Dragonlance - World Guide
Dragonlance - World Guide
Abanasinia, Kayolin,
Dwarvish Dwarvish
Thoradin, Thorbardin
Southern Ergoth
Solamnic Months
Month Name
January Newkolt
February Deepkolt
March Brookgreen
April Yurthgreen
May Fleurgreen
June Holmswelt
July Fierswelt
August Paleswelt
Solamnic Months
Month Name
September Reapember
October Gildember
November Darkember
December Frostkolt
Solamnic Days
Day Name
Sunday Linaras
Monday Palast
Tuesday Magetag
Wednesday Kirinor
Solamnic Months
Month Name
Thursday Misham
Friday Bakukal
Saturday Bracha
Currency
Since the Cataclysm, the harsh realities of daily survival leave
little room for impracticality. For years after the devastation,
steel’s value skyrocketed until it was valued as highly as gold,
thanks to the difficulty of forging steel and its obvious practical
applications. Even now, trade coins of bronze and steel remain
in use across Ansalon.
Currency of Ansalon
Coin cp bp stl
City of Kalaman
Kalaman began as a sleepy fishing village on the coast of the
Turbidus Ocean. It might have remained so if not for the arrival
of an Istarian trading mission centuries before the Cataclysm.
Seeing the potential of a deep harbor so close to the mouth of a
great river, the Empire of Istar invested heavily in the town,
transforming it into a thriving trade hub. Solamnia soon found
Istar’s stranglehold on the booming port intolerable, and after a
climactic battle on the plains west of the city, Istar ceded
control of Kalaman.
Today, long after the fall of Istar and the trials of the
Cataclysm, Kalaman remains a thriving port city surrounded by
tall Istarian-built walls that have never been breached. In its
busy harbor, vessels from all over Ansalon go about their
business under the light of the city’s two grand beacons, pre-
Cataclysm marvels that have survived for generations. At the
center of the city, the ancient Castle Kalaman rises
intimidatingly on a sheer hill. The castle’s architectural marvels
include defenses yet to be recreated in the modern age.
People of Kalaman
The city of Kalaman is notably cosmopolitan, while most people
in surrounding communities make their livelihood through
fishing and farming. Many of the region’s inhabitants are
Solamnic humans, while others descend from the city’s Istarian
founders. Traders from all over Ansalon settle in Kalaman
through preference or necessity. As a result, some humans hail
or have ancestors from Abanasinia, Nordmaar, Ergoth, Estwilde,
and farther-flung lands. Kender, hill dwarves, and gnomes are
seen in the region, while some elves, mountain dwarves, and
other people also make their home in the city. Anyone is
welcome in Kalaman if they come peaceably with goods to
trade.
Surrounding Regions
To the west of the Kalaman region lies Hinterlund. Even farther
west lie the Plains of Solamnia, from where crops and crafted
goods make their way to Kalaman for trade. Even in parts of
Solamnia closer to the port of Palanthas, it’s often cheaper and
easier to move goods down the river to Kalaman.
North of Kalaman, the grasslands characteristic of Solamnia
give way to the broken steppes and labyrinthine canyons
known as the Northern Wastes. Deadly beasts, treacherous
cliffs, and unpredictable flooding make the wastes a dangerous
land where it’s said nothing survives for long.
East of Kalaman, the lands of Estwilde hold inhospitable terrain
and peoples who have been unfriendly to Solamnia since the
days of Istar. Across the bay in northern Estwilde lie the
swamps of Qwalmish. To the south and east of Kalaman are the
rolling steppes of Qlettaar, which in turn give way to the
forbidding peaks of the Taman Busuk region beyond Estwilde.
Nightlund
For generations, the Soths of Dargaard Keep—a family of
Knights of Solamnia—ruled the Solamnic province once known
as Knightlund. Since the Cataclysm, the province has had a
cursed reputation. People have come to know the land as
Nightlund and ascribe the region’s frequent storms to the old
gods’ disfavor.
Deities of Krynn
The gods of Krynn are said to have abandoned the world, and
in the great cities of Ansalon, temples and centers of faith are
few. Nevertheless, small miracles occur across the world.
Druids and hidden communities offer prayers in the old ways
and employ mysterious magic. Long-lived peoples remember
the worship of the gods and see their shapes in nature and the
constellations above. Ancient, forgotten sanctuaries hold
wonders beyond imagination, and divine whispers reach those
with the minds and hearts to listen.
The gods of Krynn loosely align with one another along the
principles of good, neutrality, and evil. While such alliances can
be tenuous, the gods often work together to enact their shared
will across the world or to oppose unions of their foes. The
Deities of Krynn table and the following sections summarize the
gods most active in the world. Among Krynn’s diverse lands
and peoples, gods take various names, genders, and forms.
Those presented in the following sections are the
representations best known in Solamnia.
Deities of Krynn
Gods of Alignmen
Province Symbol
Good t
Good dragons,
Paladine LG Silver triangle
guardians, rulers
Gods of Alignmen
Province Symbol
Good t
Blue infinity
Mishakal LG Healing
sign
White circle or
Solinari LG Good magic
sphere
Gods of
Alignmen
Neutralit Province Symbol
t
y
Gods of Alignmen
Province Symbol
Good t
Red circle or
Lunitari N Neutral magic
sphere
Forging
Reorx N Craft
hammer
Great green or
Zivilyn N Wisdom
gold tree
Gods of Alignmen
Province Symbol
Evil t
Gods of Alignmen
Province Symbol
Good t
Broken
Hiddukel CE Greed, lies merchant’s
scales
Black circle or
Nuitari LE Evil magic
sphere
Paladine
Paladine is known as the Father of Good, the Master of Law, the
Platinum Dragon, and—on other worlds of the multiverse—
Bahamut. He leads the gods of good and watches over the
world with an eye toward order, justice, and mercy. He teaches
that wise and just laws are the basis of a functioning society,
and his clerics often aid in crafting and upholding such laws.
Branchala
Called the Bard King, Branchala is the god of music, poetry, and
the inner beauty of all living things. Many elves and kender
worship him above all other gods. Both groups revere him as a
champion of life and laughter, bringing solace and joy to those
who listen.
Habbakuk
Habbakuk, known as the Fisher King, oversees animal life, the
sea, and the balance of nature. Many sailors, farmers, and
hunters revere him. His holy sites are often marked with the
image of a blue bird or a phoenix wreathed in blue flames.
Kiri-Jolith
Kiri-Jolith is the god of righteous war. He blesses all who fight in
the name of good and scorns those who delight in slaughter
and lust for battle. He is particularly revered by the Knights of
the Sword, an order of the Knights of Solamnia that seeks to
root out evil wherever it dwells.
SYMBOLS LEFT TO RIGHT: KIRI-JOLITH, MAJERE, AND MISHAKAL
Majere
Austere and aloof, Majere is the god of meditation and
discipline. Monks, his most devoted followers, honor him by
leading lives of quiet contemplation in remote monasteries.
Many orphans are raised in the monasteries of Majere; some
become monks themselves, while those who leave the
monastic life often take the surname Majere out of respect.
Mishakal
God of compassion, healing, and love, Mishakal is widely
worshiped by healers and community guardians. Throughout
history, she has reached out to chosen heroes to soothe others’
suffering. Her faithful offer healing and solace to all—even
enemies.
Solinari
Solinari, the god of good magic, is patron of the Mages of High
Sorcery’s Order of the White Robes and other benevolent
mages. His power manifests through the white moon of Krynn,
the brightest of its three moons. Along with his cousins Lunitari
and Nuitari, he watches Krynn from the heavens and
encourages magic that aids, heals, and protects.
SYMBOL OF SOLINARI
Gods of Neutrality
The neutral gods of Krynn vary widely in their motivations and
methods. Some are passive and distant, dedicated to recording
the actions of mortals or upholding the balance between
societies and nature. Others take a more active hand, injecting
elements of chaos and innovation into mortal life. Unlike the
gods of good and evil, the neutral gods have little interest in
the struggle over mortal destinies.
Gilean
The god of knowledge and nominal leader of the neutral gods,
Gilean embodies the ideal of neutrality. He stands back and
observes, recording all that unfolds. Gilean is keeper of
the Tobril, a book said to contain all the knowledge of the gods,
though portions are sealed to all but Gilean. Some people
believe the scribe Astinus of Palanthas to be Gilean in human
form.
Chislev
Chislev is the god of nature on its own terms, governing the
rhythms of life that unfold heedless of mortal action. Though
enigmatic and shy, they are fiercely protective of their domain,
regarding all plants and animals as their children. Chislev’s
followers are often hermits, druids, and others who revere
nature without asking anything in return.
Lunitari
Lunitari, the god of neutral magic and illusions, is patron of the
Mages of High Sorcery’s Order of the Red Robes and other
neutral mages. With her cousins Solinari and Nuitari, she
watches over the people of Krynn from the heavens, conveying
her power through the red moon that shares her name. She
appears as a trickster figure in mythology, using her mastery of
illusions to fool gods and heroes alike.
Reorx
Reorx is the god of creation, inspiration, and artisanship,
credited with creating the gnomes, dwarves, kender, and even
Krynn itself. He invents new things that alter the world and spur
its people to action.
SYMBOLS LEFT TO RIGHT: REORX, SHINARE, AND SIRRION
Shinare
Shinare is the god of wealth, industry, and commerce. Though
many of her followers are merchants, her influence spans
legitimate and underhanded commerce alike, and she receives
occasional worship from thieves. Despite this, most consider
her a god of fair dealing; supplicants pray she favors them as
they bargain.
Sirrion
Passionate and impulsive, Sirrion is the god of alchemy,
transformation, serendipitous creation, and flames. He
embodies momentary excitement, flaring quickly into fiery
passion and smoldering long afterward. Sirrion’s followers
embrace extremes of emotion as forms of divine expression.
Zivilyn
Where Gilean embodies knowledge, Zivilyn exemplifies the
calm wisdom necessary to wield knowledge in the world. He’s
said to exist in all times and places, possessing the collected
wisdom of every plane of existence. Zivilyn often attracts the
worship of eccentrics, philosophers, and sages.
SY
MBOL OF ZIVILYN
Gods of Evil
The evil gods of Krynn embody power, vengeance, and other
ideals that elevate self above community. They wish to rule the
mortal world, believing only they are worthy of such dominion.
They rely on temptation and subjugation to secure the service
of lesser creatures. In every age, some mortals are willing to
sell their souls for power, and the gods of evil are eager to
oblige.
Takhisis
Takhisis, leader of Krynn’s evil gods, is known as the Dragon
Queen, the Queen of Darkness, and—on other worlds—Tiamat.
She is the god of power, pride, and control, as well as the
queen of chromatic dragons. She tempts mortals to her service
with offers of dominance over others. Barred from Krynn since
before the Cataclysm, she found her chance to return in the
centuries that followed. She sometimes appears as a powerful
human warrior with gleaming armor and long black hair, but
her true form is a five-headed dragon.
Chemosh
Chemosh is the god of undeath and false redemption, tempting
his followers with the promise of immortality. Those who heed
him find that while they may live forever, their bodies still
decay and putrefy. Followers of Chemosh embrace his baleful
reputation, dressing in white skull masks and black robes.
Hiddukel
Hiddukel is the god of greed and treachery. He holds domain
over all ill-gotten wealth in the world, and criminals and
unscrupulous traders worship him in secret. While Hiddukel
gladly accepts their worship, his true goal is the acquisition not
of riches, but of souls.
Morgion
Solitary and secretive, Morgion is the god of disease and decay.
He doesn’t consult or act in accord with the other gods,
preferring to brood in his otherworldly fortress, the Bronze
Tower, and pursue his own schemes. His worshipers follow his
example, meeting in the dark and maintaining secrecy in all
things.
SYMBOLS LEFT TO RIGHT: MORGION, NUITARI, AND
SARGONNAS
Nuitari
Nuitari, the god of evil magic and darkness, is patron of the
Mages of High Sorcery’s Order of the Black Robes and other
wicked mages. He encourages selfish and destructive magic.
His power flows through the black moon that shares his name,
which is visible only due to the stars it blocks in the sky.
Sargonnas
Sargonnas is the unpredictable god of flame, vengeance, and
wrath. Though he’s a consort to Takhisis, he schemes against
her as often as he fights on her behalf. He is worshiped by
those who seek retribution. His true form is that of a monstrous
minotaur, and many minotaurs revere him under the name
Sargas.
Zeboim
Zeboim is the god of the ocean in its destructive aspect,
including storms and dangerous sea creatures. She is a
mercurial god, and even her followers aren’t safe from her
frequent bouts of rage. Most sailors pray to Habbakuk to keep
Zeboim at bay, but some make offerings to Zeboim to allay her
wrath.
Of the Heroes of the Lance
The River of Time is vast, and holds the accounted stories of all who pass
through its harsh current. But of the nine heroes who would come to be
known far and wide, was composed a poem:
From the north came danger, as we knew it would:
In the vanguard of winter, a dragon's dance
Unraveled the land, until out of the forest,
Out of the plains they came, from the mothering earth,
The sky unreckoned before them.
(Nine they were, under three moons,
Under the autumn twilight:
As the world declined, they arose
Into the heart of the story.)