. The
red dragon measured over three hundred and
twenty feet in length, from nose to tail. Blaze
was extremely strong-willed and independent.
Early Life
The red dragon began his life in the Abyss
serving the great goddess Takhisis. In the dark
realm, he grew in might and power to become
one of her largest and most powerful servants. It
wasn't until shortly before the War of the Lance,
that Blaze first entered Ansalon and made his
presence known.
War of the Lance
When Blaze arrived in Ansalon, his main aim was to survive
the War of the Lance, and settle down in a nice cave filled
with treasure. During the war he refused a rider, and also
refused to enter any conflict in which he might be risking his
own life. Blaze most often flew large containers of pitch and
flaming oil into battle, dousing the enemies of the
dragonarmies with devastating results before leaving the
field. Because Blaze refused many orders and could not be
controlled by the Dragon Highlords, he was shifted between
armies. However, he was still utilized from time to time as a
powerful servant.
Dragonlance Canticle #49 – Psionics? 5th edition?
by Zarvox
In a rather unconventional episode, Tristan, Trampas,
Weldon, and Chuck discuss the new Dragonlance Lexicon,
mentions of Dragonlance in recent WotC products, and
argue over the inclusion of psionics. Then, in an emergency
Canticle broadcast, the second half of the show is devoted to
Tristan, Trampas, and Chuck talking about the
announcement of 5th edition D&D.
You can check out the new lexicon here:
dlnexus.com/lexicon
Sign up for the 5th edition playtest here:
http://wizards.custhelp.com/ci/documents/detail/2/infosignup
Discuss the episode here.
Page 15
Treatise of the Creation of the Solamnic Empire
By: Chuck Martinell
The creation of the current state of Solamnia is one
that has become the topic of many discussions with
the recent creation of the Rise of Solamnia trilogy.
To many people it seems that the state that is called
Solamnia is not the Solamnia of the past and for the
most part that is true. The state that is now created is
a nation that finds it roots to the Cataclysm and its
development has been slow to come.
Prior to the Cataclysm the nation of Solamnia was a
series of independent nations or kingdoms that were
tied together through their allegiance to the Knights
of Solamnia. This loyalty was strong and created
bonds within the nations to make it feel that they
acted in one direction. Governing the individual
nations were noble knights who exercised their
authority over hereditary lands. These lands are
worked by peasants in the system of feudalism.
Feudalism is a system in which the lord grants the
peasants rights to work the land in exchange for
their services. These services may be in the form of
crops, crafts, or military service. The lord will then
grant the peasants protection from outside forces
through the use of the military. This system is an
informal contract in which outside forces may
influence or even change.
In Solamnia the contract between the lord and his
people prior to the Cataclysm was a traditional form
of feudalism as described above. This form was
unchanging for centuries as lords governed and
peasants labored. The lords were a part of the
organization known as the Knights of Solamnia and
through this organization they were required to
perform certain duties to maintain their status. At
times these lords and their knights would be
required to join the main organization group to help
defend, debate the laws, or other various duties that
the Knights of Solamnia would assign their
individual lords.
The Knights of Solamnia would have been funded
by these lords to provide the services that they
Artwork by: Fflewddar
offered. Individual knights would tithe so much of their
earnings to the knighthood in exchange for lodging and
protection. Lords would pay taxes to the knighthood in
exchange for titles, land, and the use of the knighthood.
This system would allow the knighthood to form its own
organizational structure that would often be confused as
the real government of Solamnia.
Page 16
The real government of Solamnia was the
independent nations. These nations were not united
politically but were tied to each other through their
loyalty to the knighthood. The leaders of these
nations chose to follow the same set of laws, to
allow uniformity across the nation, but they still
controlled the power to change these laws. This
power would be limited through the Oath and the
Measure but they still could regulate that power.
Artwork by: Sticko
Prior to the Cataclysm many knights had fallen
away from the original ideas of the Oath and the
Measure and were often times exercising their own
powers. This would begin the roots of the downfall
of feudalism in Solamnia as the peasants would be
forced to follow new laws as seen fit by their
individual lords. These lords would begin to abuse
their powers and rights, with no regard for the well
beings of their subjects.
The peasants would quietly grumble for decades
over their treatment and abuse at the hands of their
lords. While the lords publicly would look and
support the rules and regulations of the knighthood,
they would privately misuse their power. During this
time the feelings of the people would begin to grow
as they look for a way to escape from the drudgery
of feudalism.
The event that would allow the people to rise up against
the oppression of feudalism would be the Cataclysm.
During the years that followed this terrible event,
peasants found that they suffered more and more as the
trade routes that had provided many lords in Solamnia
wealth were now destroyed. These lords sought to keep
their nations powerful and increased taxes on the already
overburdened peasants.
The knighthood at this time was also suffering as it was
spending more money then it was bringing in because of
conflicts with refugees. These refugees, some of whom
had turned to banditry, were seeking new lands to build
a nation. The nations of Solamnia already suffering from
the loss of trade, felt that they could not take in any more
refugees. These nations decided that the knighthood
would be used to force the refugees to travel elsewhere.
During these times, lords were forced to raise taxes
again and demand military service from their peasants.
The peasants who were barely surviving after the
Cataclysm found the new demands of their lords to be
intolerable. These peasants would slowly band together
and rise up to overthrow their lords.
The lords were unprepared to face a peasant rebellion as
many had contributed troops and money to the
knighthood to help control the threat of refugees and
other forces following the Cataclysm. Many of the
rebellions would be brief and brutal, with often times the
rightful ruler of the realm fleeing or being murdered.
The peasants would then often set up their own forms of
government or suffer under warlords.
These new nations would force the knights into exile and
the knighthood would become firmly established on
Sancrist. The knights that remained in Solamnia would
be for the most part attempting to restore or trying to
retain their hereditary lands. Many of the knights would
renounce their knighthood as they witness senseless acts
by other knights.
The structure of feudalism would change following the
Cataclysm. No longer would peasants be content to work
the land in exchange for protection. Instead the peasants
would demand the right to own land and sell
Clerist Tower as Derek Crownguard argued with Sturm
Brightblade about the uselessness of hiding. Claiming
that it went against the Oath and the Measure,
Page 17
Crownguard rode out to fight the enemy. His forces
quickly were routed during the battle, while the
forces of Brightblade would manage to defeat the
Blue Dragonarmy.
The peasants during this time of conflict would
experience the hardships of war. Many of them
would be affected either directly or indirectly by the
war as events caused the war to change. These
peasants weathered through the disasters during the
war in which there was little relief from. Many of
them would be happy at the end of the war to give
the lords temporary control over the markets. This
action would cause a financial boom as many of the
lords were able to trade with foreign markets
because of stabilized roads and shipping lanes.
This would change the status of feudalism again in
Solamnia as many of the lords were able to
reestablish themselves as rulers of the various
nations that comprised Solamnia. The people gave
the knights the power back to them temporarily
while everything was being reestablished. This
period would take many years as many of the
villages and towns suffered following the War of the
Lance.
Prior to the Chaos War the knighthood experiences a
renaissance of both its political influence and ideas.
Adopting the ideas set forth by Sturm Brightblade's
death, the knighthood's ranks are swollen with
young ideal thinking men and women. These people
will come from a variety of different life styles and
ideas. The knighthood will be unified under
experienced leadership that will help guide the
nations of Solamnia from the island of Sancrist.
This renaissance would bring about much material
wealth for the knights as they would be able to use
the system of feudalism to increase their coffers.
These coffers would be little used following the War
of the Lance and the wealth of the nation creates
changes between the relationship of peasant and
lord. The peasants begin to ask for a return of land
ownership, while the knights argue that such an idea
is implausible since farming required a large number
of people.
Following the Chaos War, the lands of the
Solamnics are lost to the Dark Knights, who become
more interested in reaping money off of the land.
They govern the land loosely, allowing for the peasants
to own the land. The Dark Knights are unable to
establish feudalism themselves instead they provide
foreign markets for the peasants. The peasants gain
much in material wealth at this time and gain a sense of
independence from their former lords.
Many of the cities at this time experience a growth of a
middle class; prior to this most cities are centers of trade.
In the years prior to and after the Chaos War, these cities
develop a middle class that is created because of
technology improvements in farming. The creation of
the harness allows horses to be used in farm labor and
reduces the amount of people needed to work one piece
of land.
This new middle class is comprised of merchants,
scholars, and artists who begin to flock to cities. The
cities' populations grow quickly even in the years
following the Chaos War, as many former peasants
move to the city seeking work. The Dark Knights are
unchallenged as many people feel that the nation is more
prosperous under them.
The Knights of Solamnia attempt to reestablish
themselves in the area through the use of the Clandestine
Circles. These circles learn shocking details that even if
the knights did try a rebellion the rebellion they would
be unsupported by the growing middle class and the
peasant population. The knights are also forced to deal
with their own internal struggle to survive as a group.
Throughout the world of Ansalon, the knights discover
that their authority has fallen greatly after the Chaos
War. With the death of Lord Gunthar the knights were
able to maintain the leadership of the organization with
Lord Liam Erling. This leadership, while firm on
Sancrist, was becoming a loose collection of advisory
positions working with local governments.
At the time of the War of Souls the Knights of Solamnia
were not a political power anywhere beyond the island
of Sancrist. Their attempts to infiltrate and overthrow the
Dark Knights in Solamnia were largely unsuccessful.
Many of the members of the knighthood were living in
Northern Ergoth, most of them having been born there.
During the War of Souls, the knighthood lost its last few
key strategic areas in Solamnia to the Dark Knights.
These areas would be reclaimed in the years following
the war as the Dark Knights would be forced to
Page 18
withdraw out of Solamnia. In much of Solamnia, the
Dark Knights had become symbolized as part of the
Dragon Overlords and with Mina. People not
wanting to be associated with those evils rose up and
welcomed the knights who liberated the fallen parts
of Solamnia.
This feeling of liberation was short-lived as the
people of Solamnia had changed since the Chaos
War. With a larger middle class and decreased
demand in farming, the knights found themselves at
a crossroads. The people in many parts of Solamnia
had rejected the idea of feudalism and would rebel if
they were forced to return to that structure. Instead,
the knights allowed the three ranks of knights to take
control of key areas and try to organize a new
government.
The government that was organized during this part
was also helped finance by the coffers of the knights
that they had hidden during the Chaos War because
of the quick attack by the Dark Knights. These
coffers at first would be under the direction of Lord
Lankford Lorimar, who preached that the
knighthood could not divide itself. Lord Lorimar
created the Compact of Freedom in which he hoped
to guarantee the rights of the people of Solamnia and
create a government which would work for the
people.
Lord Lorimar was also struggling to keep the
knighthood together as the heads of each order in
Solamnia was fighting for control of the land. As
Lorimar neared his goal, tragedy fell and he and his
daughter were assassinated to prevent Solamnia
from being under the rule of one man. The heads of
the other orders declared themselves dukes and set
themselves to governing certain cities in Solamnia.
The death of Lorimar was also a blow to the
peasants and middle class of Solamnia as many of
their rights and freedoms were stripped by the
knights. A few cities stood up to the knights and
refused to be governed or protected by them. The
city of Garnet, which proclaimed itself a free city,
would become the first victim to the new threat,
Ankhar's Horde.
Palanthas, Caergoth, Solanthus, and Thelgaard
become the major trading centers in Solamnia and
they fell under the control of the Dukes who follow
the lead of the Lord Regent of Palanthas. The Lord
Regent, Bakkard du Chagne, had helped the knights
overthrow the Dark Knights and was a leading merchant
in the city. He viewed Solamnia as a ripe land to
increase trade and wanted Palanthas to become its
shining jewel. The dukes, also driven by material wealth,
fight for political control over the rest of Solamnia.
Artwork by: Sticko
The Knights of Solamnia living in Solamnia refuse to
listen to the orders of the Grand Circle in Sancrist. They
began to act independently from the order and carry out
their own agendas. These knights abuse their power and
strip many of the peasants of their land in an attempt to
recreate feudalism. For the most part this system is
unsuccessful and weakens the economy of Solamnia.
Prior to the creation of the Solmanic Empire, the nation
of Solamnia was in dire need of a true leader. The Dukes
and the Lord Regent had driven the economy to its
breaking point as they destroyed many of the rights that
the people had been given under the reign of the Dark
Knights. Also they began to quarrel with each other as
they began to seek to outdo the other cities in Solamnia.
The people at this time were ready for a change as the
knights that controlled their land after the War of Souls
were worse then any group in the history of Solamnia.
Many knights refused to enter the rigid structure that the
Dukes had created in the knighthood. Believing that
honor was still important the right to attain ranks was
Page 19
equally important, these knights joined forces with
the Legion of Steel. These knights still consider
themselves Solmanic and use the Legion as a way to
promote their ideas. Many of the younger knights
have confused the Legion with the Clandestine
Circles of old.
When Jaymes Markham led the armies to victory
over the forces of Ankhar, the people of the land
loved him. They loved him not for the man but for
the fact that he destroyed the forces, Ankhar and the
Dukes, which had stolen their lives. The people of
Solamnia would support Markham because he
guaranteed the basic free rights that Lorimar had
outlined in his compact.
Solamnia currently has become an empire that is
ruled by an emperor. Markham has changed the
feudal system that still operates in the land. Lords
rule over there lands but these lands are owned by
the emperor. The emperor uses his army to enforce
his edicts and demands. The current Solamnia still
draws support from the Knights of Solamnia but in a
new fashion.
The knights living in Solamnia are a separate group from
the Knights of Solamnia found elsewhere in Ansalon.
These knights refuse to answer to the Grand Circle on
Sancrist and do not acknowledge that power of Lord
Tasgall as their leader. The knights living in Solamnia
have continued to follow the system that the Dukes set
up. They do not attempt to enter other ranks and instead
are proud of who they are.
Following the war with Ankhar and the removal of the
Dukes from power, we see a new Solamnia. A Solamnia
that no longer seeks the approval of the Knights of
Solamnia and instead will forge itself into an empire.
The knighthood, while still in the empire, is not the
driving force of unity it once was. With the change of
feudalism, the knights have been forced to take a back
seat in the affairs of Solamnia.
This change has produced a unified Solamnic state that
is both financially and politically stable. This stability
has allowed the citizens of the empire to increase their
standard of living. The nation has changed from a being
a loose collection of realms based on a common cause to
a strongly unified force that is led by a strong man.
Tired of the
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Page 20
Character Spotlight: Justarius, Head of the Red Robes
Strength 13 Fortitude +10 Armor Class 20 Dexterity 17 Reflex +12 Flat-footed AC 17 Constitution 12 Will +19 Touch AC 15 Intelligence 28 Alignment LN Base Attack +9 Wisdom 15 Speed 30 ft. Melee Attack +10 Charisma 13 Initiative +3 Ranged Attack +12 Hit Points 64 Size Medium By: Green Giant
Special:
Enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Red Robes (magic of change 5/day, magic of deception 5/day, magic of independence, magic of mystery +5, pure magic 5/day).
Justarius has the penalties and benefits associated with middle age. I have also used the optional character flaws found in Unearthed Arcana to give him the Slow flaw (to simulate his pronounced limp) which also grants him a bonus feat. Following Rich Baker's advice, he gets a 25% discount with any magic item he can craft with his item creation feats.
Skills:
Concentration +22 (+26 when casting defensively), Craft (alchemy) +19, Decipher Script +14 (+16 with arcane scrolls), Intimidate +11, Knowledge (arcana) +35, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +19, Profession (scribe) +7, Speak Language (see below), Spellcraft +37 (+39 with arcane scrolls).
Feats:
Combat Casting, Craft Staff, Craft Wondrous Item,
Weapons:
Eschew Materials, Forge Ring, Quicken Spell, Scribe Scroll{B}, Silent Spell, Spell Focus (transmutation), Spell Reprieve (greater dispel magic), Still Spell.
Artwork by: PsychaDurmont
Languages
Common, Ergothian, Abanasinia, Draconic, Elven, Kharolian, Magius, Solamnic.
Spells
Wizard Spells Prepared (5/8/7/7/7/7/6/5/5/4; save DC 19 + spell level; 20 + spell level with transmutation spells; prohibited schools – abjuration, enchantment, and necromancy; caster level 18th). +1 morphing dagger (+11/+6 melee, 1d4+2/19-20).
Possessions:
+1 morphing dagger, gloves of dexterity +2, headband of intellect +6, potion of cure serious wounds x2, potion of spider climb, robe of the archmagi (red i.e. gray), ring of protection +2, scroll of summon monster V, scroll of greater scrying and greater teleport, Justarius' Staff of the Red Moon (13 charges). As Head of the Order of the Red Robes, Justarius has access to other incredible resources.
Page 21
Artwork by: Munin Raven By: Chuck Martinell
Neraka is the capital city of Taman Busuk and the
current base of operations for Knights of Neraka. The
city is settled in the middle of the Khalkist Mountain
range and currently has around 11,000 people living
inside its walls. The city is broken into 3 different
sections with the heart of the city containing a large
hole where the Temple of Darkness once stood.
Currently the city is led by the Lord of the Night, Sir
Baltasar Rennold.
History:
The current city of Neraka is built near the ruins of the
previous city that was destroyed during the Cataclysm.
The previous city of Neraka was a city that was once
called Narakid and held by the High Ogres and once
was considered part of a trade route. Around 1300 PC
the area became controlled by humans in a series of
unrecorded events, and was home to a notable red
dragon named Deathfyre.
After the destruction of the city following the
Cataclym this area became the home of the Temple of
Istar that Takhisis had secretly stolen. The city
quickly grew as Takhisis was able to twist the
temple’s purpose and the settlers in the area became
drawn to the evil seeds planted by the Dark Queen.
The settlement grew quickly into a city and became a
den of evil.
The city would become known as the capital of the
evil state of Taman Busuk, and travelers would often
avoid traveling to the city at all costs. With the
relative isolation of the area this location would
become the perfect area for Ariakas to raise his
dragonarmies in 333 AC. When the War of the Lance
began this city was the main base of operations for the
dragonarmies throughout the war. At the end of the
war the battles came to the front steps of the city and
during the closing hours of the war the Temple of
Darkness was destroyed.
Following the War of the Lance the city became at
first the location of infighting between the surviving
dragonarmies. The city was largely destroyed from
the battles, with many of its surviving residents
fleeing. With the widespread destruction of the city its
power in the region waned and without the influence
of the Lord Mayor of Neraka the city would have
certainly have fallen in obscurity.
The city would slowly regrow over the years
following the War of the Lance and after the Chaos
War it would become the main base of operations for
the Knights of Neraka (Takhisis). The city was part of
the lands given to them following the Council of
Fallen Heroes. As the Knights began to take control
of the city a coup was led by the Lord Mayor who
failed and was killed during the coup.
The city would become known as the capital of the
evil state of Taman Busuk, and travelers would often
avoid traveling to the city at all costs. With the
relative isolation of the area this location would
become the perfect area for Ariakas to raise his
dragonarmies in 333 AC. When the War of the Lance
began this city was the main base of operations for the
dragonarmies throughout the war. At the end of the
Page 22
war the battles came to the front steps of the city and
during the closing hours of the war the Temple of
Darkness was destroyed.
Following the War of the Lance the city became at
first the location of infighting between the surviving
dragonarmies. The city was largely destroyed from
the battles, with many of its surviving residents
fleeing. With the widespread destruction of the city its
power in the region waned and without the influence
of the Lord Mayor of Neraka the city would have
certainly have fallen in obscurity.
The city would slowly regrow over the years
following the War of the Lance and after the Chaos
War it would become the main base of operations for
the Knights of Neraka (Takhisis). The city was part of
the lands given to them following the Council of
Fallen Heroes. As the Knights began to take control
of the city a coup was led by the Lord Mayor who
failed and was killed during the coup.
Prior to the War of Souls the city saw its rival
Sanction growing faster and wealthier. Unable to
compete with Sanction the city was unable to prevent
the Knights of Neraka to moving their chief base of
operations there. During the War of Souls Neraka
remained relatively untouched and after the war the
Knights of Neraka returned to the city.
Outside the heart of the city is the inner bailey. Here
all kinds of buildings crowd together in the small area,
and its own wall surrounds it with watchtowers spaced
out. Then is the Outer bailey, and this was literally
jammed with buildings, such as stables and markets. It
is a warren of brothels, bars, shops, slave pens, huts,
and hovels on narrow streets. A huge stench, squalor is
found everywhere, and rowdy crowds on their streets.
Outside the outer bailey are the neat barracks of the
Dark Knights.
Districts of Neraka:
Neraka is broken into several different districts.
Outside of the inner city lie the five districts of the
former Dragonarmies which are named in honor in
honor to the relating army. The Black, Blue, Green,
Red, and White Districts make up the outside of the
city. These parts of the city are where the major
battles following the War of the Lance occurred.
Artwork by Sticko
Travelers in this part of the city can be greeted by
slum like conditions, in which most citizens live in squalor. Dwellings in this area often appear abandoned but in reality house sometimes dozens of people.
The district known as His High and Mighty’s
Grandiose Playground of Pleasure is located just
outside of the inner city. This part of Neraka has
survived the bloody history of the city untouched.
This part of the city is home to the city’s wealthy
families and large homes. Residents of the city often
refer to this part of the city as the High and Mighty.
Homes in this area often have personal retinues to
protect themselves from the riots that erupt in the
outlying color districts.
Located at the heart of the city is the district known as
the Inner City. This district has a very distinct feature
that is leftover from the War of the Lance. In the
middle of the city located on Temple Square, the
Temple of Darkness once stood. After its destruction
a large crater was left over and the stones that
remained poisoned the ground around it. The inner
city is home to the Knights of Neraka’s offices. Also
the inner city is home to the markets and is patrolled
by the Dark Knights to ensure that their day to day
operations go undisturbed.
Page 23
Buildings in Neraka
The Arena of Death
This building was a popular coliseum used for
entertainment in gladiatorial style matches. It is
located in the Inner City within a few blocks of
Temple Square. Following the War of the Lance this
building was damaged extensively in the destruction
of the Temple of Darkness and remained closed unless
a public execution was needed. The arena has the
capacity to seat 10000 individuals but currently it has
only reopened with a capacity to seat 1000 spectators.
It runs events during the weekends in which spectators
may gamble on matches. Currently the Dark Knights
oversee the day to day operations of the arena.
The Broken Barrel
This establishment is located in the Blue District of the
city. It is a tavern known for its rowdy crowds and
dark ales. The inn is said to be home to many of the
cities less desirable citizens and for a few coins things
can be easily forgotten. The current owner of the
tavern is Stol Blackguard, a former sergeant in the
Dark Knights army.
The Great Market
The largest market of the city is located in the Inner
City. This market is open early on days of events in
the Arena of Death. It is a large sprawling plaza in the
city and on most market days it is three quarters filled
with merchants. Merchants who wish to display their
wares in this plaza must pay an extra tax to operate,
those who do not face a stiff penalty from the Dark
Knights who patrol the area.
Hair of the Troll Tavern
This tavern is located in the Green District and from
the outside resembles a collection of crates and tarps
put together. The inside of the tavern is run down
with mismatched furniture. Patrons will notice that
the bar’s owner, a sivak named Tyrol, is often sitting
near the door lamenting to customers what caused the
defeat of the Dragonarmies. Minotaurs are also not
tolareted in the tavern.
Lute’s Loot
Located in the White District is the pawnshop Lute’s
Loot. This pawnshop has been in operation since
before the War of the Lance and currently houses an
inventory of curiosities from all the following wars.
The owner of the shop, a human name Lute, is
rumored to be the original owner.
Lord of the Night’s Keep
This keep was formerly called the Pink Palace prior to
Baltasar Rennold’s coming to power. Currently this
building is the main seat of power for the Dark
Knights in the city. The keep also serves as living
quarters for the Lord of the Night.
Queen’s Court
This area is located in the Inner City of Neraka.
Historically this area was a slum area, but in recent
history this area has been cleaned up and the
businesses and taverns that line this area are of the
highest quality.
The Red Handed Pawnshop
One of the largest pawnshops in the city is located in
the White District. This pawnshop has been a family
owned business characterized by its sign showing
three red hands. Goods in the shop are rather
mundane in nature. The pawnshop was built upon the
ruins of a former inn that many citizens believe has
access to a secret tunnel.
People of Neraka:
Sir Baltasar Rennold
Lord of the Night, Sir Baltasar Rennold, has made his
home in the city since 425 AC. He moved the
knighthood back to the city to attempt to unify the
Dark Knights. This move though created more
splintering in the ranks. Although Rennold has taken
large strides in reuniting members of the knighthood
in recent years, there still remains a level of animosity
between the various warlords of the Dark Knights.
Currently Rennold is attempting to rebuild Neraka to
return it to its former level of glory. He has arranged
Page 24
Artwork by: Jon
work gangs in the city to help clear out the slums in
the color districts.
Galen Nemedi
Lord Adjudicator, Galen Nemedi is the leader of the
Knights of the Skull. This paranoid and angry knight
has refused to take the title Lord of the Skull fearing
that he will meet his end like the previous two lords
did. He currently has an alliance with the Lord of the
Night but has secretly been inserting his own men into
the ranks with his agenda. Galen’s dragon mount, a
black dragon named Raventheras, lives in the ruins of
the Black District.
Rahk Toerg
The current gladiatorial champion is a minotaur named
Rahk Toerg. This warrior whose past history is
unknown has never been defeated in the arena and is
known for his blue painted horns. It is rumored that
this gladiator once was caught spying on the Lord
Adjudicator.
Elnir Tictan
The current head of the thieves guild of Neraka is a
young individual whose ruthless climb to power
included murdering the three most senior members of
the guild. This young man is rumored to be part elf
but all those who mention it are met by Tictan’s anger
about the subject. He is currently expanding the
thieves guild into the arena to pay gladiators to take a
dive.
Possible Adventure Sites and Plots:
Hidden Light’s Chambers: Located underneath the
city of Neraka is a system of mazes used by the
members of the Hidden Light during the War of the
Lance. These tunnels were a fiercely guarded secret
but the entrance was rumored to be held by an
innkeeper named Talent, who had an inn in the White
District. It is rumored that these chambers were used
during the Chaos War to store wealthy families
treasures and that the earthquake that struck the
following the Battle with Chaos sealed those families
inside with their treasures.
The Dark Sword: A rumor has surfaced in the
training camps around Neraka of a powerful weapon
called the Dark Sword. This weapon is rumored to be
the weapon of the future leader of the order who will
reunite the factions. It is believed that the weapon was
in the Temple of Darkness with its destruction and
many of a young knight has quested to locate it but so
far none have found it.
The Color Districts: These districts have been for a
long time a lawless area. Currently the Dark Knights
have begun to “recruit” individuals to clear out these
ruffians and to serve as the law. Rumors have also
arisen that in each of the five districts contain hidden
dungeons that the Dragonarmies and Dark Knights
found and used. As to what is found in each dungeon
stories contradict each other, but many citizens feel
that the Dark Knights are searching for the lost
entrances to them.
This is the first in a series of Traveler’s Guide from
around all of Krynn. Next month we will be setting
foot in the city of Sanction and exploring into its
possible gaming options and fleshing out the city.
Chuck
Page 25
Protecting Palanthas:
A Dragonlance Novel Review
By: BeezerMN
Protecting Palanthas by Douglas W. Clark is the fourth
book is a series of stand alone books titled the
Champions. The first book, also penned by Mr. Clark
is titled Saving Solace. The second book written by
Lucien Soulban is titled Alien Sea and the third nook
by Peter Archer is The Great White Wyrm. All four of
these novels are set in the Dragonlance universe. The
beauty of these stand alone novels is that prior
knowledge of the Dragonlance world is not truly
necessary to understand them. It is certainly helpful,
and readers of past Dragonlance books will recognize
many nuggets scattered throughout the books, but it is
not imperative.
The plot of this book, on the surface, seems rather
linear. A chest was stolen, and two people are hired to
find it. Later in the novel the reader find out there is
more to the small chest than first thought. The small
chest is really the main plot line, but there are also a
couple sub plots within the pages of this novel as well.
One being the Beloved of Chenosh appearing a couple
of times. When I first read the book this particular sub
plot seemed more like an editor telling the author to
make sure and include it and I was a little disappointed
in that. However, if that was the case, I think Mr.
Clark did a very good job of adding it without it
detracting from his story. I actually ended up enjoying
the inclusion of it as I had forgotten about them. While
reading this book, I almost felt as though it was a
gaming session being put to paper, and I by no means
mean that in a negative way. It's a nice compact,
succinct plot. It allows the reader to immerse
themselves in it and worry about little else.
The characters in this book are in two categories. One
being characters that have appeared in past
Dragonlance books. Specifically Galdar, who
Dragonlance fans will remember as the minotaur from
the Mina novels. The second is Gerard who is an ex
knight of Slomnia. He has appeared in several books,
but his latest was Saving Solace which as mentioned
above was written by Mr. Clark and started off the
Champions series. Both of these characters hold true
to their past actions and motivations. The second
group of characters are largely new characters that add
to the story. Since this is a Dragonlance novel, there is
the requisite kinder. Admittedly, I am a fan of kender
and the one in this novel is no different. Mr. Clark
wrote him, and really all the characters, very well.
They all seem to have their own voice, actions,
motivations, and flaws. It really is a joy to read about
such diverse characters. Certainly, they may be a little
clichéd at times. But, the way Mr. Clark has written
them they don't feel like recycled characters. They feel
new and interesting.
The only criticisms I can think of for this novel is the
linear plot. I would have liked just a little more
substance in it, and the ending seemed rushed to me.
Almost like Mr. Clark was running close to his word
count so he tied everything up nice and neat. Neither
of those two issues detracted significantly from this
novel however.
This is only the second book I have read by Mr. Clark,
however, I can already say I am a fan of his writing.
His prose is smooth and his pacing is spot on. It is
almost as though he is daring the reader to put the
book down. It is easy to read, but covers a lot of
information and builds well upon itself. I am really
hoping Wizards of the Coast gives Mr. Clark more
opportunities to write novels for them. He has a
tremendous talent and I am anxious to see what he
does next.
Fans of the Dragonlance universe will enjoy this
novel. Fantasy fans who are looking at a nice
introduction to the Dragonlance universe could do
worse than starting with the Champions series. It gives
a good overall feel to what readers can expect from the
world. I enjoyed the Champion series as a whole and
think most fantasy fans will as well. I can easily see
myself recommending this novel to other readers.
It’s not only just for the casual
draconian………….or fan.
Page 26
By: Chuck Martinell A description from the publisher… For ages the vile Doom Knights have sought to gather the remaining Thunderstones to fulfill a prophecy of corruption over the lands. Now the first Thunderstone has been discovered in the Dungeons of Grimhold and the Doom Knights have sent their minions to claim the relic. The Villagers of Barrowsdale gather brave souls to face the dungeon and keep the Thunderstone out of the hands of the Doom Knights. Thunderstone is a new and exciting fantasy deck-building game from Alderac Entertainment Group. Fight the evils of the dungeon to prove your worth. Gain powerful weaponry and level into new and mighty hero classes. Claim the best cards and survive to take the Thunderstone. Featuring beautiful art from Jason Engle, Thunderstone is a welcome addition to any fantasy gamer’s collection. The Components: The cards included in this game are produced with a linen finish. This helps extends the cards life and for most gamers who will pull this game out a few times a year they will last. Owners who play the game with regular frequency will notice that the finish will begin to wear off though and while sleeving cards is expensive it is recommended for this game, or to buy a second copy. The original box is a solidly constructed box with a tray that is designed to make things “easier”. This tray is a terrible insert and if you enjoy the game then you are most likely going to pick up the first expansion which includes a tray that really works, and dividers for quick finds for the cards. The original box of this set contains dividers that are a little bit wider, but after you sleeve the cards you will have a hard time figuring out where the cards are in the box. The Gameplay: In Thunderstone, you are competing against the other players to gather as many victory points from defeating monsters in the dungeon, recruiting heroes, and purchasing certain items. This game requires players to make a critical choice at the start of their time. They must either explore the dungeon, purchase items, or rest.
If a player wishes to explore the dungeon then they have the option of battling one of the three monsters located in there. They must first select the monster and then from
the cards in their hands defeat the monster. If they are unable to defeat the monster the players will end their turn without receiving the monster card. Defeated monsters will be placed in the victors deck and sometimes add added benefits.
The second option that players may choose is to go to town where they can spend the XP they acquire from defeating monsters to upgrade their heroes, and/or they may purchase items with their gold supply. Cards that are in the hand have different amounts of gold and you may add them together to make purchases. Players are somewhat limited in their purchases to only buying one card, unless they have a card that allows them additional buys.
Players who choose the third option of resting, may trash a card from their hand and then discard the deck. This option allows players to be rid of the harmful cards that they sometimes receive from defeating monsters, and also allows players to thin down their decks. This game similar to most deck building games requires players to find that balance of enough cards in the deck to act, versus having a glutton of cards that while early in the game will make you seem like you have a big lead, will later lead to you falling behind.
Gameplay proceeds with players taking turns until the Thunderstone is revealed. This item is located in the dungeon and signals that the end of the game is near. Once the Thunderstone has been claimed the game has ended and players count up victory points.
Overall Impression: I have to say that I really enjoyed this game more than I thought. If you are tired of your traditional deck building games then this is a game that gives a fresh feeling to the genre. Also this game includes three expansions with a fourth being released this year that allows it to grow. It is a bit longer of a game, taking around 45 minutes a play but it is also game that plays well as a solo game. I wouldn’t hesitate to pick this game up and I give it 5 stars. This game has inspired me to go back into playing deck building games. For those of you who love Dominion or Ascension: Chronicle of the Godslayer you will also really enjoy this variation. This style of gameplay can be easily converted into a Dragonlance kind of game with a little imagination and time.
Page 27
Game Master’s Forge: D&D Next By: Chuck Martinell
This article is written by someone who was not invited to play D&D next with other media sites at WotC headquarters. I feel that my invitation was lost in the mail…….WotC you can make it up by sending the Palanthas Herald either a copy of Lords of Waterdeep to review, or Chris Perkins (ever heard of Spectre of Sorrows Chris?). "The goal of this project is to develop a universal rules system that takes from the best of every edition and get at the soul of what D&D is." - WotC. On January 9th 2012, the gaming community received the news that Wizards of the Coast was going to unleash a new gaming system so far entitled D&D Next. This announcement was met with a lot of skepticism (myself included) as to why I would care. Why should the average fan care about what this is. WotC has unleashed more editions, and changes to the game then I care to count (or purchase). What about this new edition (of course we can’t just be honest and say new edition) appeals to me. The first thing that was released with the announcement is that this edition was going more back to its roots. What does that mean are we going back to 1e, the white books, or Chainmail? No what it means is that the game is going to have that feel of gaming. That feel of cracking open the screen and hearing the dice rolling. Of having late night crawls with piles of dead soda cans, and mounds of empty pizza boxes. What this edition is going to try to do is bring all edition players back to the table. To roll dice with folks who have been in the industry for 39 years or newbies, who can all enjoy the same adventurers together. This is exciting to think that WotC is trying to extend the olive branch to all gamers. "Stuff like Castle Ravenloft had a big effect on our decision, as it showed that we could focus the tabletop RPG on its strengths rather than worrying about incorporating the latest trends in gaming." - Mike Mearls. This is perhaps one of the best bits about the new edition that has come out. What I have learned is that 4th edition makes a tremendous board game, with its World of villains that don’t feel forced, instead they can grow with
Warcraft ability regeneration. The future for this edition is bright as the designers seem to be more interested in what worked with each setting rather than figuring out what is the hottest trend in gaming. This is a nice acknowledgement that sometimes if something isn’t broken you don’t have to fix it. "We actually went back and played every major edition of D&D and used those experiences to help narrow down the absolute core elements of the game. If you removed those elements, it’s not D&D. Our list includes the six abilities, classes, levels, hit points, Armor Class, and a few other things." - Mike Mearls. Including the “basic” elements of the game in D&D Next is a nice way to really focus on what made D&D exciting to play. In the last few years I have been wishing back to 2nd AD&D where things seemed differently. It was a huge issue that really grew the more I played. What the biggest problem I have had of late when it comes to D&D is the fact that ability scores no longer matter. Instead it was about being able to get the right skills to give you the perfect killing edge. No longer did you have to roll for the stats of the character instead you picked what skill you wanted an 18 in and prepared the character accordingly. This left a foul taste in my mouth as it made abilities less important (or in some editions non-existent.) "Instead of the fighter getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate. I think it offers a better play experience that the orc/ogre can remain in the campaign, and people can know how the monster would work from a previous experience, but they remain a challenge for longer." - Monte Cook This bit of information is fantastic to hear as it really excites me to think that no longer do fighters just rely on one mechanic. Instead you can create a fighter that suites your taste (once again speculation here wasn’t invited). Also with the idea that orcs (I know Dragonlance doesn’t have them) can still be a factor past a couple of levels also excites me. People love facing iconic enemies. The possibilities of monsters remaining a challenge longer
Page 28
should have most Dungeon Master’s salivating. You can create a campaign world in which you don’t have to constantly move the PC’s around in hopes of keeping them challenged. Instead you can create the large sandbox and play in it. This will allow for DM’s to create areas that have more details, flesh out the history, and create recurringthe PC’s. Other Settings: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned." - Mike Mearls. What does this mean to Dragonlance fans, not much at this time. This does nothing to end the pains of fans of Dragonlance as they have remained supportive of a setting that was discontinued several years ago. The setting has taken a beating in a sense that without new material the fanbase is slowly drifting off, and while the older material still exists it is no longer being marketed to anyone. The Dragonlance Nexus will continue to support Dragonlance in every way possible. While it is impossible for us to release gaming material that will be instantly compatible with D&D Next we do promise to create our own version is Dragonlance goes unsupported by WotC. The stories that remain to be told in this setting are tremendous.
Come in sit down and have a drink. Have you heard
the latest news, did you hear about……..
Scratches on the Door
Setting: Rural
Rumor: Villagers have been awoken in the morning
to find strange scratching marks on the door frames of
their homes. Livestock in the village has been found
dead and partially eaten.
Truth: The villagers are being groomed for an attack
by a roaming pack of ghouls who are consuming all of
their food choices.
Late Arrival
Setting: Rural (mountainous)
Rumor: The village of Red Iron believes that the
traveling merchant caravan, Lollin’s Trading Post, has
been insulted after their last visit. One of the village
women spurned an advance by the caravan master
Lollin.
Truth: Lollin and his caravan had been waylaid a day
from the village by a tribe of ogres. These ogres are
now moving their thoughts towards the village of Red
Iron.
The Round Up
Setting: Neraka
Rumor: The Dark Knights are rounding up citizens
that they believe are a threat to the city. These citizens
are ordinary people who have begun to show some
strange characteristics.
Truth: The Dark Knights are battling with a group of
Beloved. They are slowly infiltrating the city in hopes
of creating it into a new home for them.
The Mayor’s Bounty
Setting: Darken Wood
Rumor: The mayor of Haven has announced that his
daughter has been kidnapped by a band of goblins
residing in the Darken Woods. He has announced that
a 100 steel piece award for the return of her.
Truth: The mayor’s daughter is indeed the prisoner
of a viscous band of goblins called Humansplitters.
His daughter was part of a small group that were
returning to the city of Haven when they were
captured. All of the other members of the group have
been slain.
The mayor in reality does not care if his daughter is
alive. The group was also carrying an item of ancient
power said to date back to the Kingpriest, a crown of
Unlin, which is said to bestow the wearer with great
oratory skills. The mayor will feign being upset about
his daughter but will emphasize that the package also
needs to be brought back.
Page 29
Top Ten Items Found in that Pouch Tas
Forgot He Had
By: Aya
10.The Holy Grail
9. A load of single socks
8. A gully dwarf
7. Raistlin's conscience
6. Caramon's spine
5. Kitiara's...er, never mind
3. The Crown Jewels
2. A member of another adventuring party
1. Jimmy Hoffa
Kender Taunts for Wizards
(To a Red Robe): Have you ever been charged
by a minotaur?
How can a Black Robe be evil in a dress?
Whew! Is that your spell components, or do
you make your own soap?
Who needs a magic portal with those
nostrils?!?
(*bends over*) Worship This Moon!
You couldn't turn water into ice in the dead of
winter!
You're such a bad wizard that you couldn't
even cast fishing rod!!!
Have an idea for an article, a comment about this issue, some artwork to share, or just want to say hello please send emails to [email protected] or check out the forums on www.dragonlanceforums.com
A Knightly Tournament (Not My Little Pony)
The Shadow Sorcerer
A Traveler’s Guide to Krynn: Sanction
We are the Krynnians
By: Crown-Keeper
To the tune of 'We Are the Champions', with apologies
to Queen.
We've lost our gods
Time after time
We've seen two Cataclysms
But committed no crime
And bad trilogies
We've been in a few
We've been tormented
By Dragon Highlords
But we, pulled through!
The story goes on, and on, and on, and on
We, are the Krynnians, my friends,
And we'll, keep on fighting, 'till the end
We, are, the Krynnians
We, are, the Krynnians
No, time, for Eberron,
Cuz we are the Krynnians,
The best world
The monks took their bows
The bards' curtain calls
W&H brought fame, and fortune, and franchising
We thank the gods,
But it's been none of Majere's roses,
No Maelstrom cruise
We consider it a challenge of every Krynnian race
And we'll, never lose,
The story goes on, and on, and on, and on
We, are the Krynnians, my friends,
And we'll, keep on dying, 'till the end
We, are, the Krynnians
We, are, the Krynnians
No, time, for Realms,
Cuz we are the Krynnians,
The best world
We, are the Krynnians, my friends,
And we'll, keep on dying, 'till the end
We, are, the Krynnians
We, are, the Krynnians
No, time, for Planescape,
Cuz we are the Krynnians