clans cabals houses army armies
The forces of Krynn are formed in a mix of belief, desire and necessity.
Each army of Krynn has its own set of strict philosophies which dictate
how it perceives and acts on those around it.
[WARDER]: The Warders of the Forests. Warders are those who wish to
protect and nurture the forests against the ever growing invasion of
civilization and evil. Druids and rangers are the preferred members of
Warders, but other classes (except thieves), are accepted. Only neutral
ones are allowed to become protectors of nature.
[TOWER]: The High Tower of Sorcery is controlled by the three robes of the
magi. Those who belong to the Tower are magic-users who follow the strict
alignment of their robe, and who dedicate their lives to magic and the
search for knowledge.
[SOLAMNIA]: The knights of Solamnia have dedicated their lives to
upholding the goodness. They serve as examples of righteousness
and honor. All knights of Solamnia are in full opposition to Takhisis and
followers of an evil alignment. Only good aligns may join the Knights of
Solamnia.
[TAKHISIS]: The Army of Takhisis is destined to rule to world, or so they
believe. They fight to further their Dark Queen's power in the world and
will destroy any who oppose them. The mortal enemies of all Takhisis members
are the knights of Solamnia, and they particularly despise elves not of the
dark path. Lawful and neutral evil characters may join Takhisis.
[HERETIC]: The Army of Heretics is dedicated to the eradication of all magic,
and the purging of the heresy of clerics. Heretics use the Cataclysm as a base
for their anger towards magic. They claim that the actions of mages and priests
were the cause of the Cataclysm, and that any continued use of magic will lead
to a New Cataclysm. Also as a result of the Cataclysm, Heretics have a dislike
and distrust of the Gods themselves. Cursed for their reason, the Heretics can
not use magic, but are able to withstand great hardships and fight with
unrivalled skill. Only those who truly hate magic of all kinds may join the
Heretics, and they must be non-good and non-lawful.
[GUARDIAN]: Guardians of Justice are the servants of the law. It is their duty
to guard over the laws of the greatest cities of Ansalon, Palanthas, Kalaman,
New Thalos, Caergoth, and Naiadia. Only those who care for light and balance
may join guardians of Justice. Applicants must be lawful to join and must fully
understand the goals and laws of Guardianship.
[COBAR]: The Cobar were the nomadic horse barbarians whom originally
dwelt in the plains of the Empire of Ergoth. They were fearsome mounted
warriors, expert trackers, and well versed in the arts of war. Also they were
the greatest horsemen that Ansalon had ever seen. The Cobar was
persecuted during the Age of Dreams by the overlords of Xak Tsaroth, and were
then enslaved, and left as a broken people. Some of the Cobar bloodline has
now banded together to attempt to reform their once great tribe. Only humans
and, very unlikely, half-elves or half-kenders may try to join Cobar. The
Tribe shall only accept fighters, rangers, outcast knights, and priests of neutral
Gods, or of Mishakal, Majere, or Sargonnas. Those obeying any laws can not apply.
PLEASE NOTE: Kenders will not be accepted into any clans.
See help <clan> for more specific information on individual clans. (help
'takhisisclan' for help on Takhisis).
[See also: 'help clanrules', 'help clanguards', 'help dedicate�]