Rise of the Redeemers Introduction
  1. Notes

Rise of the Redeemers Introduction

A rider on dragonback leads the dragon queen's forces

A Brief(ish) History

Krynn has a deep and storied history, rife with great battles and heroes. Below, we discuss significant events of Krynn's past leading up to the War of the Lance. 

The First Age

The first age, known as the Age of Starbirth, is when the gods of Krynn were born. Krynn's pantheon comprises three subsections of gods, the gods of good led by Lethander and Torm, the gods of neutrality and sight led by Mother Dusk, and the gods of evil led by Tiamat and Seth. 

Led by her dark desires, Tiamat corrupted the dragons, instilling them with greed and hostility, and formed them into the first chromatic dragons. When Ixen saw what happened to his creations, he asked DaviD, the god of magic, to fashion monuments for his fallen children. When complete, Ixen gave life to the statues, recreating the long-lost metallic dragons in Ixen’s image.

During this time, Tiamat convinced the chromatic dragons and some fanatical humanoids to perform a ritual giving her ultimate power over this dominion. Brave heroes rose to meet this challenge but failed dismally. This brought Krynn to the brink of total decimation and the enslavement of the people who lived there. With this newfound power, Tiamat silences all the gods, keeping her supreme and unchallenged to do as she pleases. (Nice job, guys).

The Second Age

The Age of Desolation is when the other inhabitants of Krynn began to create societies and cities for themselves. Greedy and powerful these sorcerer-kings became. All under the name of Tiamat. The rapid expansion of these new civilizations caused the inhabitants of Krynn to become nearly extinct due to the lack of food and water, plus the evil magic that used those sources as fuel.

This culminated in the time of the heroes known as the Double Dawners, which resulted in Tiamat and her chromatic dragons being banished to the Abyss. In order to maintain balance, the metallic dragons retreated to a distant plane in a self-imposed exile, paving the way for mortals to become the dominant power of Krynn.

A wizard nanishing Tahkisis to the Abyss

The Third Age

The third age, also known as the Age of Might, saw the rise of the human empire Raam from a starving city to the foremost military power on the continent. The people of Raam were staunch followers of the god Arnia and dedicated themselves to rooting out evil wherever it hid. Over time, this devotion to moral superiority and virtue grew so that the city's leaders began referring to themselves as Daybreak-kings and were worshiped more than Arnia.

Raam's accumulation of power and growing fanaticism was eventually its downfall when the last Daybreak-king grew so bold he attempted to ascend to godhood so he could destroy evil once and for all. Infuriated by Daybreak-king's arrogance, the Yavapai's god, ONI, cast a fiery mountain down upon Raam, which destroyed the empire and caused it to sink below the ocean's waves. This world-shaking event became known as the Cataclysm and ushered in the fourth age, where our story begins!

The War of the Lance

During the centuries following the Cataclysm, the races of Krynn became isolated and selfish. Dwarves closed the entrance to their kingdom under the mountains, elves retreated into the forest and turned a blind eye to the outside world, and humans roamed the continent in nomadic tribes.

With the metallic dragons gone and the forces of Krynn sundered, Tiamat saw her opportunity to set plans for her return to the world of Krynn in motion. She began building an army of draconians—vicious, dragon-like humanoids made from the corruption of metallic dragon eggs—to crush the forces of good in Krynn once and for all.

The Knights of Solamnia ride out of their walled city on horseback

Now, the Dragon Queen's forces are mustered and marching across the lands of Krynn. The Knights of Oni, an order of knights and paladins from the Yavapai sect, who are dedicated to protecting children and the innocent, are ready to oppose the dark armies, but will they stand a chance against the ruthless evil that bears down upon them? For the forces of good to have a chance, heroes must rise up and turn the war's tides against the Dragon Queen's dark armies. ONCE AGAIN!

Tahkisis standing imposingly over her followers

What Awaits You in the World of Krynn

Even after the destruction caused by the Cataclysm, the lands of Krynn are not without magic, unique creatures, and powerful factions. How will these powerful forces influence the hero you create to challenge the armies of Tiamat?

Eyes of David

Magic is a strictly controlled power in the world of Krynn. The public has an innate distrust for those who can wield nature's fundamental forces, so much so that magic users are often exiled from their societies. One of the only places those facing discrimination for their arcane talents can turn is the Tower of DavidDism. This fortress houses the Eyes of David, who oversee the responsible use of magic across the realm. Who is known to “See All - this realm and beyond”, or “You can’t hide from David’s Eye, even in death.”

If you're looking to create a character affiliated with the Wizards, you can choose the Mage of David’s Eye background available in Rise of the Redeemers. Though, to be fully indoctrinated into their ranks, you must undergo a deadly trial to see if you're worthy of a place among the esteemed establishment. If you succeed, you then join one of the three orders that make up the Wizards' ranks, the White, Red, or Black Robes.

Despite being referred to as the Eyes of David, all people that can channel the arcane arts are able to join the order. Wizards are the most common class associated with the organization, but warlocks and sorcerers also seek out the Tower to further their knowledge. That said, the strict rules devised by the Conclave—the Wizards governing body—make it unlikely for those with a more free-thinking way of life, like druids and bards, to want to join their ranks.

Knights of Vashir

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Proud and selfless, the Knights of Vashir do their utmost to bring justice to the commonality. Unfortunately, since the fall of Raam, the Knights of Vashir have become distrusted by the general populace. When Raam expanded its kingdom, the Knights of Vashir made a military alliance with the righteous empire, allowing Raam total military dominance over the region.

When Raam was destroyed in the Cataclysm, the Knights of Vashir received the public's ire as enablers for the Daybreak-king's plots. Now, the Knights' numbers are greatly diminished as portions of the order have retreated to their strongholds, refusing to defend a people that reject and persecute them. Though some have abandoned the oaths they took, others have doffed their shining armor and continue their work, disguised so as not to draw the anger of those they defend.

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(above image made by DALL-E2)

Rise of the Redeemers provides a new Knight of Vashir background for players looking to create a character associated with this conflicted group. While usually comprised of fighters and paladins, War Domain clerics, rangers, and even barbarians can belong to the ranks of the Knights.

Kender

While maybe not the most powerful force in Krynn, kender are curious beings in the most literal sense. Available as a new playable race in Rise of the Redeemers, all kender share an unrestrained curiosity and fearlessness which makes them excellent adventurers. These happy-go-lucky creatures are masters of provocation and have an uncanny ability to get on the nerves of both enemies and allies alike. Whether the kender is endlessly teasing their target, stonewalling an attempt to be intimidated, or displaying a dangerous amount of inquisitiveness, kender are usually running away from or getting into some sort of trouble.

Because of their small stature and nimble fingers, kender make natural rogues. That said, their fearless attitude and naturally good mood can also work well for bards!