Dragonlance - Paladin Oath - Brightstone

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Dragonlance- paladin oath - Brightstone

COSMOLOGY
The Dragonlance cosmology has three outer planes: the Dome of Creation, the Hidden Vale, and the Abyss. The
good, neutral, and evil deities have realms in these planes respectively. Planescape lore harps on the ignorance of
the people of Krynn when they describe Takhisis as having a realm in “the Abyss” when the people of the
Planescape setting know well that the realm of Takhisis is in the Nine Hells (Baator). Indeed, if you were in Baator
then there would be no physical obstruction to getting in (getting out is another issue altogether).

Krynn doesn't actually exist in a separate cosmology. In Spelljammer Krynnspace is just another crystal sphere in
the Prime Material Plane. Ultimately the cosmology is the same as the other worlds. Krynn just conceptualizes it
differently.
Krynn refers to:
- the Abyss = all the Lower Planes within it.
- the Dome of Creation = all the Higher Planes within it.

There is no real contradiction here – the Dragonlance cosmology is at once part of the greater cosmology, and
separate all the same. This is the plan of the High God. Furthermore, any universal laws, pacts, or other such planar
arcana (such as the ‘Pact Primeval’ between Asmodeus and ‘the gods’) is suspended as it relates to Krynn. Anyone
(or deity, arch devil, or demonlord) that has an objection can take that objection up with the High God. None have
dared thus far.

THE ABYSS
(Avernus, The Nine Hells of Baator, The Abyssal Plane, Infernal Realm)
The home of the gods of Darkness, in the Outer Planes of the Cosmology of Krynn. Following the creation of the
Dome of Creation by the good gods above the world of Krynn, The Abyss was constructed by the gods of Darkness,
and provides the foundations for the Dome itself, as well as being the source of negative energy for the world. Both
domains have effectively become tied to the other, and if one was to completely fall, the other would cease to exist.
The Abyss is said to be a vast realm of emptiness, whose landscape can change to suit the nightmares of those who
enter. The souls of all those who either worshipped the dark gods, or those who blasphemed against the other gods
end up in the Abyss. Without direct intervention by particularly powerful mortals or a god, then a soul is doomed
to remain in the Abyss eternally.
All the dark gods have a home within the Abyss, except for Nuitari who chose to dwell in The Gray back in the Age
of Dreams. Even though Nuitari is no longer present in the Abyss, the power of his moon is ultimately sourced
from the dark realm. From its creation up until the War of Souls, it was governed by the goddess Takhisis.
Following the fall of Takhisis, the Abyss is now governed by Sargonnas.
It is near impossible for a mortal to enter the Abyss, except via a few singular breach points, the Gate of Souls, or
the direct intervention of one of the gods. One instance where it has been known to enter the Abyss is when the
Wizards of High Sorcery discovered many of their portals directly led to the infernal plane. At this time, the
wizards placed a series of restrictions on the use of these portals, to prevent anyone entering or anything leaving
the Abyss. Another known entry point is the shattered remains of the Temple of Istar, which was used by Takhisis
as a gatway to Krynn during the Age of Despair.
Beyond the gods, there are countless creatures that dwell in the Abyss including: devils, hellhounds, achaierai,
barghests, xill, rakshasas, demons, howlers, nightmares, fiendish Undead, night hags, vargouilles, fiendish oozes,
and fungi.

HIDDUKEL
(hid-doo-keel)
Prince of Lies - Treachery, exploitation, avarice, selfishness, thieves, lies and greed.
AKA: Demon Merchant, Betrayer, Usk-Do, Hitax the Flaw, M’Fistos, Prince of Tarnished Gold, Duke of Hell.
Symbols: Broken Merchant Scales.
Colors: Red and Bone.
Alignment: CE.
Portfolio: Red dragons, avarice, evil business practices (slavery, smuggling), damned spirits, greed, slavery, betrayal,
lies
Domains: Evil, Luck, Travel, Trickery
He is portrayed as a grossly obese man with cold eyes and an oily smile. He also appears in the shape of a coin with
a grinning and a scowling face. His celestial symbol is the constellation Broken Scale.
Greed is the driving force in the world. Those who deny that they love money are lying. Nothing in the world is as
important as wealth. Acquire riches, no matter who or what stands in your way. Lies give the truth meaning.
Discover someone's deepest desire and you will find the key to his soul.
Hiddukel is the Prince of Lies and deceit amongst the evil deities, and is honored by thieves and corrupt
merchants. He works his lies towards his favor, always working behind the shadows. Hiddukel is most pleased by
the outcome of the War of Souls, as it was his supposed support of the Balance, which helped to tip the scales
towards his favor. The end result was the very death of the Queen of Darkness, who had held him back all these
years.
He is a deal maker who trades in souls. Hiddukel's deal making skills are so great that it is said that he is the only
being able to barter with Takhisis and come out in front. He influences souls to use every encounter with another
person to their advantage. He captures souls who are desiring or despairing to use the misfortune of others to their
profit. Hiddukel constantly attempts to make deals with the other gods. He can call upon nearly all of the Gods of
Evil for aid because of his dealing with them and his ability to divert their attention from him if they begin to
suspect him.
He is said to control all of the ill-gotten wealth in the world. He is also known for contacting and making deals
with dying men, who in desperation accept anything. As a payment for his services, he asks the mortal to deliver
souls of men. Young maidens and Knights of Solamnia are his weakness.
His church is only nominaly organized. Apart for the Nightmaster, every clerics works for himself.
His most holy day is the Day of Bartered Souls, when his clerics must present him with a tally of corrupted and
ruined victims; an insufficiently impressive tally earns his wrath.
There is a Temple of Hiddukel - a secret shrine beneath the ground near the center of Palanthas. Followers enter it
through the sewers.

HIDDUKEL resides in The Shadowed Streets, governs The Demons - Tempters & deal makers of hell. (Aka.
Demogorgon)
The home of the CE god Hiddukel, the deity of exploitation and ill-gotten wealth and deals. He is patron to
dishonest merchants, businessmen and thieves. in The Abyss of the Outer Planes. The realm is a mazelike series of
alleyways and streets that form a giant labyrinth. Demons and other fiends gather in various dens in the maze, and
only the most cunning can locate the secret exits out of the area. Power struggles occur daily amongst the residents
of the realm, as each vies to dominate another section of the Shadowed Streets, or to undercut their rivals.
Shadow mastiffs, nightwalkers and yeth hounds roam the Shadowed Streets, hunting down wandering souls as
some kind of sick sport. Whilst anyone can freely enter the Shadowed Streets, no-one can leave without finding a
secret exit of some kind, as Hiddukel does not freely allow anyone to leave his domain. The Shadowed Streets
usually appears where visitors would expect Palanthas to be on the Material Plane.

THE OATH OF TREACHERY


The path followed by paladins who have forsworn other oaths or who care only for their own power and survival.
Commonly known as BLACKGUARDS, these profane warriors are faithful only to themselves. Anyone desperate
enough to follow one of these paladins does so because, while deceitful, these paladins command great power.
Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate
great treasure.

Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath
to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's
penchant for double dealing and treachery.

Tenets of Treachery
A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it
lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that
a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of
others.

THE BLACK GUARD


The elite soldiers of Takhisis' forces during the Third Dragon War. Little is known of their origins, save that they
were the personal guard of the warlord Crynus, who served under Galan Dracos.
Six of the Black Guard rode red dragons, and would protect Crynus, who rode the black dragon Charr. Other
members of the Black Guard rode horseback, as seen when Huma and Kaz were chased by the Black Guard while
fleeing the Citadel of Magius.

THE ANTIPALADIN
Evolution of The Blackguard - the dark and disturbed few, who turn actively to evil, courting the dark powers they
once railed against in order to take vengeance on their former brothers. It’s said that those who climb the farthest
have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the
glory of their forsaken patrons.
Antipaladins become the antithesis of their former selves. They make pacts with fiends, take the lives of the
innocent, and put nothing ahead of their personal power and wealth. Champions of evil, they often lead armies of
evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. Not surprisingly,
paladins stop at nothing to put an end to such nefarious antiheroes.

KNIGHTS OF THE LILY


Evil counterparts to the Solamnic Knights of the Crown. They are an order of blackguards within the Dark
Knights, committed to world conquest. They are taught that strength is achieved through conformity and
uniformity; free-thinking and individuality result in chaos.
Knights of the Lily are members of the BLACKGUARD. A blackguard must prove himself as a Squire of the Lily
before taking the Crucible of Darkness (formerly the Test of Takhisis).
When members of the order were still called the Knights of Takhisis, they had to pass a dangerous test of loyalty to
prove that their hearts were loyal to the purpose of the Dark Queen's Vision. Now, as the Knights of Neraka, they
still must pass a test – but one designed to ensure that squires are dedicated to the order itself, rather than to the
ideals of the fallen goddess. Some still refer to this rite as the "Test of Takhisis," even though it serves a wholly
opposite intent.
The test centers around three themes: Vision, Order, and Obedience. Problems giving in the test include the
following assessments: Will the knight sacrifice whatever is necessary – power, fortune, a loved companion, life
itself – to remain loyal to the order? Is obedience more important to the tested knight than sentiment and
compassion? Will the knight obey a command even if means the sacrifice of the knight's own life or the lives of
those he loves?
Failure of the test results in death. But if the knight passes the ordeal, he is taken to a dark temple for four days of
fasting and prayer, at the end of which the Skull Knights name him a new Knight of Neraka, who may then join his
new order
THE SEEKERS
aka The Black Network
In the Abanasinia region, the role of organized crime is mostly filled by the Seeker theocracy. The Seekers were
founded by men and women who believe that the old gods will vanish and leave the world, and begin seeking for
some new gods to worship. In the founding years of the Seeker religion, it was made up of loosely grouped
heathens and heretics who in many cases were more interested in small-time operations where they fleeced
innocents of their money. Essentially these heathen priests would work the locals into a fervor and get them to
donate their money to further their 'faith'. False gods were dreamt up and used to trick the locals.
While some Seekers truly do search for evidence of the gods, many are more concerned with establishing and
controlling local rule, and do not shy away from using coercion and threats to get their way. (aka. Forgotten Realms
= The Zhentarim).
The Seekers seem bent on enriching themselves and controlling towns, villages, and entire realms along a trade
route linking the Province of Istar with the Province of Ansalon (specifically the Palanthas area) via Vingaard and
Knightlund's Dagaard region. They smuggle slaves, poisons, and contraband.
Haven is the largest city in Abanasinia and the center for the Seeker faith. It is a theocracy where the local religion
rules via a council and the city guards both report to and are directly hired by them.
THE FLAMING FIST
The Seekers are connected with The Flaming Fist- who offer the best guards and mercenaries, with the final aim of
an iron-fisted monopoly on protection services on the continent, they seek to make the merchants of Ansalon, and
thus the continental economy, completely reliant upon them as an organization. While many of the practices and
services they offer are completely legal, they are not above spending a tremendous amount of gold to destroy their
competitors and secure future profits to increase their wealth, influence and power.

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