CHRONICLES OF KRYNN

Solace

Village of the Vallenwood Trees

Home / Solace

A welcoming treetop inn and wooden walkways among the giant forest trees of Solace

Solace, Among the Vallenwoods

A staircase winds around a great tree, lifting you from a dirt path into the branches overhead. Bridge-walks connect homes and shops beneath the leaves. Somewhere nearby, a blacksmith's hammer rings out; farther up, travelers gather over ale and a warm meal at the Inn of the Last Home.

Solace is a town with a famous place in Krynn's history, but it is also a place to buy bread, meet your neighbors, and decide where the next road will take you.

A home after the war

Solace lies in Abanasinia near Crystalmir Lake. Its distinctive treetop homes grew from the need for shelter and protection, and the great vallenwoods became the foundation of the town's daily life. During the War of the Lance, the Dragonarmies brought destruction to Solace. In the early postwar years of our setting, its survival gives the familiar paths and gathering places a particular meaning. Solace lore

This is where the Companions gathered before the journey that helped change the world. Yet Solace offers more than a famous past. Residents still have livelihoods to maintain, travelers still need somewhere to rest, and the surrounding countryside holds opportunities that have little regard for anyone's reputation.

In the MUD, Solace is a free town without a direct allegiance to either the Dragonarmies or the Whitestone alliance. That makes it a natural home for characters whose loyalties are personal, uncertain, or still taking shape.

Start in the town square

Solace Square is modest: a gathering place of mostly bare earth, with scattered stones helping keep the mud under control. Residents pause here to talk, and paths lead toward shops, homes, temples, and the stairways into the trees.

It is a good place to take your first look around. Horneak Petthyra, a grizzled adventurer, watches over newcomers with the experience of someone who has already spent years on the road. You may be new to the town, but you are arriving somewhere accustomed to travelers.

Unlike the grand plazas of larger cities, the square feels close to the lives being lived around it. A little time spent exploring can turn a stop on the road into a place you recognize when you return.

Climb into the branches

Solace is a town to explore both along the ground and above it. Spiral staircases lead to bridge-walks connecting the vallenwood homes. Some buildings are small and quiet; others have become shops, meeting places, or destinations for passing adventurers.

On the ground, Oakwood Avenue and Vallenwood Lane wind through the settlement. The blacksmith works below the canopy, where heavy tools and hot fires have a more practical home. Stables serve travelers who arrive with mounts, while paths lead out toward the surrounding countryside.

The movement between shaded paths and elevated walkways is part of Solace's character. Look for the next staircase, take time to explore a side path, and let the town become more than a route between the square and the inn.

Visit the Inn of the Last Home

The Inn of the Last Home is the place most travelers hope to find. Built in a vallenwood, it is celebrated for its hospitality, ale, and spiced potatoes, as well as its connection to the Heroes of the Lance. Its history includes the upheaval of the war and a return to its place among the branches afterward. Inn lore

In the MUD, you can visit the common areas, spend time near the fireplace, and find Tika at the bar and Otik attending to guests. The kitchen is busy, the tables attract a varied company, and the inn gives an arriving traveler a reason to settle in before moving on.

The meal does not have to precede a world-changing quest. It can be the end of a hard journey, the beginning of a friendship, or the place where your group finally agrees on its next destination.

Discover the everyday town

The blacksmith and local shops

Solace's blacksmith keeps weapons, armor, and worked metal close at hand. Nearby businesses supply the ordinary things that keep an expedition moving: food, drink, lights, and other provisions.

Omar's Grocery and the Bread Pantry give the town a practical rhythm, while Hurist's Treasures and Oddities invites a slower look. Its shelves and cases hold jewelry, curiosities, and objects gathered from different places and cultures. A shop like that can interest an adventurer even when the packs are already full.

Solace is smaller in feel than Palanthas or Sanction. Its shops fit a community built around paths, homes, and travelers rather than a sprawling commercial district.

The Library of Solace

The local library preserves accounts of the town and the wider world of Krynn. Bookshelves and reading tables offer a quiet alternative to the inn's company, while the town's sage has a study filled with books, scrolls, and objects awaiting examination.

For a scholarly character, these places give Solace an intellectual life alongside its reputation for hospitality. For everyone else, they are a reminder that a small town can hold more history than first appearances suggest.

Temple Row

Solace's Temple Row reflects the varied beliefs of people who live in and pass through the town. The MUD includes places devoted to Mishakal, Majere, Chemosh, and Zeboim.

The Temple of Mishakal is particularly welcoming in its description: soft light, healing supplies, pale blue hangings, and an atmosphere of comfort. Other shrines express very different relationships with the gods.

A town without a direct allegiance to the great military factions is still a place where faith matters. A character's choice of temple can say as much about them as the company they keep at the inn.

The Trough

Not every visitor wants the company found at the Inn of the Last Home. The Trough caters to those who would rather stay out of more respectable view. Its dim room and battered furniture suit patrons who come to drink, keep to themselves, or avoid unwanted attention.

It offers a rougher corner of Solace without changing the whole town into a den of intrigue. Even a welcoming place has doors its neighbors prefer not to enter.

Make a base in Abanasinia

Solace suits players who enjoy having a recognizable home between expeditions. Its local shops and meeting places make it easy to picture what your character does when they are not fighting through a distant ruin.

Your interest A place to begin
Meeting companions The Inn of the Last Home and Solace Square
Preparing for the road The blacksmith, equipment shops, grocery, and bakery
Browsing unusual finds Hurist's Treasures and Oddities
History and learning The Library of Solace and the sage's study
Faith and character ties The temples and shrines along Temple Row
A less respectable evening The Trough
Exploring the region Paths toward Crystalmir Lake and roads into Abanasinia

Solace is available as a hometown. Its independence makes it a fitting choice for wanderers, local defenders, traders, and characters who have not committed themselves to a larger cause.

Carriage connections also place the town within a wider travel network. You can make Solace your point of return without confining your adventures to the trees around it.

Beyond the vallenwoods

A path leads from town toward Crystalmir Lake, offering a change from the bustle of the square and the bridge-walks. Beyond it, the region opens into woodland, roads, and places that reward a more cautious approach.

The MUD's surrounding destinations include a Goblin Encampment, the Infected Forest, a Woodland Grove, and Eld Manor. Their names offer very different promises to an adventurer. Some journeys draw you toward the natural world; others lead to threats that have taken root near settled country.

The Red Moon Festival offers another nearby destination, with performers and townsfolk bringing a different energy to the area. Solace's surroundings hold room for curiosity as well as danger.

Look farther across Abanasinia and familiar names from Dragonlance become possible destinations. The town makes a useful starting point for a character who wants to discover those places through their own travels rather than only through the stories told about them.

Let your own story begin here

Solace is a natural choice for a character who values belonging without wanting every decision made by a military banner. A traveler can find company, a scholar can read, a worshipper can visit a temple, and a veteran can wonder what to do with a life no longer entirely defined by the war.

Its famous history gives the town significance, but the everyday details give it room for new stories. Perhaps your character knows the best place to sit at the inn, buys provisions from the same shop before every journey, or returns to the square looking for someone who promised to meet them there.

Climb the stairs, follow the bridge-walks, and stop for something warm to eat. The world beyond Solace is large enough to keep you busy. Finding a place worth coming back to is an adventure of its own.


Setting note: This guide presents Solace in the early years after the War of the Lance. Later institutions such as the Tomb of the Last Heroes and the Fifth Age Academy of Sorcery are not part of its present. The MUD adapts Dragonlance with its own locations, characters, and adventures.

Lore references: Solace, Inn of the Last Home, and Vallenwood Tree. Locations and practical details also reflect the MUD's town areas, local shops, and hometown and travel systems.