
So yes, this is where you join. Posted below is a character sheet to use, but here we will
give a simple, general explaination of character creation.
In Solace, we don't use Stats, but the spell rules, magic items and available classes and
races come from Dragonlance®. If you are unfamiliar with either Dungeons and Dragons, the
world of Krynn or both, please feel free to contact us. We're willing to answer any and
all questions you may have, and to help with character creation.
If you follow the EXAMPLE character sheet and are at all familiar with Krynn and D&D,
you should have little trouble.
All new characters in Solace are limited to four levels per Character, and levels are given out periodically based on role playing and adventuring done by each character.
Characters are limited to 1 magic item per 2 levels, so new characters will be limited to, at the most, 2 magic items within reason.
Because our system uses no stats, character approval is fairly quick and painless.
Read the rules for mages and priests if you are playing one, and be reasonable.
You may only Role Play TWO CHARACTERS at a time. However, beginning players are limited to ONE introductory character. The second may be added once you have settled in.
Submit your character sheet and any questions you may have to us at
solacewizard@hotmail.com
You must have a Character Sheet filled out and submitted to us before we will grant
access into the town. We reserve the right to deny access to any person, and or remove a
player from the Board.
Most of all remember to have fun, because that's what it's all about.
Once again, welcome to Solace!
Use this EXAMPLE Character Sheet as a guide when creating your Character. Please do not
use the following for your particular C.
McTaffery "Speck" Awfulspirits Class: Handler Alignment: True Neutral Level: 4 Age: 21 Height: 4’1’’ Weight: 60 Hair: Light Brown Eyes: Green APPEARANCE: Speck is a slender humanoid, with an oval face and small pointed ears. The frail, childish figure has brown hair, tied in two topknots, and the rest of the length of his hair dangles down to his knees like double horse tails. His green eyes look at the world with an endless curiosity, yet strangely for a kender, with scholarly concern, behind a pair of small silver glasses. His wooden hoopak, a 5 feet long staff-sling, is carved and designed by himself. Small steel spheres for his hoopak are lined on his belt. He usually wears a long leather coat, painted in dark blue, with uncountable pockets sewn on it. Many pouches are attached inside the coat and Speck carries a few small bags, scroll tubes and bookholders. He also carries a dagger under his coat. WEAPONS: Hoopak and dagger HISTORY: Speck has a high intelligence and slightly higher wisdom, with the lack of the usual high dexterity. The Awfulspirits lineage in Kendermore is one which included many clerics, and according to the family legends, a few magicians, and even a knight too. Speck grew up among books, and his wanderlust was propelled mostly by the lust to know more of the lands and happenings and cities and races he had read and had listened stories about. Before he left Kendermore when the wanderlust got him, around the age of 16, Speck already held a collection of life histories of veteran kender adventurers, and was speaking and writing in different dialects of dwarven, elven and Solamnic. Leaving Kendermore, Speck first visited his uncle's brother-in-law, Barnaby Whistlingbreeze, the Royal Finder in Silvanesti, one of the most famous kender of the time. His days in Silvanesti villages and big cities were educative, if not always entertaining. He collected a lot of poetry and prose during that time, and of course historical data, too, and had even met one of the sons of the legendary bard, Quivalen Sath. Soon, the elves escorted him kindly out of the elven kingdom, leaving him at the northern border. The lands of Timan Busuk were his next destination. Speck had learned about the Knights of Takhisis for the first time in his visits to Sanction and Neraka, and found out that there were people who had to be avoided, and better, carefully watched. Disguised as a child, Speck soon collected enough data to have a general idea about this new organization of the Queen's forces. However, an unfortunate visit to a local temple of Takhisis forced him to flee east, into Nordmaar, and he mostly traveled with trade caravans along the shores of the Blood Sea for some months. There was a Gray Wizard chasing him (probably because of the documents he copied and of those magical bracers), so he didn't have the chance to march west on foot, so he had to disguise again, and was enrolled as a "squire" and sailed in a war galley under the evil knights' command. He had to escape during a conflict with an armed merchant ship, boarding that ship, and to his luck, the knights inspected the ship and left. He boarded another merchant ship in the port of Kalaman, which was headed for Palanthas. His next one-and-a-half years were spent with wandering around the cities, towns and villages of Solamnia, and rather than exciting adventures, the kender's curiosity was in reading, speaking with old people, copying documents and borrowing books. He was disappointed when he was not allowed into Astinus' Library, but then he had access to the bibliotheque of the Temple of Paladine in Palanthus, and the halls of High Clerist Tower was full of forgotten tales and scriptures, too. Towards the end of his travels in Solamnia, Speck met a group of gnomes, who turned out to be all alchemists, in Caergoth. They were seeking employees for a "project", and were offering good money, and the prospect of seeing Mount Nevermind excited the kender. He, a young human girl, and three Aghar enrolled, and they sailed to Sancrist Isle with a steamship. The girl and Speck soon discovered that the gnomes were planning to try their new mixtures on them, mixtures related with genetic manipulation. After the Aghar died terrible deaths, the two friends escaped, and made the abandoned halls of Mount Nevermind home for some weeks. One day, Speck came upon a convention, where elder researchers from the Philosophers and Historians Guilds were dicussing about grand theories concerning Krynn's history and future. It was that day when he befriended an important political figure of Mount Nevermind, supporting his ideas with the immense knowledge of history he himself had gathered. Master Calt was fascinated with the unusual kender, and took him as an apprentice philosopher. Speck spent two years with the gnomes in Mount Nevermind, acquiring philosophical and linguistic and oratorical skills with which he could have a far better grasp of what he knew about politics, history and culture. Still, he was a kender, and wanderlust struck again, calling him to the roads. Thus began his and Master Calt's four-month journey from Sancrist to Solace. Talents: Speaks and reads elven, dwarven, Solamnic, and a little Ergothian. Natural immunity to fear. He is great singer, and quite good at acting and imitating voices. His "borrowings" occur less frequent than the average kender, unless the items in question are related with history, lore, art or music.
If your Character is Magi or Priest, please read the Mage Rules or
Cleric Rules and add spell list to the end of the Sheet.
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