PRINT ME - DRAGONLANCE - Names 11-28
PRINT ME - DRAGONLANCE - Names 11-28
PRINT ME - DRAGONLANCE - Names 11-28
previously at
DUNGEONS & DRAGONS
a Dragonlance
chronicle
Chapter 13
When last we left our adventures...
With a good time spent in Vingaard, the Companions broaden Appleton's business ventures at the same time
sussing out details of the realm's mock-trial of Sir Loren Knight of the Rose, their friend and Leige Lord of
Knightlund.
Captain Zodeoz, newly inducted Hellknight, discovers the safehouse set for the traitor who has Indicted The
Paladin falsely of the Murder of his first wife and her newborn child - Dagaard Keep's own Priest of Paladine the
once loyal healer, Istvan!
The High Justice of the Rose had conferred with the magic user - Highmage of Vingaard's Doom Spire. The Spire,
Tsandol Shurn, would house the witness until Sir Loren's head would be cut from his neck!
The Minotaur Brogmir the fighting magic user, would see this to an end, reuniting at the Spire with the young Witch
Tasha, returned from her tutelage with The Queen of Many Colors' Temple of Neraka. Climbing the spinning stair
some 600ft upward - the Elven Necromancer Boris noted the Lore-Spire was strangely sparse, unlike when he
attended in Black Robes...
Meanwhile, both Zodeoz and Commander Brightstone held fast within the city below the bright halo of "the
Companion Mishakal's Gift"....
Soon they would be called to the top of the Spire - both by very different means. Zodeoz by the Fizban the
Fabulous was a befuddled old mage who suddenly came to "take the field"... and Brightstone by pact making
Prince of Lords Graz'zt!
Atop the Spire of Lore and Doom, Highmage Andras Rannoch seemingly uncaring about this protected witness -
withdrew called down a curse upon the tower:
"You think you have won! You have nothing! The gates of this Tower will remained closed and its halls empty until
the day comes when the Master of both the Past and the Present returns with power!"
And he lept from a tower window, impaled upon the Tower's gate. With his death, the curse fell upon the Tower and
the beautiful tower became black and twisted. The Companion Halo dimmed for a moment!
And now, unhiding themselves creeping from the last library atop the Spire - a quorum of fiends, directed by a
chain master devil called this and these artifacts theirs! As the devils attack Brogmir, Boris and Tasha - Brightstone
and Zodeoz appear from a hidden Gate with 5 draconic heads from where formerly unseen Lances....
DRAGONLANCES - longbthought never constructed hang!!!
KNIGHTS OF SOLAMNIA
In the anonymity of the other death knights (their lack of speech, or inability to act on their own accord) is a part of
the tragedy of Soth. Namely that to blindly follow a leader can lead to problems just not for the leader but the
followers as well.
His skeletal warriors are the knights that remained loyal to him after his fall from the knighthood and were cursed to
serve him in undeath.
Interestingly enough, Krynn only ever had one death knight active at a time, so Soth was the only one until he went
to Ravenloft, Lord Krell became the other one after the Chaos War.
The original author of the monster, Nigel Morgan, meant for it to mimic the Ringwraiths.
KNIGHT OF SOLAMNIA
"Est Sularus oth Mithas."
"My honor is my life." -Oath of the Knights of Solamnia
The Knights of Solamnia stand as the greatest order of chivalry in Ansalon. Founded by Vinas Solamnus in 1775
PC, in response to a vision sent by Paladine, Kiri-Jolith, and Habbakuk, the Knights of Solamnia are dedicated to
the protection of Solamnia and Ansalon, service to the gods of Good, and above all to the ideals of honor. While
there have been examples of corruption and disgrace among the Solamnic Knights, they have also given rise to
some of Ansalon's greatest heroes, such as Huma Dragonbane and Sturm Brightblade.
The Measure divides the Knights of Solamnia into three orders--the Knights of the Crown, the Knights of the
Sword, and the Knights of the Rose.
Condidates for Knighthood: http://lexicon.dragonlancenexus.com/index.php/Knights_of_Solamnia
11. ?
12. ?
*son*
child born of Korinne through magical means, it was deformed by magic.
Isolde Denissa-Soth
Silvanesti elf, follower of Mishakal - pledged to the service of Paladine, became pregnant just one month before
Korinne's child was born. Loren and Isolde were married six month's after the death of Korinne. During the
Cataclysm that Soth could have prevented had struck Krynn, causing a chandelier to fall from the ceiling, crushing
Isolde and Peradur. Trapped and dying underneath the chandelier, Isolde had managed to save their son and tried
to give him to Soth. The proud Soth refused however, condemning them both to death. With her dying breath,
Isolde called down a terrible curse on Soth, declaring that he would "live one life for every life lost" as a result of
the Cataclysm.
Peradur Soth
Infant half-elven son of Isolde, born two months after Loren and Isolde married.
Mishakal: At Isolde's prayer, the goddess charged Isolde to tell her husband about the coming cataclysm and to tell
Soth to travel to Istar to prevent the Kingpriest from calling down the gods' wrath.
Elven Maidens
Takhisis's Silvanesti Elf minions who would talk poison into Sir Loren's ear - encountering this same group of elves
that had been traveling with Isolde when he first met her. The elven maidens told Soth that Isolde had been
unfaithful, and that their child was not his. Furious, Soth killed the elves and deserted his quest, riding back to
Dargaard Keep with murder in his heart.
The elven clerics became the banshees.
Lady Wandra
Sir Loren defended her honor when a former suitor cast doubt on her chastity.
CAPTAIN ZODGE
The ‘rule with an iron fist’ kind of commander that’s focused on the crisis at hand, while trying to work it to his
advantage up the ranks, which tracks with the book.
Zodge was still sergeant meets macho man randy savage that elbow dropped old ladies and would throw civilians
money to them. Gave them a bag full of wedding rings when they left that he said to open up when they got to
candlekeep.
They loved him. There's something beautiful about an unrepentant POS. he even let a single tear roll down his
cheek as they left the city.
When you encountered Mortlock Vanthampur in the dungeon beneath the bathhouse you learned that the Cultists
of Bane, Myrkul & Bhaal are in the temporary employ of his mother, the Duke. To pay for the services large sums of
money stolen are being delivered to cultists.
Information from Tommy the Imp suggests that the Duke and Thurstwell are Devil worshippers.
For reasons unknown the Duke is seeking the shield that is contained within the family crypt of Klim Thione-Hhune.
AMRIK VANTHAMPUR
Second son of Duke Thalamra Vanthampur a money lender known to work out of the Low Lantern Tavern.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/amrik-vanthampur
MORTLOCK VANTHAMPUR
The hulking brute Mortlock is one of three sons that belong to Duke Thalamra Vanthampur half of Mortlock’s face is
heavily scarred and his disfigurement gives him a fearsome countenance.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/mortlock-vanthampur
THURSTWELL VANTHAMPUR
Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his family and his
enemies.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/thurstwell-vanthampurr
"Est Sularus oth Mithas." ("My honor is my life.") Oath of the Knights of Solamnia.
THE OATH is the code by which all Solamnic Knights must live.
THE MEASURE is the set of rules by which a knight lives his life, giving instruction on how to live the Oath.
thirty-seven 300-page volumes. The Measure spoke of faith, but did not mention the gods or any god by name.
- justice be sought in peace before using the sword.
- "In war, the spirit weighs three times heavily as the body."
- no knight should purposely insult another knight.
- a knight should support a superior in word and deed. Also, that it was inexcusable to refuse an order from a
superior.
- a knight should not kill an opponent unawares.
- a leader never shouts, never loses temper, never wavers or doubts, and never shows fear.
- a knight cannot retreat from battle no matter what the cost.
- not take life needlessly and to fight only in defense.
- According to volume 16 page 45, article 1, that trial by combat is the preferable recourse for matters between
individual knights.
- is unfair to battle another un-mounted opponent from a horse.
- No knight should interfere in a contest between two combatants.
- During a siege, a ritual declamation, demanding the surrender of the besieged forces, including any crimes
against them, must be observed daily. The ritual states that the commander of the force opposed to the besieged
to hold out his hands, and ask the leader of those besieged to surrender peacefully
The Knights of Solamnia stand as the greatest order of chivalry in Ansalon. Dedicated to the protection of
Solamnia and Ansalon, service to the gods of Good, and above all to the ideals of honor.
Military Units
Army
Company
THE JURY:
The Lord High Justice and 6 other [10th lvl] Marshals Warrior Lord Officers in command of a Shield.
HIGH CLERIST,
LORD YARUS DONNER OF THE SWORD
male Solamnic Knight of Solamnia, a member of the Order of the Sword, member of the Order of Clerists, and the
last High Clerist before the Cataclysm.
He was tall and had red curly hair and mustaches. The Donner family could trace its roots back to the founding of
the Knights of Solamnia and many were members of the Order of Clerists.
Yarus was a fan of khas and had The Khas Room constructed in the High Clerist's Tower early in his career.
High Clerist
Yarus was a powerful cleric and only cared about the good things he could do as High Clerist and not the power
that position gave him. It was because of Yarus, that Solamnia did what it could to stay out of Istar's laws without
opposing the Kingpriest.
Yarus was in Istar when the Lost Battles started. He was also in Palanthas during one of the last parts of the war
when Andras Rannoch cursed the Tower of High Sorcery in Palanthas, known then as the Lore-Spire.
The High Clerist eventually realized that not openly opposing the Kingpriest was a mistake, but it was too late. He
felt so guilty that on the Night of Doom when a divine messenger came for him he decided to remained on Krynn.
After that night he stayed in the High Clerist's Tower and only games of khas eased his troubled mind. He was
playing khas in the Khas Room when the Cataclysm struck. Yarus was killed by a pillar in the room falling on him.
Some knights believe there is a legend that Yarus will return when the knights have great need.
5 KNIGHTS
4. CAPTAIN OF THE ROSE
4th rank [5th lvl] in command of a
REGIMENT WING: 60 men = 5, twelve men Companies.
[ 5_3rd, 5_2nd, 50_1st lvl ]
Half-brother, Argol Birdsong. Argol Birdsong (? - Newkolt, 4 PC) was born through an affair between Aynkell Soth
and his mother who was unknown. He also had an unknown half-brother in Loren Soth. Argol was a bard with a
melodic voice who tended to sing in Kalaman at The Rose and Thistle. His love was Aristal.
His own father, Aynkell, ordered his assassination for being connected to the Soth family though Argol never knew
his family ties. Caradoc killed him with a dwarven hammer to make it look like dwarves killed him.
Half-sister, Alsin Felgaard. was a very beautiful half-elf born through an affair between Aynkell Soth and her
unknown elven mother. She did not know her half-brother, Loren Soth. She was a milkmaid on a farm near the
town of Villand, near Kalaman.
Her own father, Aynkell, ordered her assassination for being connected to the Soth family, though Alsin never knew
about her family ties. Caradoc killed her with a dwarven axe to make it look like dwarves killed her.
Fathered in Aynkell's various affairs, but they were both killed to prevent them from attempting to claim any of the
Soth family's holdings. The House of Soth was one of the ruling houses of Solamnia since the nation's founding.
After contemplating Mishakal's message, Soth agreed to the quest. With three of his most loyal knights, Wersten
Kern, Caradoc, and Colm Farold, as escorts, Soth set off for Istar to stop the Kingpriest. However, while on the
road he encountered the same group of elves that had been traveling with Isolde years before. The elven maidens
told Soth that Isolde had been unfaithful and that her child wasn't his. Enraged, Soth killed the elves, and rode
back to Dargaard Keep with murder in his heart.
Fizban "The Fabulous" is a wizard. He is secretly the mortal avatar of the god Paladine. Though he is wise and
powerful he diguises his true purpose in the form of a clumsy and absent minded wizard.
During the Chronicles Trilogy Paladine helped the Heroes of the Lance indirectly through Fizban. The kender
Tasslehoff Burrfoot, one of the heroes, also became a close friend of Fizban.
Weis and Hickman later created a similar character in the Death gate cycle named Zifnab, although they assure
that he is completely different from the Fizban character that TSR owns the copyrights to.
Paladine is the Father of Good and Master of the Law, overseeing all things that are good. He is the leader of the
gods of good, as well as being the creator of elves. Paladine is the older brother to Takhisis and Gilean. He and
Mishakal are the parents of the gods Kiri-Jolith, Habbakuk, and Solinari. Paladine sacrificed his godhood during the
War of Souls and is now an elf who goes by the name Valthonis. He is the patron and creator of the good dragons.
Before losing his godhood, he was the patron of the Knights of the Rose, and though they do not worship him, they
still revere him.
==========
She has many alternate names. On Oerth she has been called the Witch Queen of Perrenland and the Mother of
Witches. She is known as Louhi on one alternate Prime Material Plane world, and as Ychbilch on another. Those
close to her sometimes address her as Wilva.
She imprisoned and seduced the demon lord Graz'zt, who sired her a son, Iuz.[1]
She was at one time the apprentice of Zagig Yragerne,[1][23] and a member of the Company of Seven (as
Tasha).[1][24]
Iggwilv is said to have once been named Natasha,[25][1] and it is under this name that she was "adopted" as a
child by the witch Baba Yaga. Under Baba Yaga's tutelage, Natasha grew into a talented spellcaster, and soon
became known as "Natasha the Dark,"[1] perhaps in contrast to another adopted daughter of Baba Yaga, Iggwilv's
"sister," Elena the Fair.
Tasha also served as a member of the Company of Seven, Zagig's adventuring band,[1][6][26] and developed the
spell Tasha's Uncontrollable Hideous Laughter.[1][25] Zagig and Tasha's relationship culminated in the
imprisonment the demon lord Fraz-Urb'luu. When Zagig was unaware, Tasha spoke to the imprisoned demon lord,
and learned many secrets. Shortly thereafter, Iggwilv absconded with many of Zagig's magical tomes, including the
Tome of Zyx, which she would later make additions to and rename The Demonomicon.
Iggwilv summoned and imprisoned the demon lord Graz'zt. She managed to seduce the demon lord into helping
her with her plans of conquest and went on to bear him a son, Iuz. At some point during or prior to this period of
conquest, Graz'zt gifted Iggwilv with a magical cloak of pit fiend hide known as Fiend's Embrace.
she assembled an army and attacked Perrenland from her base in the Yatils known as the Lost Caverns.
when Graz'zt escaped her control.[1] Graz'zt had suggested, maliciously, that Iggwilv bind Tsojcanth to use as a
living seal against the alarmingly spreading rift to the Abyss beneath Iggwilv's Horn. Iggwilv was caught off guard
when Tsojcanth fought back for the first time in years. Weakened by the battle, she was doubly unable to resist
Graz'zt's subsequent attack of his own. Iggwilv herself was forced to battle Graz'zt, just barely managing to slay his
earthly form, banishing him to the Abyss. As a consequence of this battle, Iggwilv's beautiful form was wracked by
magic and split into two hideous manifestations. Iggwilv was left shattered and powerless, enabling the native
Perrenlanders to defeat her forces and regain their nation. After the loss of Perrenland, little was heard from
Iggwilv for decades, and for a short while, she was presumed dead.[1][9]
In the 570's, Iggwilv had two prominent clashes with the Circle of Eight, who had sent adventurers to thwart her
plans. The first took place in the fabled Lost Caverns of Tsojcanth and ended with the destruction of her daughter,
the vampiress Drelzna. The second regarded her plans to bring a large number of fiends to Oerth, which was
thwarted by a band of adventurers (Warnes Starcoat, Agath of Thrunch, Franz Torkeep, Rowena of the Silverbrow,
Reynard Yargrove, and Rakehell Chert) who recovered the Crook of Rao from a magical demiplane known as the
Isle of the Ape.[23]
She last clashed with agents of the Circle of Eight in 585 CY when Warnes Starcoat employed a band of
adventurers to recover Tenser's clone from Luna. Iggwilv currently resides in a manor in the Gray Waste of
Hades.[29] Her current plans, if any, are unknown.
LORDS ALLIANCE, leaders - the COUNCIL OF LORDS a partnership of powers in west merchant cities formed to
oppose the:
- Black Network, mercenary band.
- Shadow Theives of Am, a seperative theives guild.
THE WATCH: Upper wealthy city watch, civil constables.
FLAMING FIST: mercenary band across other provinces.
I recommend moving quickly through the events of Baldur's Gate so you can get to the fun meat of this adventure
in Avernus. Still, the story of this ancient shield is a fun one to weave into their exploration. Here are some secrets
and clues you can weave into the adventure as the characters hunt down the cult of the dead three:
- The Cult of the Dead Three excavated the Shield of the Hidden Lord six months ago by the Cult of the Dead
Three under orders of Thalamra Vanthampur. Since then Baldur's Gate has fallen into blood and deception.
- The Knights of the Shield were supposedly an honorable order of knights but actually committed terrible
atrocities under the guidance of the entity within the shield.
- The shield gave the knights information about future tyrants and threats years before they came into power.
The knights would murder children and destroy villages because the shield told them they were preventing much
greater evils.
- The shield had been entombed with the last of the line of Hhune in a sarcophagus lined with a metal that
burned when touched. Such metal prevents telepathic invasion.
- Thalamra Vanthampur gave the shield to Thavius Kreeg and both are sequestered away in Vanthampur's
vaults beneath her manor.
- These secrets are enough to keep the story moving towards the Vanthampur villa.
Sylvira's opening of the puzzlebox can be a bit passive when it comes to the characters. From the time they leave
Baldur's Gate to the time they show up in Elturel in Avernus, the players don't really have many choices or many
actions to take.
One way to give them something to do is to have some demonic ichor drip from the cube and cause spined devils
to burst fourth and attack while the cube is opening. They demand Kreeg and, when they do not get him, they
attack.
Before they leave Candlekeep, it's likely time for a quick shopping expedition. Give the characters the opportunity
to explore Candlekeep, look up lore, and shop for whatever they think they'll need in Avernus. Scented soaps,
clean handkerchiefs, chocolate, fine wine; things people in Avernus are going to love.
Convincing the wonderfully strange Traxigor to teleport them into Avernus could also be a fun roleplay scene, even
if the foregone conclusion is that he does it. Once he teleports the characters to Elturel and Avernus, he teleports
right back out again.
INTRODUCING GARGAUTH
One big question to consider is how to introduce the true voice in the Shield of the Hidden Lord, the demon lord /
demigod Gargauth. You could have Sylvira herself note the fiendish nature of the shield or you could let this burn
out slowly, giving the characters useful information and useful help enough so that they continue to stay with the
shield. A fiendish nature to the shield can offer some foreshadowing though. Once they learn the true nature of the
shield is the time when it should become indispensable to them. That's one of the first times the characters have to
make bad choices for a greater good and it won't be the last.
THE GODS OF DRAGONLANCE
Each have a constellation in the night sky or one of the three moons. When a god walks in the world among
mortals, that constellation is absent from the sky, which is a dead giveaway to the other gods.
GODS OF GOOD
1. Branchala (the harp), music, inspiration, bards.
2. Habbakuk (the phoenix), persistence, animals, rangers.
3. Kiri-Jolith (the bison's head), unity, strength, fighters.
4. Majere (the rose), discipline, dreams, monks.
5. Mishakal (the figure-eight), restoration, motherhood, healers.
6. Paladine (the platinum dragon), majesty, aspirations, leaders.
7. Solinari (the silver moon), magic used for good, wizards.
GODS OF NEUTRALITY
1. Chislev (wandering star/planet), instinct, natural world.
2. Gilean (the book), knowledge, librarians, scholars.
3. Reorx (a red star), creation, craftsmen, dwarves and gnomes.
4. Shinare (wandering star/planet), interaction, agreements, merchants.
5. Sirrion (wandering star/planet), transform, fire, artists & alchemists.
6. Zivilyn (wandering star/planet), wisdom, awareness, completely impartial.
7. Lunitari (the red moon), magic used for neutrality, wizards.
GODS OF EVIL
1. Chemosh (the goat skull), god of the undead [LE, Death], fatalism, despair, undead.
2. Hiddukel (the broken scale), god of god of lies and greed, exploitation, selfishness, thieves.
3. Morgion (the diseased hood), god of disease and secrecy, decay, disease, suffering.
4. Sargonnas (the condor), god of vengeance and fire [LE, War], wrath, revenge, minotaurs.
5. Takhisis (the five-headed dragon), goddess of night and hatred [LE, Death], control, conquest, tyrants.
6. Zeboim (the dragon-turtle), goddess of the sea and storms, strife, mood-swings, bane of sailors.
7. Nuitari (the black (invisible) moon), god of evil magic, magic used for evil, wizards.
==================
CULT OF THE ABSOLUTE
known as True Souls. Those of the cult appeared to have been branded. Several groups of goblinoids pledged
allegiance to the Absolute, to the point where they even abandoned worship of the chief of their godly pantheon,
Maglubiyet.
The DEAD THREE Bane, Bal, Mercal - may be joining together to unite and become a single morenpowerful
god??
FORGOTTEN REALMS:
THE DEAD THREE
Stole the tablets of fate from Krynn. Made ripples in the River of Time - a Times of Troubles, as The Dead 3 walked
Ansalon, and were slain. Invested in mortal worlds. Paladine and the Six Gods of Good took the immortality of the
3 and forced them to walk as mortals with godlike powers, their power and legend as Krynn "heroes" formed the
Cult of Dead 3.
Upon Nuitari-Jergal's suggestion, the three divided his power, deciding how to divide it based on the outcome of a
game. The three played in games of chance KNUCKLEBONES determined the winner's choice of power... and
- Takhisis-Bane emerged as the victor. He claimed the domains of hatred, strife and tyranny as his own.
- Chemosh-Myrkul, coming second, chose rule over the dead, the ultimate fate for all of Bane's minions. Finally,
- Sargonnas-Bhaal chose the divine province of death. As he said:
"I am Sargonnas-Bhaal and I choose death...I can destroy your kingdom Takhisis-Bane, by murdering your
subjects. And I can starve your kingdom, Chemosh-Myrkul by staying my hand."
Nuitari
(the black (invisible) moon), god of evil magic, magic used for evil, wizards. And Nuitari whispered: