Dragonlance Dragons of Renewal Re-Upload

Libertad

Hero

Dragons of Renewal DL9: Dragons of Deceit​



by Larry Elmore


Overview

After recuperating from the Battle of the High Clerist's Tower, the party is approached by D'argent/Silvara in her disguised form. She tells them that they must head out to the city of Sanction in the heart of Takhisis' empire. The key to the good dragons' Oath of Neutrality is there, and if successful can help bring them into the war against the Dragonarmies. Silvara is tight-lipped about the specifics, not letting up about the nature of the draconians' creation until the PCs see for themselves. The party has a choice of going by sea or by land, both paths with their own encounters along the way.

Whether by imprisonment or infiltration, the party has the opportunity to find out the truth in the Temple of Luerkhesis where a Black Robe wizard, a cleric of Takhisis, and a red dragon conduct a ritual to transform metallic dragon eggs into draconian spawn. The PCs may encounter the Shadowpeople, a secretive race living beneath the city who can aid their escape as the draconian chamber sets off magical alarms to send a group of soldiers to kill the intruders. If the PCs escape into the shadowpeople chambers, they'll be teleported to the hidden island where the metallic dragons live. Once informed of the Dragonarmy's true use of their children, the Oath of Neutrality is broken and they fly south with the heroes to Palanthas to lend their aid to the forces of Good. The PCs will have opportunity to ride on their backs with Dragonlances in tow during an assault on the city of Sanction.

Victorous, there is only the final city of Neraka to conquer, where the two once-split parties of Winter and Spring unite for one last battle against the forces of evil!

Things to Change/Look Out For
D'argent/Silvara: Interestingly, the AD&D version of the module suggests handing over control and accommodating backstory notes of the silver dragon to a player as a one-time thing for the adventure. Instead of controlling 2 PCs at once, the player gets to control the dragon in lieu of their normal PC. Be it AD&D or 3.5, she will doubtless be along for the ride albeit mostly in a humanoid form. Having a player run her is a good idea, albeit with the caveat that she will not take dragon form save at a dramatically appropriate moment (like escaping with the good dragon eggs or such). You might also want to allow the player to control their PC if they think they can manage both adequately.

In AD&D terms, dragons are nowhere near as strong as they are in 3.5, so in the latter there's a chance that even in a weaker humanoid body Silvara can be a powerful character. Consider making a level-appropriate stat block for whoever she is intended to be disguised (wizard, fighter, etc).

As recommended in my last blog post, I had the mission known immediately from the outset along with a threat from Ariakas to turn herself over or else more metallic dragon eggs will be squashed for every day that passes. This provides a good hook and motivation, and it's possible the players at this point in the campaign are putting two and two together regarding the reasons behind the Oath.

"No metallic dragons, the draconians all have their scale colors...something seems fishy here.


Travel: The trek to Sanction by land or sea is going to be long, and there's lot of unrelated encounters along the way. Some of them can be fun, such as running through a Dragonarmy blockade to get to Sanction's port. But at this level, and assuming that time is of the essence, the PCs may very well resort to teleportation, long-term flight (via summoned monsters or spells), or other means to bypass regions. In my own campaign I had the PCs abscond with supplies from the White and Red Robe army camps around the High Clerist Tower. This was done to get the spell components to teleport, a very powerful magical spell even in higher-magic settings. The meat of the plot and drama takes place in Sanction, so it may be a good idea to speed up the process or excise it entirely unless your group likes the idea of overland travel with lots of events.


Sanction: In the original adventure, Sanction was a sprawling city amidst an active volcano, much like Mordor. The majority was rundown, with shantytowns and tent-cities from the large influx of mercenaries, draconians, and other wicked folk. The temples, relics of pre-Cataclysm times, are the exception and now used as military stations and meeting points for Dragonarmy VIPs.

In my own campaign, I changed the aesthetics a bit. Sanction was still near an ashy mountain range, but Ariakas wanted the heart of his empire to reflect the beauty of old Istar. There was a large colosseum built in town, both for him to make grandiose public speeches as well as blood sport for entertainment. The city was vertical: the lowest tiers contained the slums and shantytowns while the higher tiers more well-to-do sections with the temples, manors.

The effects of the Dragonarmy rhetoric were present. Drakenheim Academy was where the younger generation of citizens were taught propaganda of the new order. With the aid of clerical magic and the Black Robes, there were ample magical resources as well. When my PCs arrived in town, a set of skulls atop poles acted as a sort of magical broadcasting system to echo Ariakas' speech from the colosseum so that all citizens may hear it. A pair of children ran down the muddy street, one of them displaying a minor bit of clerical magic with youthful wonder while wearing a Medallion of Takhisis.

I made a full transcript of Ariakas' speech in the following post, cribbing notes from real-world dictators (mostly Hitler and Stalin), albeit altered to fit the circumstances of Krynn. I had lines from it interspersed throughout the adventure as the PCs went about Sanction rather than reading it all at once. It may not work if any of your players are familiar with the speeches, but it worked well for my group in making Ariakas an intimidating yet well-spoken figure.

The draconian birthing chamber had a separate room for ones born with deformities, a sliding shoot leading down to a cavernous room to be devoured by slimes (which the PCs saw and put a stop to in saving one from such a fate).

In this way, Sanction was a gilded city. It echoed the glories of a grand and civilized society, but only its trappings. For beneath the thin paint of gold, evil and tyranny could be found.


Interior Artwork from Dragons of Deceit, AD&D Version

Early Encounters with Ariakas:
There are 2 opportunities the PCs may meet the Emperor of Ansalon earlier than the final chapter of the Dragonlance Saga. The first is during a public parade in Sanction where he's driving a chariot drawn by human slaves. Kitiara and 20 bodyguards are at his side during this. Another if the PCs get captured and are interrogated in the Temple of Luerkhisis.

The 3.5 version says that even if Ariakas is to die, his body will be taken by guards to one of the temples where he will be resurrected via dark rituals. Although done to prevent a premature victory, it takes a bit of the sense of accomplishment out of the equation. Like the old adage of "if it has stats, players can kill it," you may wish to avoid having the Emperor appear early. My skeleton pole system still gave off his presence while not being physically present, and the PCs were preoccupied with saving the good dragon eggs instead of assassinating the Emperor. As a result, things worked out for my campaign this way.


Two-Page Splash of the Battle of Sanction in the 3.5 version

Discovery, Escape, and the Final Encounter:
I admit that my own campaign's progress went very differently from the standard adventure. For one, Silvara teleported away with the good dragon eggs to the Isle while the rest of the PCs fought their way out. They were challenged to battle on the streets of Sanction by their Kitiara Counterpart NPC, who they were intent on saving from what they thought was Ariakas' brainwashing. Fighting her on top of her dragon, the rest of the city's chromatics gave pursuit with the Green Dragon Highlord Salah-Khan at their helm (what can I say, our Dragonlance was a lot more high-octane than usual). The battle/pursuit was later joined by a flight of 30 metallic dragons led by Silvara in dragon form to counter their assault. The battle mat was a riotous assembly of good and evil dragons which PCs could ride or run on, fighting other riders and the Dragon Highlords. It had the climactic feeling of the standard final encounter, albeit with a clear "boss" for the PCs to fight rather than nameless dragons and soldiers.

In your own games, you might consider going with the standard adventure, or just have the 12 nameless dragons with an undefeated Dragon Highlord at their command (Kitiara Counterpart is highly appropriate for this). Furthermore, the PCs might attempt to escape with the good dragon eggs themselves (there's a lot of them) by piling them into Bags of Holding or as much as they can carry to get word out. Or maybe the latent anti-divination magics concealing the dragon eggs' location is removed once the PCs are out of the Temple, allowing the metallic dragons to come to their aid right then and there.

But regardless of what you do, don't deny your PCs the opportunity to ride on dragons!

Closing Thoughts

Dragons of Deceit is a very good conclusion to the Dragons of Winter arc. The major areas to work on include the primary motivation, how to handle Silvara's role, and giving an "enemy face" of an important NPC in the final battle. Otherwise the adventure works quite well.

Next time, we shall start on the first chapter of the Dragons of Spring arc, Dragons of Dreams!
 

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Libertad

Hero
Emperor Ariakas' Speech
Citizens of Sanction! This is your Emperor speaking!

More than 350 years have passed since the Old Gods plunged Ansalon into an age of sorrow, where once-great civilizations lost touch with honor, dignity, and sense of history. Division and petty greed blinded us from seeing beyond the next day, as once-proud kings and queens spoke of duty and goodliness as they extorted wealth from the peasants whose blood and sweat stained their regal robes and scepters.

Even so, as the world suffered, we did not lay back content with despair. In twenty years since the Pilgrimage to Neraka, our new Empire continues to make great strides of liberation and progress across the continent. Once-deadly plagues are now gone thanks to the priests and priestesses of Takhisis; hoarded bounties of elves and tyrants liberated for the good of the new order; the reclamation of holy artifacts of old Istar; and the racial unification of once-warring tribes marching side by side to the five-headed chorus of our Dark Queen’s anthem!


Nevertheless, the experiences, especially of the last eight months, must strengthen our resolve to be careful and never to leave anything undone that must be done for the protection of all we fought for. Opposite us are the Solamnic Knights who deny the voices of their people, and the elves who commit acts of banditry and shoot down women and children who cross into forests they think are theirs. But worst of all are the so-called “Heralds of the True Gods,” who believe that shackling Krynn to the whims of cowardly deities is the greatest virtue; who would sabotage peace processes and tear down our cities in the belief that injustice in this life shall be rewarded in the hereafter. To them I say ‘unwrap the dark cloth from your eyes! Ask in your heart of hearts why serving the ones responsible for the Cataclysm is any sort of reward. Look at the destruction your path creates, and ask yourself if this selfishness is worth the price of a blackened world.’


And so they kept on fixing new dates for our downfall, and now, in wartime, they are doing exactly the same thing. And why not? They are the same people, the same prophets, the same political diviners who prophesied the future so wonderfully when their ideological predecessors gained prominence in Abanasinia and other beleaguered communities striving for purpose. Today they are doing exactly the same thing. They always fix final dates. In the autumn they said: ‘Thorbadin today, Solamnia tomorrow, Ansalon by year’s end.’ It has passed that time, and yet the only places they claimed are the desolate corners of the continent where our Dark Queen’s blessings meet the deafening of ignorance.

And so, in all due modesty, I have just one more thing to say to my opponents: I have taken up the challenge of many adversaries and up to now I have always emerged the victor from the conflict. I do not believe that this struggle is being carried on under different conditions. That is to say, the relation of the forces involved is exactly the same as before. In any case I am grateful to Takhisis that this struggle, having become inevitable, broke out in my lifetime and at a time when I still feel young and vigorous.

Spring is coming, the spring which we all welcome. The season is approaching in which one can measure forces. I know that, although they realize the terrible hardships of the struggle, millions of Dragonarmy soldiers are at this moment thinking exactly the same thing...


When I first entered this relic of old Istar twenty years ago, I was but a nameless man with nothing but the faith of a goddess to keep me going. During the twenty years since with the aid of people from all nationalities and walks of life, a new Age has been created. The road leading into the future will be easier than the road from January 3rd, 331 to the present. I look to the future with hope, not fear. The good folk of Ansalon have united under the banner of brotherhood. No matter the foe who stands before us, I know that when the enemy makes itself known and the order is given, the Dragon Empire shall march.
 

Libertad

Hero

Dragons of Renewal: Icons for 13th Age​


As time goes on I realized that 13th Age captures the feel and spirit of heroic epic fantasy better than a lot of other retroclones and even D&D Editions. As the Dragonlance Chronicles fall into this genre, I figured that they'd go well both thematically and mechanically with this game.

One of the things many people change for their home campaigns is that of the Icons, major power players who have an indirect relationship with the PCs. To that end I repurposed some of the most iconic characters and organizations from the War of the Lance era and turned them into Icons.

Astinus Lorekeeper (Neutral)

Quote

“I’ve written countless works over many mortal lives, and in that time I learned how fragile true knowledge really is.”

Usual Location

Astinus lives in the Library of Palanthas day and night, since the last stone set into the building.

Common Knowledge

The Library of Palanthas is one of the few true bastions of lore in the Age of Despair. Its head librarian never aged a day since he appeared at its founding. Many rumor that he’s immortal, a powerful wizard, or even a long-forgotten god of knowledge.

Adventurers & the Icon

Astinus is a patron of many bards, and he hires many teams to go out into the world and retrieve scrolls and tomes in risky areas to take back for safekeeping. Many mages come to him in search of spells and lost lore.

Allies

Those who know the Library’s value, such as the Knights of Solamnia and the Wizards of High Sorcery, appreciate Astinus’ contributions.

Enemies

At the same time, there are those within the order of High Sorcery contemplating annexation of the Library, thinking it would be in better use in their hands. Lord Soth seeks its secrets for reasons unknown, and devotees of Chaos seek the destruction of knowledge and higher thought in all its forms.

History

Astinus has lived far beyond any mortal lifespan, a fixture of the Library since the last brick layed completed its foundation. And for as long as the people of Palanthas can remember, he's been in there, dutifully writing and archiving the knowledge held in the written word.

The True Danger

Everything will be alright provided that the forbidden tome detailing dire prophecies of Krynn's last days remains unfound.


Chaos (Villainous)


Picture by The Paranoid Freak of Deviantart

Quote


You hear only the churning emotions of hate and rage

Usual Location

Imprisoned within the Greygem. Even within he is capable of moving it about, causing much woe on Krynn wherever he goes.

Common Knowledge

Before the gods and the Wizards of High Sorcery brought order, magic was an uncontrolled force ravaging the land. Only through their hand does the land stay in harmony.

Adventurers & the Icon

Chaos thrashes against the shackles placed upon him, but sometimes his conscious reaches out to mortals, imbuing them with dark powers. Some of them are unknowing vessels, others willing servants of entropy.

Allies

Chaos opposes the gods and reality’s existence. Only maddened mortals and demons serve his will.

Enemies

Even the most craven forces of Evil don’t seek the unmaking of reality, nor do any of the gods. No reasonable person wants to free Chaos.

History

Chaos existed since the dawn of reality, and some say before that as the void of nothingness. He lost much power during the creation of the world of Krynn, and was imprisoned by Reorx in the Greygem to limit his vast power.

The True Danger

Everything will be alright provided that nobody finds the means to split open the Greygem in a fit of true desperation, releasing the avatar of destruction into the world.

Disciples of Nature (Neutral)

Quote

"The sea's awash with blood and demons. Armies raze forests and drown the afterlife in wailing souls. The world is broken, and we must restore it, protect it, for the true gods to return."

Usual Location

The Disciples wander the whole of Ansalon, usually where the specter of war and fell magic taint the land.

Common Knowledge

There's no shortage of odd religions in Ansalon, but every so often you hear talk of wandering druids.

Wearing medallions of feathers, shells, and other natural displays, they come into villages and towns, sometimes to drive out evil spirits and ward off plague and famine, other times to force people to stop their incursions into 'sacred areas.' They have a mixed reputation, to say the least.

Adventurers & the Icon

Many Disciples are adventurers themselves, traveling with similarly-inclined groups and offering their magical aid. Elves, sailors, and folk who still know of and respect the old gods often ask for their aid.

Allies

Disciples who worship Habbakuk often find a common bond among Knights of Solamnia who still remember the role their deity played in their organization's founding. The Speaker of the Sun remembers stories of times when the forest still had druids, and will welcome their return.

Enemies

Lord Soth's creation of undead to swell the Blue Dragonarmy's ranks makes him one of the Disciple's main targets. Chaos seeks to undo the world of Krynn entirely.

The True Danger

Everything will be alright provided that the secretive Plague Knight faction doesn't convince the other disciples that the death and suffering of the current Age is but a natural cycle which must be hastened.

Dwarven Council of Thorbadin (Neutral)

Dwarf Council by AhmetCanKahraman of Deviantart

Quote


"Famine, infighting, the departure of the gods. All this and more threatened our way of life, and yet we still stand proud. Are we to let the doomsayings of chaos and tyranny in wider Ansalon rattle us so?"

Usual Location

The mountain nation of Thorbadin remains the largest settlement and spiritual homeland of the dwarven people, even to those clans exiled to the surface.

Common Knowledge

The underground kingdom is a glorious city of iron and jewels, with a glorious underground tree and rich valleys allowing a good standard of living. Even then there are troubles, as the fractured council of clans bickers and jockeys for power and their role in the wider world.

Adventurers & the Icon

Hill dwarves of the Neidar clan wish for one day to return to their homeland. The Council's multiple factions advocate for alliance with either the Whitestone forces or Dragon Empire, whether or not to continue their isolationist stance, and many other divisive issues which may affect the race as a whole.

Allies

The High dwarves traded with the Qualinesti elves and humans of neighboring nations. It is said that the Dark Dwarven clans are being supported by the Dragon Empire.

Enemies

The betrayal of Fistandantalus in the Dwarfgate Wars instilled a deep distrust of wizards of all robes. The Council members themselves are at each others' throats as often as foreign foes.

The True Danger

Everything will be all right provided that the dark dwarf council members don't instigate a coup and prop up a Council in line with Imperial interests.

Emperor Ariakas (Villainous)

Quote

“Ergoth fell, as did Istar. But the Dragon Empire shall be immortal, as Takhisis wills.”

Usual Location

Sanction or Neraka, the military and religious centers of the Empire. Or leading the charge at the head of the Red Dragonarmy.

Common Knowledge

Emperor Duulcet Ariakas is the unquestioned leader of the Dragonarmies.

A military genius, his territory grows across Ansalon every year.

It is said that he pays homage to one of the gods of old, and his forces include monsters and those skilled in magic.

Adventurers & the Icon

The Dragonarmies are on the lookout for talented men and women with little scruples, willing to do what must be done to further the Empire’s glory and vanquish its enemies.

Allies

Ariakas’ minions secured a fragile alliance with Lord Soth. Kitiara of the Blue Dragonarmy shows promise. Wizards of High Sorcery wearing the Black Robes supplement his war machine with fell magic.

Enemies

All who call themselves champions of good look with horror at the cruelties wrought by the favored of Takhisis. The Knights of Solamnia are the greatest point of resistance to the Empire’s expansion, while agents continue to hunt for Berem.

History

Emperor Ariakas had humble beginnings, but after making a pilgrimage to the old ruins of Neraka Takhisis chose him as her hand upon Krynn. In a mere two decades his forces laid claim to much of central and eastern Ansalon, and there is nary a country unaffected by his machinations.

The True Danger

Everything will be alright provided the PCs successfully unite the forces of Good against the Dragonarmies and prevent them from plunging the world into a nightmarish realm of evil and tyranny.

Fizban the Fabulous (Heroic)

Quote

“I’m so happy you put your unconditional trust in me to help you on your quest. Hold on, is bat saliva the component for a spell of healing or internal immolation?”

Usual Location

Fizban shows up in the most unusual locations, guided by the hand of fate.

Common Knowledge

The village children talk of a sagely old wizard in grey robes who loved to tell stories by a cozy hearth. The local librarian sees much truth in his tales.

Adventurers & the Icon

Although he rarely appears to be willing and more guided by his own whims, he often appears when heroes are in need of help, be it a magical fortress to hide refugees or the key to the doors of a pre-Cataclysm ruin.

Allies

Fizban is beloved by many locals in whatever town he stays in, and many people across Krynn fondly remember a “kindly old man who helped save my family from peril.”

Enemies

People who distrust and fear wizards, as well as folk of an evil bent, often cross paths (or more likely spell and sword) with Fizban the Fabulous.

The True Danger

Everything will be alright, provided that the forces of darkness do not figure out Fizban’s true nature and take him down once and for all.


Kitiara Counterpart (Villainous)

Image Varies Depending on Your Campaign

Quote

“I’m only telling you this because you’re my friends, but you’re backing the wrong cause.”

Usual Location

Occupied Solamnia, directing Blue Dragonarmy forces on the front lines.

Common Knowledge

Kitiara is the Blue Dragon Highlord.

Kitiara’s been instrumental in conquering much of northern Ansalon, and her forces are battering down what’s left of the Solamnic armies.

Were it not for the Red Dragonarmy’s superior numbers, Kitiara’s forces would be the most powerful. They are the most well-disciplined, though.

Adventurers & the Icon

As she is a long-time friend and traveling companion of the PCs, her defecting to the forces of evil is a complicated affair. She might aid or show mercy to them, and all the better if in doing so contribute to the Blue Dragonarmy’s power.

Allies

Kitiara’s a valuable asset to Emperor Ariakas’ war effort. She and Soth entered into a pact of mutual alliance.

Enemies

Kitiara’s the face of the enemy as far as the Knights of Solamnia are concerned, and no other Highlord is as responsible for the massive devastation the invasion wrought upon their country. The forces of good oppose her as strongly as they do Ariakas.

The True Danger

Everything will be all right provided that Kitiara has no chance of uniting the Dragonarmies after Ariakas is defeated.

Knights of Solamnia (Heroic)





Image from Ansalon MUD

Quote


“Solamnia Solamnia, may the light of justice shine eternal
Solamnia Solamnia, protect the good folk of this world”

Usual Location

The Knights have a presence across all of Solamnia, and the Isle of Sancrist as well.

Common Knowledge

The Knights of Solamnia were founded back in the Age of Dreams, devoted to the Gods of Light and hold fast to a strict code of honor.

Knights live by the Oath and the Measure, a complex code of volumes governing proper conduct of a knight ranging from peace times to war.

The Knights are divided into three Orders of ascending authority: the Order of the Crown, the Order of the Sword, and the Order of the Rose, representing the values of loyalty, courage, and wisdom respectively.

The Knights lost a lot of popularity and prestige in their home country, as they were unable to keep the commoners safe and secure from the ravages of the Cataclysm.

Adventurers & the Icon

Many Knights travel Solamnia and the lands beyond for wrongs to right, and their battle against the Dragon Empire means they’re in need of much help.

Allies

In these troubled times the Knights do not have anyone to rely on but themselves. Many of their subjects blame them for failing to stop the Cataclysm, and even Solamnia’s neighbors are more concerned with their own needs than helping the war effort.

Enemies

Solamnia’s the last bastion of true resistance against Emperor Ariakas’ empire, and Kitiara’s conquering more and more of their territory. A former Knight himself, Lord Soth bears no love for his old order.

The True Danger

Everything will be alright provided that Solamnia stands strong and its Knights do not fall upon themselves from infighting and external foes.

Lord Soth (Villainous)

Quote

"There is no hope for this dying world. All that matters now is if they can return her to me."

Usual Location

Dargaard Keep in Nightlund, a haven for undead activity and prime supplier of such beings for the Blue Dragonarmy

Common Knowledge

It is said that in the cursed land of Nightlund sits a former Knight of the Rose, cursed to live forevermore.

Those few knights who managed to come back alive speak of a figure clad in black armor surrounded by an aura of decay. They say he moves as one with the legions of zombies and wraiths.

Adventurers & the Icon

Warriors in their final days and students of the necromantic arts often approach Dargaard Keep, hoping that the fallen knight might gift them some blessing or knowledge for their personal gain.

Allies

Lord Soth is allied with the Dragon Empire and allows Kitiara to use his keep as a base of operations, albeit reluctantly.

Enemies

The flames of hate burn bright in his undead heart, for the gods who condemned him to his condition and their servants such as the elves and the Knights of Solamnia.

The True Danger

Everything will be all right as long as Lord Soth doesn't make for a power grab in the Blue Dragonarmy and plunge all of Solamnia into an undead apocalypse.

Silvara (Heroic)

Quote

“I cannot reveal my sources, but I have evidence that the Dragonarmies are using prime blackmail material on some powerful forces of Good.”

Usual Location

Western Ansalon, or any place that needs some clandestine sabotage of the Dragonarmies’ plans

Common Knowledge

Silvara often appears in the form of some mundane traveler. An adventuring gnome testing out cool new devices, a wandering mercenary named Vanderjack, or a Kagonesti elven druid with silver hair.

Adventurers & the Icon

Angered and upset by the Oath of Neutrality, Silvara cannot sit still as she watches evil gain dominance in the world. By posing as a mortal, she seeks to lead adventurers of proper moral fiber to treasure and knowledge which can turn the tide of battle against the Dragonarmies.

Allies

Operating in the shadows, Silvara has no true allies, only trusted sources who know only her cover identity.

Enemies

Silvara is not well-liked by Fizban for violating the Oath, and Ariakas is only vaguely aware that some agent in the west is screwing up his plans.

The True Danger

Everything will be all right provided that Silvara’s mission is successful and her information reaches the forces of light before it can be intercepted by the enemy.

Speaker of the Sun (Heroic)

Quote

“You are the last scion of all that is good about elvenkind. Even if our homes are razed, our people sent to the four corners of Krynn, please bear this light.”

Usual Location

The Qualinesti leadership will be in their homeland around the campaign’s beginning. When the Dragon Empire invades, they’ll refuge in exile to Southern Ergoth.

Common Knowledge

Elves are said to rule a mighty forest kingdom. Ever since the Dragon Empire declared war on them, many refugees have been spotted fleeing westward. Serves the elitist bastards right, if you ask me.

Adventurers & the Icons

Qualinesti’s leadership will call upon the aid of elvenkind and those friendly to them. Typically many adventurers are tasked with seeing to the safety of refugees, freeing prisoners from the Dragon Empire, and recovering ancestral heirlooms from the now-dangerous forest homelands.

Allies

The Speaker of the Sun’s family includes more than a few White Robe Wizards. But otherwise their isolationist policies do not earn many friends.

Enemies

The Dragon Empire seeks to commit genocide upon the elves. Silvara would ordinarily be an ally, but she holds contempt for how far the once-favored children of Light have fallen and their oppression of her people.

The True Danger

Everything will be alright provided that the Dragon Empire doesn’t reach Southern Ergoth and provoke the Speaker into reading the forbidden Desolation Scrolls.


Wizards of High Sorcery (Neutral)


Quote

“It is our greatest gift and burden. The pursuit of magic deserves nothing less.”

Usual Location

The Tower of Wayreth, deep in the forests of Qualinost

Common Knowledge

The Wizards of High Sorcery worship one of the three moons of magic, and their power waxes and wanes with their phases.

Wizards are dangerous and unpredictable, capable of inflicting curses and devastation with but a thought.

Wizards tend to be a scholarly lot, cloistered in remote towers filled with tomes and artifacts of lost ages.

Wizards swore a vow to only ever fight with a dagger, quarterstaff, or spell.

Adventurers & the Icon

Any adventurers with arcane talent are inevitably bound to attract the notice of senior mages, who force those with budding talent to take the Test of High Sorcery and declare allegiance or forsake the path of magic. As a result, adventuring wizards tend to be members of one of the three orders, embarking on quests to secure occult secrets and take down dangerous mages, or live the dangerous path of the renegade mage.

Allies

The art of wizardry is held in high esteem by the elves, and many Speakers of the Sun are White Robe Wizards. The Black Robes threw their lot in with Emperor Ariakas and the Dragonarmies for a cushy position as valued magical aids.

Enemies

The Knights of Solamnia, and the dwarves, and the general populace of Ansalon, distrust and fear those who can work magic. It’s rumored that Ariakas and the devotees of Takhisis are researching ways to bypass the moon-based avenue of arcane magic so that they won’t have to share power with Nuitari.

The True Danger

Everything will be alright provided the Black Robe faction doesn’t become dominant and sway Ansalon’s mages towards the cause of Evil, or if the Tower of Wayreth remains intact to prevent a magical cataclysm from sweeping across the face of Krynn.
 


Thanks for that, I missed them the first time round, and I was thinking stealing bits of several of the old modules for my upcoming Dragonlance campaign.

Dragons of Deceit is high on the list, because it's a Big Deal in the story and changes the course of the war, but nonetheless didn't get covered in the novels so there's space for PC heroes to do it while not chucking all the rest of the story out of the window.

It does throw up a couple of questions though. Like 'why is there a convenient teleporter to exactly where the PCs want to go, right in the middle of the evil lair of the egg-corruptors?' But more seriously - why the hell didn't Fizban/Paladine maaaaybe take the time to mention to the metallic dragons what was going on with their eggs? I mean, he's the god of good dragons so he must have known, but even deep into the Chronicles he's scolding Silvara for breaking her oath of non-interference, when he knows full well that Takhisis and the chromatic dragons have already monumentally violated their side of the deal. Forget the Cataclysm, the whole business of the Oath and the draconians is where Paladine's moral credentials look reeeeally shaky...
 


Thanks for that, I missed them the first time round, and I was thinking stealing bits of several of the old modules for my upcoming Dragonlance campaign.

Dragons of Deceit is high on the list, because it's a Big Deal in the story and changes the course of the war, but nonetheless didn't get covered in the novels so there's space for PC heroes to do it while not chucking all the rest of the story out of the window.

It does throw up a couple of questions though. Like 'why is there a convenient teleporter to exactly where the PCs want to go, right in the middle of the evil lair of the egg-corruptors?' But more seriously - why the hell didn't Fizban/Paladine maaaaybe take the time to mention to the metallic dragons what was going on with their eggs? I mean, he's the god of good dragons so he must have known, but even deep into the Chronicles he's scolding Silvara for breaking her oath of non-interference, when he knows full well that Takhisis and the chromatic dragons have already monumentally violated their side of the deal. Forget the Cataclysm, the whole business of the Oath and the draconians is where Paladine's moral credentials look reeeeally shaky...
Dragonlance gods are frequently depicted in the novels as not being all-knowing. I guess they were going for something like Greek mythology where the gods could hide their plans from each other, which allowed them to scheme against each other. IMO that’s more interesting for storytelling purposes. Given Raistlin eventually grew powerful enough to become a god himself, they generally seem to be much less powerful than deities in other fantasy settings.
 

Gamer A

Villager
Thanks for that, I missed them the first time round, and I was thinking stealing bits of several of the old modules for my upcoming Dragonlance campaign.

Dragons of Deceit is high on the list, because it's a Big Deal in the story and changes the course of the war, but nonetheless didn't get covered in the novels so there's space for PC heroes to do it while not chucking all the rest of the story out of the window.

It does throw up a couple of questions though. Like 'why is there a convenient teleporter to exactly where the PCs want to go, right in the middle of the evil lair of the egg-corruptors?' But more seriously - why the hell didn't Fizban/Paladine maaaaybe take the time to mention to the metallic dragons what was going on with their eggs? I mean, he's the god of good dragons so he must have known, but even deep into the Chronicles he's scolding Silvara for breaking her oath of non-interference, when he knows full well that Takhisis and the chromatic dragons have already monumentally violated their side of the deal. Forget the Cataclysm, the whole business of the Oath and the draconians is where Paladine's moral credentials look reeeeally shaky...

The simplest answer to that last one is that Paladine is testing Silvara and the PCs - they're supposed to shout him down, then get worked up enough to find evidence that the Deal was never being held in the first place.
 

Libertad

Hero
Thanks for that, I missed them the first time round, and I was thinking stealing bits of several of the old modules for my upcoming Dragonlance campaign.

Dragons of Deceit is high on the list, because it's a Big Deal in the story and changes the course of the war, but nonetheless didn't get covered in the novels so there's space for PC heroes to do it while not chucking all the rest of the story out of the window.

It does throw up a couple of questions though. Like 'why is there a convenient teleporter to exactly where the PCs want to go, right in the middle of the evil lair of the egg-corruptors?' But more seriously - why the hell didn't Fizban/Paladine maaaaybe take the time to mention to the metallic dragons what was going on with their eggs? I mean, he's the god of good dragons so he must have known, but even deep into the Chronicles he's scolding Silvara for breaking her oath of non-interference, when he knows full well that Takhisis and the chromatic dragons have already monumentally violated their side of the deal. Forget the Cataclysm, the whole business of the Oath and the draconians is where Paladine's moral credentials look reeeeally shaky...

The teleportation feels way too deus ex machina and raises a bunch of questions. Like if the teleportation was meant to connect to the metallic dragons' home to more easily steal the eggs, you'd think that the Dragonarmies would...move them much further away?

As for Paladine, there are so many things like this in the adventures (and from what I heard, the novels too) that point to him being a secretly malevolent god. You do have to wonder whose side he's on when it turns out that listening to him on multiple occasions ends up causing the deaths of innocents.

Something to bring up is that Jester David's threads don't seem to exist anymore - the links go to 404 not found pages.

I noticed, so I linked to Web Archive alternatives. Or at least the first pages of said threads.

Dragonlance gods are frequently depicted in the novels as not being all-knowing. I guess they were going for something like Greek mythology where the gods could hide their plans from each other, which allowed them to scheme against each other. IMO that’s more interesting for storytelling purposes. Given Raistlin eventually grew powerful enough to become a god himself, they generally seem to be much less powerful than deities in other fantasy settings.

That is a possibility, but there's some strong indications that Silvara knew at the time what was going on regarding the eggs. In fact, the Dragons of Deceit adventure more or less involves her taking the PCs to Sanction to unearth this. As for why she didn't just return to the metallic dragons and inform them, this is speculation but they probably wouldn't trust her given her "oathbreaker" status and she saw the PCs as being the most reliable help for rescuing the eggs.

The simplest answer to that last one is that Paladine is testing Silvara and the PCs - they're supposed to shout him down, then get worked up enough to find evidence that the Deal was never being held in the first place.

That's a possibility, but it's never truly spelled out as far as I know.
 
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That is a possibility, but there's some strong indications that Silvara knew at the time what was going on regarding the eggs. In fact, the Dragons of Deceit adventure more or less involves her taking the PCs to Sanction to unearth this. As for why she didn't just return to the metallic dragons and inform them, this is speculation but they probably wouldn't trust her given her "oathbreaker" status and she saw the PCs as being the most reliable help for rescuing the eggs.
It’s been awhile since I’ve read the novels or modules, so I can’t remember how her knowing about the eggs being in Sanction was explained. It very well might have just been a “so the story can happen” moment. With the gods they were at least consistent with them not being able to see and know all.
 

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