Information.   Posted by Dragondog.Group: 0
 GM, 175 posts
Tue 6 Nov 2007
at 21:46
This thread is for Dragonlance specific information, that those not familiar with DL might not know.

Branchala (CG): Music, harmony, poetry, beauty; minstrels, elves, kender, travelers
Habbakuk (NG): Animals, hunting, water, rebirth; rangers, sailors, druids, farmers, Knights of Solamnia
Kiri-Jolith (LG): War, courage, honor, solidarity; fighters, Knights of Solamnia, soldiers
Majere (LG): Discipline, meditation, thought, industry; monks, scholars, clerks
Mishakal (NG): Healing, mercy, the home; healers, midwives, herbalists, ambassadors
Paladine (LG): Kingship, guardianship, redemption, good dragons; nobles, diplomats, guards, Knights of Solamnia
Solinari (LG): Good magic, abjuration, divination; Wizards of the White Robe

Chislev (N): Nature, wilderness, beasts, the seasons; druids, farmers
Gilean (N): Knowledge, balance, watchfulness, freedom; sages, scholars, bodyguards, historians, teachers
Lunitari (N): Neutral Magic, illusion, transmutation; Wizards of the Red Robe
Reorx (N): Creation, mountains, metal, luck, pride; dwarves, gnomes, kender, blacksmiths, artisans
Shinare (LN): Wealth, enterprise, communication, travel; merchants, traders, dwarves, mercenary soldiers
Sirrion (CN): Fire, creativity, passion, renewal; alchemists, lovers, artists
Zivilyn (N): Wisdom, foresight, prophecy, enlightenment; philosophers, mediators, counselors, sages

Chemosh (NE): Death, the undead, murder, false hope; crazed cultists, assassins, necromancers
Hiddukel (CE): Greed, lies, thieves, secrets; bandits, dishonest merchants, robbers, corrupt nobles
Morgion (NE): Disease, famine, poison, vermin, suffering, madness; crazed cultists, ratcatchers, corrupt druids
Nuitari (LE): Evil magic, arcane secrets; Wizards of the Black Robe
Sargonnas (LE): Vengeance, war, conquest, rage; minotaurs, bounty hunters, barbarians
Takhisis (LE): Domination, hatred, evil dragons, intrigue, night; evil fighters, corrupt nobles, evil dragons, ogres, goblins
Zeboim (CE): Oceans, storms, jealousy, spite; sailors, pirates, evil druids, evil sea creatures

This message was last edited by the GM at 12:15, Mon 21 Dec 2015.

 GM, 1139 posts
Thu 8 Jul 2010
at 17:12
Re: Information
Medallion of Faith: A Medallion of Faith can create another Medallion of Faith dedicated to any deity and resists being removed from the cleric that wears it.

This message was last edited by the GM at 23:05, Thu 25 Oct 2012.

 GM, 2210 posts
Tue 14 Aug 2018
at 18:06
Re: Information
Real Months  Game Months
January      Newkolt
February     Deepkolt
March        Brookgreen
April        Yurthgreen
May          Fleurgreen
June         Holmswealth
July         Fierswelt
August       Paleswelt
September    Reapember
October      Gildember
November     Darkember
December     Frostkolt

 GM, 2396 posts
Wed 9 Oct 2019
at 17:49
Re: Information
Each day on Krynn is divided into 24 hours. Each hour into 60 minutes and each minute into 60 seconds. Not that most inhabitants of Krynn would know how to measure minutes or seconds.

Seven days is a week and four weeks, that is 28 days, is a month. And as listed in the previous post, 12 months is a year. Or in other words, there is 336 days in a year.
 GM, 2740 posts
Fri 22 May 2020
at 07:49
The Tear of Mishakal
Aldif told you what a Tear can do on its own and that they are more powerful together. He admits to not knowing everything about the Tears or what they can do.

The Tears of Mishakal are artifacts of healing and has 20 charges each when fully charged. Each regains one charge at daybreak. They can only be used by non-evil characters.

When used, the Tear glows with a soft blue radiance, equivalent to a Light spell.

The following powers expend 1 charge:
Cure Light Wounds

The following powers expend 2 charges:
Calm Emotions
Cure Moderate Wounds
Lesser Restoration

The following powers expend 4 charges:
Cure Serious Wounds
Remove Blindness/Deafness
Remove Disease

The following powers expend 6 charges:
Cure Critical Wounds
Neutralize poison

The following powers expend 8 charges:
Cure Light Wounds, Mass
Death Ward
Dispel Evil

The following powers expend 10 charges and may only be used if both Tears of Mishakal are carried:
Heroes’ Feast
Raise Dead

As long as the Tear has charges, it protects the bearer, whether it's held or stowed, with a continuous Shield of Faith effect providing a +4 deflection bonus to AC.

Each Tear may have additional powers.

This message was last edited by the GM at 06:16, Thu 28 May.