Adlatum Sourcebook Revised - Dragonlance Nexus · conjunction with the D&D 3.5 ruleset and the...

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Transcript of Adlatum Sourcebook Revised - Dragonlance Nexus · conjunction with the D&D 3.5 ruleset and the...

Page 1: Adlatum Sourcebook Revised - Dragonlance Nexus · conjunction with the D&D 3.5 ruleset and the Dragonlance Campaign Setting. Dungeons & Dragons, D&D, Dungeon Master, ... True Faith,

AdlAtum

Benjamin jacoBson, neil Klopsch, sean macdonald,charles martinell, Bret sheeley, and joe mashuga

Page 2: Adlatum Sourcebook Revised - Dragonlance Nexus · conjunction with the D&D 3.5 ruleset and the Dragonlance Campaign Setting. Dungeons & Dragons, D&D, Dungeon Master, ... True Faith,

Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance logo, Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. This is a fan-made accessory distributed through the Dragonlance Nexus.

AdlAtumA drAgonlAnce nexus Accessory

The tidal wave generated by the cataclysmic strike of the Fiery Mountain sent a third of Adlatum to a watery death.

Intended by the gods or not, it changed the course of history on this distant shore.

Over four centuries later, new powers have arisen. Some claim to be the promise of security, others the force for freedom, and others the gods themselves. The true gods of Krynn have only just returned from a forty-year absence, and war is breaking out across the land.

The ancient Volumes of the Prophet contained the secrets of this continent’s future, but those mythic tomes are lost. With the future unknown, souls from all over Adlatum are maneu-vering themselves to grab at destiny... or simply survival.

The continent of Adlatum offers a new land to be explored and discovered on the world of Krynn. New nations. New faiths. New races. New conflicts.

The Adlatum Campaign Setting is set on a new continent in the world of Dragonlance. New legends and myths are ready

to unfold, and players are able to make them their own.

Cover Art by Psycha Durmont

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Designers: Designers: Benjamin Jacobson Neil Klopsch Sean Macdonald Charles Martinell Joe Mashuga Bret Sheeley

Additional Design: Additional Design: Tom Baumbach Psycha Durmont

Editing and Proofreading: Editing and Proofreading: Cam Banks Tom Baumbach Dave Foster Benjamin Jacobson Sean Macdonald Joe Mashuga Gary Phillips Ashe Potter

Project Managers:Project Managers: Benjamin Jacobson Bret Sheeley

Layout:Layout: Bret Sheeley

Artist: Artist: Psycha Durmont

Cartographers:Cartographers: Sean Macdonald Dan Spitz

Based on a concept by:Based on a concept by: Cam Banks Sean Macdonald Trampas Whiteman

Special Th anks: To each and every soul of the Whitestone Council and at Margaret Weis Productions whose eff orts brought Krynn into a new era. To the authors who took the vision of Margaret, Tracy, and the rest of the original design crew and developed it into a world shared by many. To the many Dragonlance Nexus contributors whose hours of sweat and love expanded the setting of Dragonlance to something unlike all others. And to everyone else who had taken a part of Krynn and put it into their hearts.

Th e stat block format used in this sourcebook was developed by Paizo Publishing®. We wish to thank them for granting us permission to use their format.

Th is d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

Th is is an unoffi cial fan-developed product unoffi cial fan-developed product made for the Dragonlance Nexus to be used in conjunction with the D&D 3.5 ruleset and the Dragonlance Campaign Setting.

Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, d20, Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © Wizards of the Coast, Inc.

Additional information and content available atwww.dlnexus.com

andwww.dlnexus.com/adlatum.

Special Th anks: Special Th anks:

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Forewords 4Introduction 5

Chapter One: Races 6Bakali 6Dwarves 9 Coin Dwarves (Hartdar) 9 Deep Dwarves (Adlar) 10 Mist Dwarves (Neskudar) 10 Reef Dwarves (Nordar) and Cliff Dwarves (Sundar) 10Elves 10 Coral Elves (Corinesti) 10 Feral Elves (Sehknesti) 12 Fractured Elves (Talonesti) 13 Winged Elves (Avanesti) 13Gnomes, Talker (Mentoi) 14Half-Elves (Gildanesti) 15Half-Ogres (Oguna) 16Humans 17 Etlarnic Humans 17 Midlander Humans 19 Onarian Humans 20 Teusten Humans 20Kunda 22 Hoda Tribe 22 Voda Tribe 24Minotaurs 26 Mahjoran Minotaurs 26 Sakkaran Minotaurs 27Ogres 28 Brute Ogres 28 Noble Ogres (Igurna) 29

Chapter Two: Classes and Feats 32Core Classes 32Prestige Classes 37 Drake Handler 37 Etlarn Defender 39 High Arcanist 39 Knight of the Argent Crescent 41 Sentinel of the Throne 43 Gryphon Knight 44 Icari 45 Ice Legionnaire 46 Eagle Rider 46 Snowcap Legionary 48 Midland Guardsman 48 Spellsinger 50New Feats 51

Chapter Three: Magic and the Gods 54Arcane Magic 54 Primal Sorcery, the Ambient Arcane 54 Wizardry, the Focused Arcane 55Divine Magic 55 Mysticism, the Ambient Divine 55 True Faith, the Focused Divine 56Inherent Magic 57Domains 57Spells 58New Magical Items and Artifacts 60The Gods of Adlatum 64 Gods of Good 65 Gods of Neutrality 67 Gods of Evil 70

Chapter Four: Nations and Geography 74Aecka, The Midlands 74 Bhadlum 74 Charant Aros 78 Dhu 81 Drejor 85 FyxZharar 90 Gnomorrah 94 Guiteger 98 Hudiechia 103 Isryan 107 Iveraque 111 Kedaltol 116 Mauritand 119 Solishairon 124 Tashramada 129 Trejor 134 Vjenor 138Aecka, Outside the Midlands 143 Dragon’s Noose 143 Heskeram Desert 144 Ironvald Empire (Nordarin) 149 Ogun 153 Sakkaras 158 Selestianas 162 Sundalin 162 Terragrym 165 Teusten 170 Vacant Lands 175Keirmn and The Sargassi Sea 180 Esorucak Islands 180 Etlarn 183 Galachot 188 Gildanesti 192 Helionost 197 Kundamarsh 199

Table of Contents

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No-Man’s End 202 Onar 204 Smoking Lands, Isle of 205 Sodbottom 207 Th ule 209 Tuval 211

Chapter Five: Organizations and Personalities 214Organizations 214 Brotherhood of the Prophet 214 Corinesti Trading Guilds 215 Etlarn Defenders 217 Midland Guard 218 Tao-Shin, Church of the Divine Paths 219 Tashrama, Church of the Divine Ladder 221Personalities 224 Pharon Blayda, Voice of the Red 224 Damrye, Arm of the White 226 Dervin DuCroix, Paladin in Confl ict 228 Grigk’shreeztuc, Th e Wandering Protector 229 Nigormi Krestbroke, Voice of the Black 230 Calhan Mar’Troon, Lord Marshall 232 Montegron, Great Sovereign Lord 233 Pahgan, Young Mama in Training 235 Th e Prophet, Th e Fallen Messenger 235 Torvalin Rochecorvenath, Voice of the Blue 237 Aynal Teralshall, Voice of the White 239 Kutudel Un-Non of Clan Lysagra, Mahkalif 241 Noragaen Veliya, Second Protector 242 Th e Warren, Voice of the Green 244

Chapter Six: Creatures of Adlatum 245Bestiary 245 Drake 245 Golden Drake 246 Onyx Drake 248 Wood Drake 250 Leodrakk, Red 252 Neocadon 252 Ogre, Noble 253 Scalebound 254 Creating a Scalebound 255Ready-Made Stat-Blocks 256 Bakali Elder 257 Gildanesti Centurion 257 Hoda Flamewalker 257 Icarii-in-Training 258 Mahjoran Philosopher 258 Neskudar Stalker 258 Nordar Pirate 259 Sakkaran Battlerager 259 Tashramadic Red Zealot 259

Chapter Seven: Dragons of Adlatum 260Th e Elder Dragons 260 Glastious, Th e Elder Green 260 Heriacious, Th e Elder White 265 Seresayon, Th e Elder Blue 268 Traxus, Th e Elder Red 272 Xyvren, Th e Elder Black 277 Others, Th e Unseen Elders 281So-Called “Dragons” 281Normal Dragons 281 Cruzanargus, the Silver Wolf 282 Th e Golden Bull 284

Chapter Eight: Adlatum in the River 286Marking Time 286 Th e Clock 286 Th e Calendar 286 Th e Eras 288Th e History of Adlatum 288 Th e Foundation 289 Time of Light 289 Time of Valor 290 Time of the Minotaur 291 Time of Dark Tidings 293 Time of the Prophet 297

Appendix A: Maps 301 Average Temperatures 301 Average Rainfall 302 Continental Poster Map 303

Sidebars: Languages 8 Maliaru Plainsmen 18 Coinage of the Land 33 Psionic Classes 35 Magic Restrictions 55 Pools of Viriene 159 Th e Fist of Joj 189 Elder Dragons 263

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ear Fellow Dragonlancers,

Back in June of 2005, I was introduced to a project that had been started back in late August of 2002. Th is project was of what was then termed “Krynn’s third continent, Adlatum”. I was excited to start trying things out that I had never done, nation building, race building, and other things involved with the continent. At the time, Sean Macdonald and Joe Mashuga were the only two that were involved primarily with the project, while most other members were deeply involved in doing things for Sovereign Press. We went along with the project fi ne for a while, but by January of 2006, Sean would no longer be able to head up the project, and I took it over on top of the Lexicon project. Th e fi rst thing we did was bring in a new cast of people to overhaul the project. Bret and Joy Sheeley, Chuck Martinell, and Neil Klopsch to name a few. Th e project really began to take shape, and we were off and running again. So much so, that we thought by the fall of 2007 we would be able to get a PDF out for the fans, but this proved to be unfounded. Bret became the driving force behind the project, and I gladly gave it over to his capable hands to head it up. I was so glad to see that the project had gone from being inactive, to a group of people who had great ideas for this new continent on Krynn. Most of the time, we attempted to stay along the lines of the original creators, but as with most projects taken over by others, the continent changed from the original ideas. I am hoping that people enjoy this Adlatum Campaign Setting, as much as we had putting it together. I would like to thank the founding members of the project: Trampas, Cam, Sean, Richard Connery, and Terry Doetzel. You all gave us the tools to start with, to fi nally bring Adlatum to the fans.

Ben JacobsonMarch, 2008

ver a year and a half ago during a Dragonlance roleplay session I was DMing, my wife’s character had a magical mishap. Th is was nothing new. Th e

character was a kender wizard from the Fourth Age after all, and since characters like that were not supposed to exist (and for good reason), mishaps were common. Nothing serious was going on adventure-wise at the time, and stuff like that made the game fun. Th is mishap occurred during a teleport, and to liven things up, I made the group’s destination completely random. I estimated distance and direction off of die rolls, and her character ended up far far far off to Ansalon’s northwest. I sighed. I knew there was a third continent in that direction. It said so in the Map Pouches. So I hopped onto the Nexus and the Dragonlance Forums to get some details on this Adlatum place. Even though I was initially put off at having to learn about someplace new in so short a time, I came to like the idea of going somewhere off -Ansalon. Taladas, however, was in the other direction. Go fi g. After asking on the boards for the status of Adlatum, I found out it was still in development. Th ere was a lot done already, but there was more than plenty of stuff left to do. Ben inquired if I would be interested in helping out. After getting some backstory, I started to fall in love with the land. I agreed and began tossing in some ideas for the Midland Guard. I found my little corner to come up with ideas while trying to stay within the fl avor of the notes and write-ups written by the original Adlatum staff . Other very talented people (Sean, Joe, Chuck, Neil, Ben, and more) had already been developing some pretty darn good stuff , and I was hoping I wasn’t mucking things up too badly. I was also appreciative for my wife, Joy, who on occasion would spend time to create images for the setting. Momentum for the project turned away from individual Nexus entries a year ago, and eff orts to put together a PDF Sourcebook went full-force. Each of everyone’s corners kept their own fl avor, and yet everything slowly began to knit-together into a much larger picture as eff orts unifi ed. A lot of us have been working through most of our formerly-known-as “free hours” to push this project to its completion. It is through the Herculean eff ort of that group of talented people I mentioned, in addition to the original creative staff and the rest of the Whitestone Council, that made this book reality. I really hope you enjoy the fruits of their labor. Enjoy, for the War of the Prophet has only just begun.

Bret SheeleyMarch, 2008

P.S. Th e kender escaped. We’ll get her next time.

Forewords

D O

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Introduction ow shall I leave my people without a stirring of sorrow within my breast? Th e foreknowledge brought through the gift of the prophet has been

a saving grace to the survival of our people, yet I cannot withdraw from those that remain without a burden and an ache. How I wish that the voices, of those just outside the walls, could carry the unlucky souls that give those voices wings.”

Salindar Fe Larsandar Circa 3450 PD

Th e world of Krynn has largely treated the continent of Ansalon as its center stage. When one thinks of Krynn they usually imagine Solamnic Knights, Wizards of High Sorcery, curious kender, bumbling gnomes and xenophobic elves. Yet the planet of Krynn holds more than one large land mass. Along with Ansalon there are such locations as the wild continent Taladas with its powerful Minotaur League, industrious and competent thinker gnomes, withdrawn and sullen Marak Kender and a plethora of other racial and organizational diff erences. Th ere is the subterranean land of Chorane, the Isle of Selasia and the Dragon Isles each with a unique set of races and monsters. Yet so little is known about these lands. Other than Taladas, none of the lands of Ansalon could match the size or majesty of the continent of Ansalon. Until now. Adlatum, the mysterious third continent of Krynn has been unexplored for centuries. Its existence only heard of in rumors, its tales untold waiting for a chance to unfold to a willing audience. From the cold and callous reaches of the noble ogres to the untamed southern jungles Adlatum sets itself apart from both Ansalon and Taladas. It is a land of exploration and intrigue where the gods have taken a personal interest in the people, where the touch of the fabled gray gemstone endowed the dragons of Adlatum with abilities beyond those of their brethren across the sea, and the races of Krynn have experienced cultural and physical changes that diff erentiate them from the other lands of the world. A central theme of the continent of Ansalon is that of destiny and who holds the reigns. Th e legend of the Prophet who supplied the folk of Adlatum with miraculous Volumes from which they could study the past, the present, and even divine the future of their own race is known to the learned people of Adlatum. Was it the Volumes of the Prophet that brought about the Drowning that slew hundreds of thousands of people, or was it the actions of the warring races that called down

the wrath of the gods? Was it the divined prophecies that drove the elves to the sea or was it the choice of the elven king that sent them into the waters of Adlatum? Now that the Volumes have been lost those questions may never be answered. For as many diff erences Adlatum displays from other lands in its history and its people it is still closely tied to the world of Krynn. At their core, minotaurs are forever honorable, kender are curious and fearless, ogres are cruel and devious, dwarves are industrious, and gnomes are eternally tinkering. Th e wrath of the Cataclysm was felt around the world. Th e destruction of Chaos was not limited to the shores of Ansalon. Th e Age of Mortals and the War of Souls was experienced on every land of Krynn. Yet each culture of Krynn experienced these events and dealt with them in their own way, viewed through their own actions and based on their own experiences. Hopefully the writings gathered together here piece by piece will assist you in familiarizing yourself with the prominent, people, places and storylines of Krynn’s third continent. Happy Wanderings.

H

Volumes of the Prophet