Champions of Krynn
United States
Strategic Simulations, Inc. (Developer and Publisher)
Released 1990 for DOS, Amiga, Apple II, 1992 for PC-98
Date Started: 27 August 2013
Champions of Krynn is not screwing around. Although it starts a new series, it seems to expect that the player has some experience with Pool of Radiance or Curse of the Azure Bonds and isn't particularly interested in battling groups of orcs and kobolds again. There's no easy introductory area. The first battle pits you against Draconians, an enemy unique to this campaign setting, and within the course of the first map, you're fighting difficult battles against spellcasters. The final fight of the first city features two dragons. The game is also very plot-heavy (at least during the opening stages), giving a greater sense of participating in an unfolding novel.
As much as I love the "Gold Box" engine, I'll be surprised if I'm not a bit fatigued by it come next year. 1990 saw the release of Champions of Krynn, Secret of the Silver Blades, and Buck Rogers: Countdown to Doomsday, and we got three more Gold Box games in 1991--four if you count the online Neverwinter Nights. (It might be worth reviewing my coverage of Pool of Radiance and Curse of the Azure Bonds for the origins of the Gold Box series.)
Nonetheless, although they use the same engine, it would be disingenuous to suggest that they all look and feel exactly the same. As you can see from even the opening screen, between editions the games made incremental improvements in things like graphics, sound effects, music, interface, implementation of D&D rules, and other gameplay elements. Champions starts with an arresting musical number that takes full advantage of the latest sound devices (I have it set to CMS/Game Blaster). The graphics, while not yet composed for VGA (we'll have to wait for the 1991 series for that), still benefit from greater artistic effort. There's a new "level" setting that adjusts the difficulty of combat, and the game supports the use of a mouse or joystick, though I'll happily stick with the keyboard.
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| This opening image is better than anything the previous games accomplished in 16 colors. |
Release dates are hard to nail down for 1990, so I'm not sure if Champions is the first, second, or third Gold Box game from 1990 (and thus the third, fourth, or fifth game overall), but it's probably the first released outside the Forgotten Realms series. As such, it offers the rare but interesting experience of playing a game in a familiar engine, and with familiar rules, but having to learn an entirely new setting, history, and lore.
The
Forgotten Realms universe has always reminded me a bit of Los Angeles: a
sprawling gallimaufry with no central core. The Dragonlance universe,
in contrast, reminds me of nearby Irvine: a little sterile in its sense
of being planned. Dragonlance was created by the husband-wife team of Laura and Tracy Hickman, and fleshed out in a series of novels by the Hickmans and Margaret Weis. I'm getting the following summary from various wikis, so my apologies if I misinterpret anything: Krynn is the world of the Dragonlance setting, and it is characterized by constant struggle among the various gods who created and influence it. These include Paladine (god of good), Gilean (neutrality), and Takhisis (evil). In the creation of the world, the gods created races that embodied their traits: elves from Paladine, humans from Gilean, and ogres from Takhisis. The god of crafts and forging, Reorx, tried to teach metalwork to humans, got annoyed at their irreverence, and turned a bunch of them into gnomes as punishment. Dwarves and Kender are races perverted from gnomes.
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| The character creation process is nearly identical to the previous games except for new races. |
The history of Krynn is divided into five ages. The Age of Starbirth brought the creation of the world and its races. The Age of Dreams is marked by a series of Dragon Wars, conflicts between armies using dragons, who were created by Paladine but corrupted by Takhisis. During the third such war, Dragonlances were formed. They are the only weapons powerful enough to allow mortals to kill dragons.
In the Age of Might, a great nation called Istar arose on Krynn's main continent, Ansalon. The Kingpriest of Istar sought to rule the world and eradicate all evil but was naturally corrupted by his own ambition. When he began to challenge the gods themselves, they hurled a fiery mountain at Istar and destroyed it. The event became known as the Cataclysm, and the age that follows was called the Age of Despair, characterized by constant warfare. The culmination of this era was the War of the Lance, an attempt by Takhisis to conquer Krynn with evil dragons and armies of various types of Draconians, created out of the corrupted eggs of good dragons (Takhisis had been holding these eggs hostage to keep the good dragons from entering the war against her). The war was turned and won through the efforts of ten multi-racial champions of Paladine, called the Heroes of the Lance, and an ancient chivalric order called the Knights of Solamnia.
The last age, the Age of Mortals, sees further wars against evil dragons, the loss of immortality by the gods, and the eventual death of Takhisis. It is, I understand, the period of the current novels.
The last age, the Age of Mortals, sees further wars against evil dragons, the loss of immortality by the gods, and the eventual death of Takhisis. It is, I understand, the period of the current novels.
Champions of Krynn takes place during the Age of Despair, after the end of the War of the Lance, around a group of cities that were overrun by evil forces during the war. The Knights of Solomnia, entrenched in an outpost near the city of Throtl (occupied by hobgoblins), have been on a campaign to clean the area of evil forces. But lately, the commandant of the knights has been acting erratic, as if under the influence of an evil spell. A Knight of the Rose named Sir Karl has been dispatched to the outpost to evaluate the situation; the player's party of adventurers has accompanied him; and the game begins as Karl asks them to patrol the area and report back on the disposition of any evil forces.
I guess to fit within the paradigm of D&D rules, Dragonlance had to offer essentially the same (or similar) races. Otherwise, I can't account for how, in creating a brand new universe, the races still boiled down to humans, elves, dwarves, and half-elves, with the Kender substituted for halflings. There are, nonetheless, some unique variations. Dwarves are divided into hill dwarves (stubborn, hardy, rough) and mountain dwarves (more refined); elves into Silvanesti elves (tall, arrogant) and Qualinesti elves (shorter, friendlier). The Kender are characterized by curiosity, an odd sense of bravery given their size, the ability to "taunt" opponents into a mindless rage, and the ability to use a special staff-sling weapon called a hoopak. I'm sure that there are more subtle differences between these races and their Forgotten Realms counterparts that my more experienced readers can flesh out.
As with the Forgotten Realms gold box games, there are class restrictions and level restrictions based on race; unlike the Forgotten Realms games, they're not so strict as to make non-human races entirely unplayable. (To be sure, I followed PetrusOctavianus's advice and looked at the tables for the third game in the series, The Dark Queen of Krynn.) Elves can rise to maximum levels as clerics, rangers, and mages, and dwarves can go the distance as fighters. Knights are a new class in this series that only humans can max in. They exist in three levels--Crown, Sword, and Rose--and must tithe percentages of whatever money they carry every time they enter an outpost. Like paladins in the Forgotten Realms, they have the ability to cast cleric spells after Level 6. (Paladins don't exist in this game but apparently become available in the second entry, Death Knights of Krynn.) Beyond this addition, the classes are composed of the standard variety: fighters, rangers, clerics, mages, and thieves. Multi-classing rules are the same as in Forgotten Realms, and there are no dual classes.
After studying the manual a bit, I decided to go with this party:
I went with so many multi-classed characters because they just make sense in this game. With development capped by level rather than experience points, a multi-classed character can get a lot farther than a single-classed one. Plus, it limits the likelihood that I'll bump against the caps and thus become annoyed with random combats. I figured it made sense to have multiple characters with both mage and cleric spells, and to explore the different types of mages and clerics. I like the idea of two thieves for the backstabbing ability. Between a cleric's armor and a thief's backstab, no one here is useless in melee combat.
I originally was going to go with a dwarf fighter for the second character but ultimately decided not to because screw dwarves. This way, a single knight doesn't have to ride herd on this ragtag bunch by herself.
Alignment has a more interesting role in this game than in the Forgotten Realms series. First, given the name of the game, it dispenses with any notion that you can role-play an evil party. Everyone is good or neutral. For mages, alignment determines the type of mage (red or white; each has different spells, though drawn from the usual list); for clerics, it determines the available gods, each of which conveys certain bonuses. For instance, clerics of Majere turn undead at two levels higher than normal. Clerics of Mishakal get extra spells.
Although I like the idea of creating your own character icons, I'm no good at it. The icons that SSI presents in its demo reels and NPCs always look much more interesting and sophisticated than mine. Here's a comparison:
The game begins when the party accompanies Sir Karl on his mission to the outpost near Throtl. While he conducts his investigation, he directs the party to equip themselves, memorize spells, and scout the surrounding area, noting (via journal entry) that the worst monsters seen in the area have been hobgoblins. The process of purchasing equipment was a little odd in that the armory (unlike the shops in Pool of Radiance and Curse of the Azure Bonds) didn't have every item in the D&D catalog, just a handful of the most necessary items for the major classes.
I was also interested to see that each character started with thousands of experience points, in some cases enough to make him or her Level 2 or 3 right at the beginning. I'd been assuming that we'd start as rank amateurs as usual.
The outpost was just a menu town, so as soon as I was ready, I hit the open road. Just one step later, I ran into a special encounter: a company of Draconians slaughtering women and children in a caravan. Combat began with a quartet of the creatures, Draconians of the Baaz type, who turn into stone when slain and thus trap the weapon of the character who struck the killing blow. He can retrieve it after the battle but must otherwise fight weaponless unless he has a backup. Well into the first maps, I kept forgetting to re-equip weapons lost in this manner, and I'd suddenly find that one of my knights was fighting with his fists.
The battle wasn't hard, and afterwards the game indicated that the last surviving Draconian took some kind of book from one of the dead bodies and disappeared. The women and children asked me to escort them to the outpost. It wasn't much of a role-playing choice, but it was a choice nonetheless.
Returning to the commandant's office, I found Sir Karl in the process of slaying the commandant, whose body immediately turned into a Sivak Draconian, shapeshifters who are able to fly. Indicating that the situation was "graver than he feared," he sent me to Throtl to find a knight named Caramon, one of the titular Heroes of the Lance and (I gather) a major character in the novels.
Throtl consisted of two 16 x 16 maps. Though the size was the usual Gold Box standard, the maps took me much longer to navigate than any previous game's, partly because the combats were so difficult (common enemies were clerics, mages, mid-level fighters, hobgoblins, Draconians, and undead) and partly because there was so much plot exposition. It transpired that someone named Myrtani had re-discovered the process used to convert good dragon eggs to Draconians, and the rituals were being performed in the catacombs of the city. As I battled forward, the enemy legions--satisfyingly scared of me--desperately tried to salvage what they could of the eggs and their documentation on the process and to flee before I could catch up to them. The maps culminated in a battle with priests at an altar, but many of the enemies escaped and I never did catch up with Myrtani.
During the process, I found Caramon in chains and freed him. Shortly afterwords, a young elven girl named Maya showed up and took him back to the outpost. There was a strong suggestion that she was a dragon in human form, and perhaps involved in some kind of relationship with Sir Karl.
Towards the end of Throtl, there were a few rumors that someone else was circumventing Myrtani to direct the corruption of the eggs, and that the enemy was withdrawing its forces (and eggs) to a keep called Gargath.
My initial attempt to fight the final battle against hobgoblins and two white dragons resulted in a full-party death, thanks to the dragons' breath attacks. On a reload, I memorized "Resist Cold" and cast it on all party members. That did the trick. When I returned to the outpost, I got a mission from Sir Karl to take word to the outpost near Gargath and to investigate the Tower of Gargath.
Some stray observations on my first outing:
As with the Forgotten Realms gold box games, there are class restrictions and level restrictions based on race; unlike the Forgotten Realms games, they're not so strict as to make non-human races entirely unplayable. (To be sure, I followed PetrusOctavianus's advice and looked at the tables for the third game in the series, The Dark Queen of Krynn.) Elves can rise to maximum levels as clerics, rangers, and mages, and dwarves can go the distance as fighters. Knights are a new class in this series that only humans can max in. They exist in three levels--Crown, Sword, and Rose--and must tithe percentages of whatever money they carry every time they enter an outpost. Like paladins in the Forgotten Realms, they have the ability to cast cleric spells after Level 6. (Paladins don't exist in this game but apparently become available in the second entry, Death Knights of Krynn.) Beyond this addition, the classes are composed of the standard variety: fighters, rangers, clerics, mages, and thieves. Multi-classing rules are the same as in Forgotten Realms, and there are no dual classes.
After studying the manual a bit, I decided to go with this party:
- Midsummer, a lawful good female human knight
- Dutch, a lawful good male human knight
- Grave, a chaotic good male Silvanesti elf ranger/cleric of the god Kiri-Jouth
- Atmos, a lawful good male Qualinesti elf cleric of Majere/white mage
- Squirrel, a true neutral female Qualinesti elf red mage/thief
- Coral, a neutral good female Kender cleric of Mishakal/thief
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| "Weeeeeeee are the Champions of Krynn..." |
I went with so many multi-classed characters because they just make sense in this game. With development capped by level rather than experience points, a multi-classed character can get a lot farther than a single-classed one. Plus, it limits the likelihood that I'll bump against the caps and thus become annoyed with random combats. I figured it made sense to have multiple characters with both mage and cleric spells, and to explore the different types of mages and clerics. I like the idea of two thieves for the backstabbing ability. Between a cleric's armor and a thief's backstab, no one here is useless in melee combat.
I originally was going to go with a dwarf fighter for the second character but ultimately decided not to because screw dwarves. This way, a single knight doesn't have to ride herd on this ragtag bunch by herself.
Alignment has a more interesting role in this game than in the Forgotten Realms series. First, given the name of the game, it dispenses with any notion that you can role-play an evil party. Everyone is good or neutral. For mages, alignment determines the type of mage (red or white; each has different spells, though drawn from the usual list); for clerics, it determines the available gods, each of which conveys certain bonuses. For instance, clerics of Majere turn undead at two levels higher than normal. Clerics of Mishakal get extra spells.
Although I like the idea of creating your own character icons, I'm no good at it. The icons that SSI presents in its demo reels and NPCs always look much more interesting and sophisticated than mine. Here's a comparison:
| Note the colorful and interesting outfits on these three demo characters. |
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| And my pathetic attempts. |
The game begins when the party accompanies Sir Karl on his mission to the outpost near Throtl. While he conducts his investigation, he directs the party to equip themselves, memorize spells, and scout the surrounding area, noting (via journal entry) that the worst monsters seen in the area have been hobgoblins. The process of purchasing equipment was a little odd in that the armory (unlike the shops in Pool of Radiance and Curse of the Azure Bonds) didn't have every item in the D&D catalog, just a handful of the most necessary items for the major classes.
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| The paltry selection of equipment in the starting town. |
I was also interested to see that each character started with thousands of experience points, in some cases enough to make him or her Level 2 or 3 right at the beginning. I'd been assuming that we'd start as rank amateurs as usual.
The outpost was just a menu town, so as soon as I was ready, I hit the open road. Just one step later, I ran into a special encounter: a company of Draconians slaughtering women and children in a caravan. Combat began with a quartet of the creatures, Draconians of the Baaz type, who turn into stone when slain and thus trap the weapon of the character who struck the killing blow. He can retrieve it after the battle but must otherwise fight weaponless unless he has a backup. Well into the first maps, I kept forgetting to re-equip weapons lost in this manner, and I'd suddenly find that one of my knights was fighting with his fists.
The battle wasn't hard, and afterwards the game indicated that the last surviving Draconian took some kind of book from one of the dead bodies and disappeared. The women and children asked me to escort them to the outpost. It wasn't much of a role-playing choice, but it was a choice nonetheless.
![]() |
| The overland map is smaller, with fewer features, than the previous games. |
Returning to the commandant's office, I found Sir Karl in the process of slaying the commandant, whose body immediately turned into a Sivak Draconian, shapeshifters who are able to fly. Indicating that the situation was "graver than he feared," he sent me to Throtl to find a knight named Caramon, one of the titular Heroes of the Lance and (I gather) a major character in the novels.
Throtl consisted of two 16 x 16 maps. Though the size was the usual Gold Box standard, the maps took me much longer to navigate than any previous game's, partly because the combats were so difficult (common enemies were clerics, mages, mid-level fighters, hobgoblins, Draconians, and undead) and partly because there was so much plot exposition. It transpired that someone named Myrtani had re-discovered the process used to convert good dragon eggs to Draconians, and the rituals were being performed in the catacombs of the city. As I battled forward, the enemy legions--satisfyingly scared of me--desperately tried to salvage what they could of the eggs and their documentation on the process and to flee before I could catch up to them. The maps culminated in a battle with priests at an altar, but many of the enemies escaped and I never did catch up with Myrtani.
During the process, I found Caramon in chains and freed him. Shortly afterwords, a young elven girl named Maya showed up and took him back to the outpost. There was a strong suggestion that she was a dragon in human form, and perhaps involved in some kind of relationship with Sir Karl.
![]() |
| The game continues the use of journal paragraphs to relay key situations and conversations. |
Towards the end of Throtl, there were a few rumors that someone else was circumventing Myrtani to direct the corruption of the eggs, and that the enemy was withdrawing its forces (and eggs) to a keep called Gargath.
![]() |
| There were a lot of overheard conversations in the first map. |
My initial attempt to fight the final battle against hobgoblins and two white dragons resulted in a full-party death, thanks to the dragons' breath attacks. On a reload, I memorized "Resist Cold" and cast it on all party members. That did the trick. When I returned to the outpost, I got a mission from Sir Karl to take word to the outpost near Gargath and to investigate the Tower of Gargath.
Some stray observations on my first outing:
- The game presents the player with a number of light role-playing choices, usually having to do with whether to attack or flee, but sometimes offering the ability to parlay with monsters instead of immediately fighting them. It's more than most games of the era offer.
- I had to retreat from the city several times during the first maps, return to the outpost, and train my characters to the next levels. By the end of the first two maps, many of my characters were Level 4 out of a game maximum of only 8 levels.
- Most of my characters are awful shots. Even at higher levels, they miss the vast majority of their attacks. So do the enemies, fortunately.
- The Forgotten Realms games didn't introduce combats of this difficulty until after my mages had developed mass-damage spells. Lacking those, I've been relying much more on lower-level spells like "Hold Person" and "Sleep." The game introduced a much more significant tactical challenge than I found in either Pool or Curse.
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| Against other clerics and mages, this spell is a lifesaver. |
- I was just complimenting Dragon Fire for spicing up the game with creative room descriptions. Well, Champions does that, too. It was almost a little jarring to find in-text descriptions like the one below with nothing to actually find or do in the room.
- Visually, unfortunately, the dungeons remain uniform, drab, and boring. I was hoping the latest installment would offer better textures and something more interesting to look at.
- The "Enlarge" spell, so useful in Curse, doesn't work in this game. My characters resist it, as if an enemy is trying to cast an offensive spell at them. This even happens in camp.
- The major unit of currency of the Dragonlance world is "steel pieces." (It strikes me as kind of stupid to make your currency unit something needed for armor and weapons and such.) So far in the game, I haven't found a mother lode, but neither have I been to a shop with anything worth buying.
- Combat initiative seems less dependent on random rolls and more dependent on dexterity. My characters almost always go in the same order.
- The game awards miscellaneous experience for hitting plot points. I don't remember that happening in Pool or Curse.
So far, it's been a fun and challenging game, with enough variances from the previous two entries to keep me interested, but retaining what's best about the Gold Box series. I don't find the plot compelling just yet, but perhaps it's simply because I have no investment in this campaign setting. We'll see if it grows on me. I'm curious what my readers think of the Dragonlance setting compared to the Forgotten Realms.

















































