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[Let's Read] Dragonlance: War of the Lance
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<blockquote data-quote="Libertad" data-source="post: 7888598" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/vsH8hdO.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Chapter Four: Cities, Strongholds, & Ruins</strong></p><p></p><p>Whereas the prior chapter looked at Ansalon in the big picture, this chapter details more individual locations of prime importance during the 4th Age. Many of these locations featured in the Dragonlance Chronicles, some prominently like Xak Tsaroth and others merely mentioned or visited briefly like Qualinost. Like the prior chapter, these locations in question are detailed before the Chronicles’ beginnings.</p><p></p><p style="text-align: center"><strong>Cities, Towns, & Villages</strong></p><p></p><p>The settlement entries follow the <a href="https://pathfinder.d20srd.org/gameMasteryGuide/settlements.html" target="_blank">standard 3rd Edition guidelines for communities.</a> A settlement outlines a stat block detailing the government’s alignment, a list of important characters, dominant trade goods and religious faiths (expect to see “None” or “Takhisis [Dragonarmies]” here a lot) along with how many assets worth of steel pieces are in the community. Unlike other campaign settings magic item shops don’t really exist outside of Qualinesti and Wayreth* so the “steel piece limit” is likely not going to matter as much unless the PCs are seeking to buy land or ships, hire mercenaries, or the like.</p><p></p><p>*although one of the later Weis/Hickman books, Dragons of the Highlord Skies, <a href="http://lexicon.dragonlancenexus.com/index.php/Wizard%27s_Row" target="_blank">mentions that the city of Neraka crafted and sold magic items related to Takhisis’ priesthood.</a></p><p></p><p><strong>Flotsam</strong> is one of the few big port cities in the Balifor area, but it is so run-down it’s a miracle that traders use it at all. Although now under the official control of the Black Dragonarmy, it is still very much a den of lawlessness; the criminal underworld and occupying soldiers have a bit of a “hands off” policy towards each other as long as neither side causes too much trouble for the other. But the Dragonarmies make an exception for local rebel units, of which there are many ranging from the Silver Fox’s band of Khurish freedom fighters to Silvanesti refugees in hiding. The docks are now under lockdown by order of the Black Dragon Highlord, which has caused more than a bit of resentment and rebel sympathies among those who rely upon the sea for a living.</p><p></p><p><strong>Haven</strong> is the largest city in Abanasinia and the center for the Seeker faith. It is a theocracy where the local religion rules via a council and the city guards both report to and are directly hired by them. Haven’s primary source of income comes from its outlying farming communities in addition to being a trade hub for the rest of the region, although the increasing corruption and mistrust among the Seekers has made the city not as friendly to outsiders in recent times. Albeit unknown at this time, the Red Dragon Highlord Verminaard made a deal with the church to help him find the Blue Crystal Staff in exchange for favorable treatment by “his goddess.”</p><p></p><p><strong>Kalaman</strong> is a Solamnic city which transitioned to a wildly different form of government after overthrowing the Knights. Their rulers’ old lands were either torn down or redistributed among the former serfs, and all elected governors henceforth had to have no knightly heritage or renounce it and all of its privileges. The trade guilds soon became the predominant power, and a social safety net for the populace has made it so even the poor are supported.</p><p></p><p>This republican experiment came to an end when the Blue Dragonarmy besieged the city to use as a jumping off point for invading the rest of Solamnia. The Blue Dragon Highlord Kitiara Uth Matar commonly uses its castle as a base of operation when she’s not leading forces directly astride her blue dragon.</p><p></p><p><strong>Mount Nevermind</strong> is a city unlike any other on Ansalon. It is the oldest home of the gnomish race where one can witness all manner of technological wonders. Its government is a democracy of various clan leaders and guild masters appointed by the general public, and its unconventional militia is formed of specially-trained mechanics whose devices are just as likely to decimate their own ranks as that of any potential invaders. The volcano’s central vent has long been sealed, with lava flows serving to power geothermal devices. The 35 levels of Mount Nevermind are connected and traversed by catapults known as Gnomeflingers along with more conventional lifts and cart tracks. The gnomes also have an extensive waste management system, and their garbage dump is filled with mutated monsters lurking among the toxic run-off and malfunctioning equipment; which by gnomish standards means it’s completely functional and never breaks down.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/lPhDOz0.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Neraka</strong> is the capital city of the Dragon Empire and its spiritual heart. Five camps from each Dragonarmy are permanently stationed here for its defense, and the city’s center is dominated by the teleported Temple of Istar which now serves a church to Takhisis. Most of the Outer City is full of dirty and claustrophobic streets, while the Inner City is much more well-kept and is home to high-to-do people in the imperial government and those working under them. Below the streets of Neraka, hidden to even the Dragonarmies, is the Undercity. These catacombs and passages are home to bands of resistance fighters as well as pockets of monsters.</p><p></p><p>The Temple of Takhisis is prominently important, and has its own one-and-a-quarter page entry. This is the final dungeon explored in the Dragonlance Chronicles, and much like the dungeons later detailed in this chapter is a brief overview rather than a detailed room-by-room analysis. Basically the temple is a macabre mockery of old Istar filled with dak pilgrims, and has features such as a permanent Desecrate spell, Glyph of Warding traps keyed to chromatic dragon’s breath weapons, and some details on the apartments and council chambers for the Dragon Highlords and Emperor Ariakas. The Foundation Stone has its own chamber deep within the bowels of the temple, trapping the souls of anyone foolish enough to touch or damage it.</p><p></p><p><strong>Palanthas</strong> is the most populous city on mainland Ansalon (30,000 people) and is only beat by Mount Nevermind (60,000). After the Cataclysm rent Krynn asunder, Palanthas was left as the only significant deepwater port on the continent which survived relatively unscathed. Its beauty and prosperity have earned it the nickname the “Jewel of Solamnia,” and being flanked by mountains on three sides gives it an immense natural defense against invading armies. Only the pathway to the High Clerist’s Tower can one enter the city by foot. It is very much Dragonlance’s Waterdeep/Sharn/Greyhawk equivalent in being a city of adventure, although it only ever got a proper sourcebook of its own for the much-maligned SAGA System.</p><p></p><p>Palanthas’ most notable features include the spooky Tower of High Sorcery whose Shoikan Grove repels all intruders with immense fear, and the Great Library whose Aesthetics chronicle all manner of lore about Krynn. The head of the Aesthetics is Astinus, an immortal who has since existed since the Age of Dreams and tirelessly writes down all of Krynn’s history in a book known as the Iconochronos.</p><p></p><p><strong>Port Balifor</strong> Is the Black Dragonarmy’s major headquarters and gateway to the Goodlund Peninsula. It is more prosperous than Flotsam, although it is still a place where decent folk must watch their backs. And unlike Flotsam the Dragonarmies cracked down hard on the local underworld, which once held the council of ruling merchants in its grip. Said merchants have now had their meetings suspended and their more prominent members “went missing.” A new underworld power player has snuck into the vacuum: the Duskmen are an organized crime syndicate of divine spellcasters of Hiddukul, god of trickery and dishonest dealings. They even managed to bribe some Dragonarmy officers in helping them smuggle illicit goods.</p><p></p><p><strong>Qualinost</strong> is the capital of the Qualinesti elves. A near-perfect walled square, four tower keeps are connected by arches suspended hundreds of feet off the ground. The Tower of the Sun, home to Qualinesti’s government, is the tallest building rising 600 feet in the air. The place is very much an “idyllic foresty elf home,” where every dwelling once had a garden and music and poetry can be heard on every street corner. Now many of these homes and streets are now eerily silent, as more and more families pack up to sail for Southern Ergoth.</p><p></p><p><strong>Sanction</strong> is the largest city in Taman Busuk and the Dragon Empire’s military center of operations. Its natural harbor opens out into the New Sea, giving the local Red Dragonarmy access to Abanasinia and Solamnia’s respective coasts. Created at the foot of three active volcanoes with canals and bridges containing the lava flows, it looks just as evil as the Dragonarmies inhabiting this town.</p><p></p><p>Sanction is a filthy city full of army camps, taverns and shops which cater to the soldiers, and former temples to the Gods of Light and more recent false gods whose foundations are now converted to the Dragonarmy’s use. The Temple of Luerkhisis is particularly important, for beneath its floors are the secret chambers which hold the metallic dragon eggs and from where new draconians are created.</p><p></p><p><strong>Silvanost</strong> is a deserted city now inhabited by the shades of King Lorac’s nightmare-filled dreams. The former Dragonarmy green wyrm Cyan Bloodbane now manipulates the elflord as he clutches the Dragon Orb in his withered hands, using him as a proxy to further twist the beauty of the realm into things of evil. The insane dream logic of the place stretches and warps the length and direction of streets and the dimensions of buildings. Faces of elves screaming in misery appear as spectral figures upon doors and portals, while the illusory sounds and laughter of elven children are accompanied by tortured screams. A foul green mist is omnipresent and smells of burning flesh.</p><p></p><p><strong>Solace</strong> is a cozy little village in Abanasinia, notable for most of its buildings not being on the ground but within the boughs of mighty vallenwood trees connected by rope walkways and bridges. It has existed in a relatively ideal state for hundreds of years; not even the Cataclysm could’ve dampened these peoples’ spirits. It is controlled by the Seeker Council in theory, whose High Seeker in town has been helping the Dragonarmy hobgoblin Lord Toede search for the Blue Crystal Staff. Solace’s major claim to fame is the Inn of the Last Home, an expansive and beautiful place with stained glass windows and delicious spiced potatoes.</p><p></p><p><strong>Tarsis</strong> was once the most prosperous and beautiful city in Ansalon, rivaling even Istar’s capital. The Cataclysm took that all away, robbing its waters and leaving salt-soaked soil surrounding it for over three hundred years. It is a dying city surviving only due to the persistence of its people, the dilapidated academies, art houses, and remnants of its glories a daily reminder. The people are bitter about the loss of their old livelihoods, and came to blame mages, knights, and non-humans for their problems. It is a democracy in name only, its appointed Council members remaining in leadership positions for life due to corruption. The Dragonarmies sent emissaries promising peace, but in reality seek to occupy the city and use it as a base in Ansalon’s far south.</p><p></p><p>Tarsis’s most famous feature is the Library of Khrystann, one of the few remaining of its kind in the city. It is located beneath a block of abandoned buildings via a secret entrance amid the flagstones, and its caretaker Lillith Hallmark is an agent for Palanthas’ Order of Aesthetics. As such she is tasked with guarding the library from those of ill intent.</p><p></p><p style="text-align: center"><strong>Strongholds & Bastions</strong></p><p></p><p><strong>Castle Uth Wistan</strong> is the family home of the Uth Wistan family of proud Solamnic Knights. It is a well-defended fortress complete with a drawbridge and moat, and its commander Gunthar Uth Wistan is coming to be a very prominent member of the knighthood. After the War of the Lance he’ll be appointed the Grand Master of the Knights, the first to take the vaunted title post-Cataclysm. There’s not much to say about the fortress proper: 21 rooms are detailed, but we don’t get things like where guards will occupy during a siege, possible double agents, or other potential adventure hooks.</p><p></p><p></p><p></p><p><strong>The People Didn’t Leave the Gods, The Gods Left the People Counter:</strong> 10</p><p></p><p><strong>Darken Wood</strong> is an ancient Abanasinian forest avoided by most living creatures which...kind of doesn’t make sense given the factors of a forest’s ecology. Creepy ambient magic dims all forms of light, an omnipresent enchantment makes trails and paths seem to shift, and all those who die within its confines raise as undead, which makes me wonder just how many of the trees in this place are actually unliving. Centaurs and spectral minions go on patrol to protect the land from evil beings. The woods are presided over by a powerful unicorn known as the Forestmaster as well as the largest population of pegasi on Krynn.</p><p></p><p>The source of the strange darkness and undead spawn is due to an ancient curse priests of Takhisis placed upon the forest. An unlikely alliance between the Forestmaster and a nearby human king were tasked with finding a way to lift the curse. The king’s men are those afflicted, but at least they’re the kind of undead with good intent.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/Nd5HGn9.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Flying Citadels</strong> are not a specific place so much as a type of aerial fortress the Dragon Empire would develop late in the War of the Lance. A priest of Takhisis and a Black Robe wizard conduct a ritual upon the grounds of an existing fortress, lifting the surrounding ground to be permanently airborne and “drivable” by a spellcaster tasked as the Wind Captain. While the Dragonarmies have significant aerial support through dragons alone, flying citadels are meant to be a sort of “aircraft carrier” for them as well as more conventional soldiers. The boons of a mobile fortress which is unimpeded by terrestrial terrain is obvious.</p><p></p><p>We have a sample flying citadel along with maps and major rooms numbered. A citadel can function as an effective Small Town, save that almost all of its inhabitants are combatants, as well as rules for what happens if characters try to take over or sabotage the magical runes responsible for keeping it afloat (paralyzing trap which also damages would-be saboteurs).</p><p></p><p>Topping out this entry are rules for magic item creation of flying citadels. While it’s theoretically within the limits of two 13th-level spellcasters, it can cost anywhere from 90,000 to 1.1 million steel pieces depending on the size of the base building. As cool as a flying base of operations may be, most adventuring parties may end up settling for a keep or tower than a bonafide castle unless the DM’s very generous.</p><p></p><p><strong>Icewall Castle</strong> sits at the edge of the imposing Icewall Glacier, commanding a magnificent view of the surrounding tundra. Once a keep and lighthouse in the pre-Cataclysm southern plains, the encroaching glacier gave the place its current name. It currently serves as the headquarters for the White Dragonarmy and is split into two levels. The Upper Reach holds the courtyards and the White Dragon Highlord’s personal chambers, while the Lower Reach is mostly natural caverns which include a trapped remorhaz and the hoard of the white dragon Sleet. A Dragon Orb is the greatest piece in the wyrm’s treasure collection.</p><p></p><p><strong>Great Library of Palanthas</strong> is one of the oldest buildings on Ansalon. It would not be much of an exaggeration to claim that it holds the history of the world within its halls. A group of monks* known as the Order of Aesthetics dedicate every waking hour to writing, keeping, and copying the knowledge contained within the library’s many tomes. The place is heavily guarded and kender are not allowed inside, and no book may be removed from the library without the Master’s permission (although books may be copied via paying a scribe). Said master, Astinus, is an immortal of unknown origin who spends time in his study with an artifact known as the Globe of Present Time Passing to remotely scry anywhere on Krynn and record what he sees.</p><p></p><p>*the scholar kind, not the martial artist kind.</p><p></p><p><strong>The High Clerist’s Tower</strong> was built during the Age of Dreams by the founder of the Knights of Solamnia. It’s long-forgotten nickname of Dragondeath came as a result of being specially designed to trap and kill dragons via use of a Dragon Orb. Before the Cataclysm the leader of the Order of the Sword lived within the Tower and saw to its maintenance. After the Cataclysm it still stands proud, but no Solamnic dares set foot within its sacred halls. The High Clerist’s Tower would soon come to be the site of the most famous battle during the War of the Lance.</p><p></p><p>The High Clerist’s Tower is an expansive, multi-level stronghold inhabited by ghosts of former inhabitants. If a dragon orb is placed in a special chamber and activated, it will mentally compel dragons to fly into herring fish-bone patterned hallways which are easy for such creatures to enter but not so much to escape.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/wARmx1s.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>The Inn of the Last Home</strong> is Solace’s most famous establishment and fulfills the “you all meet in a tavern” trope during the Dragonlance Chronicles. Its ale and spiced potatoes are legendary, drawing people from Abanasinia and beyond. A massive spiral staircase around the vallenwood tree leads up to it, and at night the warm fireplace beautifully reflects light through stained glass windows. There’s not much else to say about it other than it has a nice and cozy feel to it. Even when the Red Dragonarmy invades Abanasinia and topples the tree, the dragons are careful enough to lay it down upon the ground first so the soldiers can use it as a local watering hole.</p><p></p><p><strong>Pax Tharkas</strong> was once built by the elves of Qualinesti and the dwarves of Thorbadin as a sign of mutual friendship. Soldiers from both races manned the fortress, but after the Dwarfgate Wars it stood abandoned...at least for a time. The Red Dragonarmy occupied the fortress as a base for their eventual invasion of Qualinesti, and captured people are dragged off in chains to slave away in the mines. It is well-defended even before the full-scale invasion of Abanasinia, manned by draconians and goblins overseen by the Red Dragon Highlord Verminaard. A pair of red dragons, Ember and Flamestrike, are present, the latter a senile elderly wyrm tasked with watching over the children of slaves. A secret elven tunnel known as Sla-Mori is a potential weak spot for saboteurs to enter Pax Tharkas.</p><p></p><p style="text-align: center"><strong>Ruins & Dungeons</strong></p><p></p><p>Most of the below dungeons are visited by the PCs in the modules of the Dragonlance Chronicles. As such, they are not complete dungeons ready to run out of the box but more brief overviews of prominent inhabitants and locations. A few have maps, but are more ‘big-picture’ than individual room entries.</p><p></p><p><strong>The City of Lost Names</strong> is a set of ruins within the northern wastes of Solamnia. The place was a glorious civilization built by people whose origins are unknown and once ruled over by mighty sorcerers. The city fell from grace when red dragons razed it, giving us the ruins of today.</p><p></p><p>Or at least that’s what current scholars think. The truth of the City’s destruction is at the hands of the gods themselves. The City’s most notable feature, unknown to most, is holding a machine known as the Anvil of Time. This time-traveling dungeon was designed by a few sorcerous mortals while researching the Graygem and ended up discovering time travel instead. As the gods felt that mortals are not yet ready for such magic, the sorcerer’s refused to give up the Anvil. So the Gods of Magic along with Zivilyn and two evil gods committed genocide on the city via an army of red dragons.</p><p></p><p>Killing an entire civilization for the crimes of its leaders. Seems like Dragonlance’s gods never learn.</p><p></p><p><strong>Dargaard Keep</strong> is the current residence of Lord Soth. It was once a beautiful place whose walls formed the shape of a rose if viewed overhead, but now it is a dark and dismal castle inhabited by the undead remnants of former knights and the same elven specters who convinced Soth to abandon his quest. There are two shrines to Mishakal and Paladine, the latter in particular is said to hold a blade of Good so powerful even Lord Soth cannot hope to touch it.</p><p></p><p><strong>Derkin’s Tomb</strong> (known as Duncan’s Tomb in the Dragonlance Chronicles proper) is a giant floating island holding the tome of Thorbadin’s last dwarven king. The Hammer of Kharas lays within and whoever wields it will become Thorbadin’s king. A gold dragon known as Evenstar maintains a centuries-long lonesome vigil in guarding the tomb from intruders, and has set up a variety of traps and pranks to waylay trespassers.</p><p></p><p><strong>Foghaven Vale</strong> is the resting place of Huma Dragonbane in what is now Southern Ergoth. A giant silver dragon monument looks out over the vale, and somewhere deep within the silver dragon is the ancient forge for the dragonlances. The Vale’s sole inhabitant is the silver dragon D’Argent, who in the Chronicles would lead the Heroes of the Lance to the forge by taking the form (or possessing the body of, depending on Edition) a character familiar to the party.</p><p></p><p><strong>Godshome</strong> could not be in a less-suitable location. Deep within the Khalkist Mountains this sacred space is smack dab in the middle of the Dragon Empire. It is in fact the place where the gods’ presence is in closest contact with the world of Krynn via the magnificent Glitterpalace. The castle is hidden from the view of those deemed unworthy, and opens up into a central nexus chamber where the worthy are teleported to other rooms. The Test of Wisdom confronts explorers with puzzles, illusory realities, and Escheresque architecture that can confound even experienced minds. The Test of Valor pits one against dangerous battles which test not just their martial skills but also their bravery. Finally, the Test of the Heart confronts one with their greatest failures in life, past events of shame and sorrow taking all-too-real forms. Those few who manage to best all of the Tests will gain some great boon from the gods.</p><p></p><p></p><p></p><p><strong>The People Didn’t Leave the Gods, The Gods Left the People Counter:</strong> 11</p><p></p><p><strong>Istar</strong> sank into the middle of the Blood Sea, and the ruins of the capital are still in surprisingly good condition. So much so that the Dargonesti sea elves have settled among these ruins. The heart of the Maelstrom, that massive whirlpool touching almost every shore in eastern Analson, is actually spawned from an open portal to the Abyss located in the pit of the city. Although the Maelstrom’s outer ridges can be safely coasted and used to sling-shot a ship through the Blood Sea, those who end up too close find themselves inevitably drawn into the center. The Dargonesti have some means of avoiding the effects of the currents and use their talents to save shipwrecked and drowning sailors. Present-day Istar’s most notable inhabitants include a red robe wizard by the name of Zebulah and his Dargonesti girlfriend, the monstrous King of the Deep who menaces the sea elves and whose life is connected to ten statues scattered about the place, and three hags who converted portions of the ruins into death traps.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/JMLwV3R.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Xak Tsaroth</strong> is the dungeon most Dragonlance players are familiar with, for it is the first dungeon you explore in the Chronicles to recover the Disks of Mishakal. In pre-Cataclysm times it was a city on the edge of Istar’s borders, but the Cataclysm sent it topsy-turvy via an earthquake and now it is broken into various uneven tiers. Now surrounded by utter swampland, no Abanasinians bother to visit. It is currently the site of a covert force of Red Dragonarmy soldiers using it as a base to search for the Blue Crystal Staff. They are quite curiously led by a black dragon instead of a red one, and the ruins are also home to a tribe of gully dwarves who are used as a labor force by the Dragonarmy and counterweights for an elevator-like lift mechanism.</p><p></p><p><strong>Thoughts So Far:</strong> This chapter is both useful and too sparse. Detailing the major cities is a definite plus and gives some fodder for gaming material, but the strongholds and dungeons are a bit of a mixed bag. Some of them do not even have maps or detail just 1-4 rooms of which a dungeon does not make. The difference between a dungeon and a stronghold blurs a bit given that places like Pax Tharkas are definitely places PCs will visit while adventuring. All the same, having a War of the Lance sourcebook and not covering places like the Inn of the Last Home or the High Clerist’s Tower is downright criminal, so this was a bit of a compromise of a chapter.</p><p></p><p><strong>Join us next time as we get our wargame faces on and learn about the great armies of the 4th Age in Chapter Five: The War of the Lance!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7888598, member: 6750502"] [center][img]https://i.imgur.com/vsH8hdO.png[/img] [b]Chapter Four: Cities, Strongholds, & Ruins[/b][/center] Whereas the prior chapter looked at Ansalon in the big picture, this chapter details more individual locations of prime importance during the 4th Age. Many of these locations featured in the Dragonlance Chronicles, some prominently like Xak Tsaroth and others merely mentioned or visited briefly like Qualinost. Like the prior chapter, these locations in question are detailed before the Chronicles’ beginnings. [center][b]Cities, Towns, & Villages[/b][/center] The settlement entries follow the [url=https://pathfinder.d20srd.org/gameMasteryGuide/settlements.html]standard 3rd Edition guidelines for communities.[/url] A settlement outlines a stat block detailing the government’s alignment, a list of important characters, dominant trade goods and religious faiths (expect to see “None” or “Takhisis [Dragonarmies]” here a lot) along with how many assets worth of steel pieces are in the community. Unlike other campaign settings magic item shops don’t really exist outside of Qualinesti and Wayreth* so the “steel piece limit” is likely not going to matter as much unless the PCs are seeking to buy land or ships, hire mercenaries, or the like. *although one of the later Weis/Hickman books, Dragons of the Highlord Skies, [url=http://lexicon.dragonlancenexus.com/index.php/Wizard%27s_Row]mentions that the city of Neraka crafted and sold magic items related to Takhisis’ priesthood.[/url] [b]Flotsam[/b] is one of the few big port cities in the Balifor area, but it is so run-down it’s a miracle that traders use it at all. Although now under the official control of the Black Dragonarmy, it is still very much a den of lawlessness; the criminal underworld and occupying soldiers have a bit of a “hands off” policy towards each other as long as neither side causes too much trouble for the other. But the Dragonarmies make an exception for local rebel units, of which there are many ranging from the Silver Fox’s band of Khurish freedom fighters to Silvanesti refugees in hiding. The docks are now under lockdown by order of the Black Dragon Highlord, which has caused more than a bit of resentment and rebel sympathies among those who rely upon the sea for a living. [b]Haven[/b] is the largest city in Abanasinia and the center for the Seeker faith. It is a theocracy where the local religion rules via a council and the city guards both report to and are directly hired by them. Haven’s primary source of income comes from its outlying farming communities in addition to being a trade hub for the rest of the region, although the increasing corruption and mistrust among the Seekers has made the city not as friendly to outsiders in recent times. Albeit unknown at this time, the Red Dragon Highlord Verminaard made a deal with the church to help him find the Blue Crystal Staff in exchange for favorable treatment by “his goddess.” [b]Kalaman[/b] is a Solamnic city which transitioned to a wildly different form of government after overthrowing the Knights. Their rulers’ old lands were either torn down or redistributed among the former serfs, and all elected governors henceforth had to have no knightly heritage or renounce it and all of its privileges. The trade guilds soon became the predominant power, and a social safety net for the populace has made it so even the poor are supported. This republican experiment came to an end when the Blue Dragonarmy besieged the city to use as a jumping off point for invading the rest of Solamnia. The Blue Dragon Highlord Kitiara Uth Matar commonly uses its castle as a base of operation when she’s not leading forces directly astride her blue dragon. [b]Mount Nevermind[/b] is a city unlike any other on Ansalon. It is the oldest home of the gnomish race where one can witness all manner of technological wonders. Its government is a democracy of various clan leaders and guild masters appointed by the general public, and its unconventional militia is formed of specially-trained mechanics whose devices are just as likely to decimate their own ranks as that of any potential invaders. The volcano’s central vent has long been sealed, with lava flows serving to power geothermal devices. The 35 levels of Mount Nevermind are connected and traversed by catapults known as Gnomeflingers along with more conventional lifts and cart tracks. The gnomes also have an extensive waste management system, and their garbage dump is filled with mutated monsters lurking among the toxic run-off and malfunctioning equipment; which by gnomish standards means it’s completely functional and never breaks down. [center][img]https://i.imgur.com/lPhDOz0.png[/img][/center] [b]Neraka[/b] is the capital city of the Dragon Empire and its spiritual heart. Five camps from each Dragonarmy are permanently stationed here for its defense, and the city’s center is dominated by the teleported Temple of Istar which now serves a church to Takhisis. Most of the Outer City is full of dirty and claustrophobic streets, while the Inner City is much more well-kept and is home to high-to-do people in the imperial government and those working under them. Below the streets of Neraka, hidden to even the Dragonarmies, is the Undercity. These catacombs and passages are home to bands of resistance fighters as well as pockets of monsters. The Temple of Takhisis is prominently important, and has its own one-and-a-quarter page entry. This is the final dungeon explored in the Dragonlance Chronicles, and much like the dungeons later detailed in this chapter is a brief overview rather than a detailed room-by-room analysis. Basically the temple is a macabre mockery of old Istar filled with dak pilgrims, and has features such as a permanent Desecrate spell, Glyph of Warding traps keyed to chromatic dragon’s breath weapons, and some details on the apartments and council chambers for the Dragon Highlords and Emperor Ariakas. The Foundation Stone has its own chamber deep within the bowels of the temple, trapping the souls of anyone foolish enough to touch or damage it. [b]Palanthas[/b] is the most populous city on mainland Ansalon (30,000 people) and is only beat by Mount Nevermind (60,000). After the Cataclysm rent Krynn asunder, Palanthas was left as the only significant deepwater port on the continent which survived relatively unscathed. Its beauty and prosperity have earned it the nickname the “Jewel of Solamnia,” and being flanked by mountains on three sides gives it an immense natural defense against invading armies. Only the pathway to the High Clerist’s Tower can one enter the city by foot. It is very much Dragonlance’s Waterdeep/Sharn/Greyhawk equivalent in being a city of adventure, although it only ever got a proper sourcebook of its own for the much-maligned SAGA System. Palanthas’ most notable features include the spooky Tower of High Sorcery whose Shoikan Grove repels all intruders with immense fear, and the Great Library whose Aesthetics chronicle all manner of lore about Krynn. The head of the Aesthetics is Astinus, an immortal who has since existed since the Age of Dreams and tirelessly writes down all of Krynn’s history in a book known as the Iconochronos. [b]Port Balifor[/b] Is the Black Dragonarmy’s major headquarters and gateway to the Goodlund Peninsula. It is more prosperous than Flotsam, although it is still a place where decent folk must watch their backs. And unlike Flotsam the Dragonarmies cracked down hard on the local underworld, which once held the council of ruling merchants in its grip. Said merchants have now had their meetings suspended and their more prominent members “went missing.” A new underworld power player has snuck into the vacuum: the Duskmen are an organized crime syndicate of divine spellcasters of Hiddukul, god of trickery and dishonest dealings. They even managed to bribe some Dragonarmy officers in helping them smuggle illicit goods. [b]Qualinost[/b] is the capital of the Qualinesti elves. A near-perfect walled square, four tower keeps are connected by arches suspended hundreds of feet off the ground. The Tower of the Sun, home to Qualinesti’s government, is the tallest building rising 600 feet in the air. The place is very much an “idyllic foresty elf home,” where every dwelling once had a garden and music and poetry can be heard on every street corner. Now many of these homes and streets are now eerily silent, as more and more families pack up to sail for Southern Ergoth. [b]Sanction[/b] is the largest city in Taman Busuk and the Dragon Empire’s military center of operations. Its natural harbor opens out into the New Sea, giving the local Red Dragonarmy access to Abanasinia and Solamnia’s respective coasts. Created at the foot of three active volcanoes with canals and bridges containing the lava flows, it looks just as evil as the Dragonarmies inhabiting this town. Sanction is a filthy city full of army camps, taverns and shops which cater to the soldiers, and former temples to the Gods of Light and more recent false gods whose foundations are now converted to the Dragonarmy’s use. The Temple of Luerkhisis is particularly important, for beneath its floors are the secret chambers which hold the metallic dragon eggs and from where new draconians are created. [b]Silvanost[/b] is a deserted city now inhabited by the shades of King Lorac’s nightmare-filled dreams. The former Dragonarmy green wyrm Cyan Bloodbane now manipulates the elflord as he clutches the Dragon Orb in his withered hands, using him as a proxy to further twist the beauty of the realm into things of evil. The insane dream logic of the place stretches and warps the length and direction of streets and the dimensions of buildings. Faces of elves screaming in misery appear as spectral figures upon doors and portals, while the illusory sounds and laughter of elven children are accompanied by tortured screams. A foul green mist is omnipresent and smells of burning flesh. [b]Solace[/b] is a cozy little village in Abanasinia, notable for most of its buildings not being on the ground but within the boughs of mighty vallenwood trees connected by rope walkways and bridges. It has existed in a relatively ideal state for hundreds of years; not even the Cataclysm could’ve dampened these peoples’ spirits. It is controlled by the Seeker Council in theory, whose High Seeker in town has been helping the Dragonarmy hobgoblin Lord Toede search for the Blue Crystal Staff. Solace’s major claim to fame is the Inn of the Last Home, an expansive and beautiful place with stained glass windows and delicious spiced potatoes. [b]Tarsis[/b] was once the most prosperous and beautiful city in Ansalon, rivaling even Istar’s capital. The Cataclysm took that all away, robbing its waters and leaving salt-soaked soil surrounding it for over three hundred years. It is a dying city surviving only due to the persistence of its people, the dilapidated academies, art houses, and remnants of its glories a daily reminder. The people are bitter about the loss of their old livelihoods, and came to blame mages, knights, and non-humans for their problems. It is a democracy in name only, its appointed Council members remaining in leadership positions for life due to corruption. The Dragonarmies sent emissaries promising peace, but in reality seek to occupy the city and use it as a base in Ansalon’s far south. Tarsis’s most famous feature is the Library of Khrystann, one of the few remaining of its kind in the city. It is located beneath a block of abandoned buildings via a secret entrance amid the flagstones, and its caretaker Lillith Hallmark is an agent for Palanthas’ Order of Aesthetics. As such she is tasked with guarding the library from those of ill intent. [center][b]Strongholds & Bastions[/b][/center] [b]Castle Uth Wistan[/b] is the family home of the Uth Wistan family of proud Solamnic Knights. It is a well-defended fortress complete with a drawbridge and moat, and its commander Gunthar Uth Wistan is coming to be a very prominent member of the knighthood. After the War of the Lance he’ll be appointed the Grand Master of the Knights, the first to take the vaunted title post-Cataclysm. There’s not much to say about the fortress proper: 21 rooms are detailed, but we don’t get things like where guards will occupy during a siege, possible double agents, or other potential adventure hooks. [b]The People Didn’t Leave the Gods, The Gods Left the People Counter:[/b] 10 [b]Darken Wood[/b] is an ancient Abanasinian forest avoided by most living creatures which...kind of doesn’t make sense given the factors of a forest’s ecology. Creepy ambient magic dims all forms of light, an omnipresent enchantment makes trails and paths seem to shift, and all those who die within its confines raise as undead, which makes me wonder just how many of the trees in this place are actually unliving. Centaurs and spectral minions go on patrol to protect the land from evil beings. The woods are presided over by a powerful unicorn known as the Forestmaster as well as the largest population of pegasi on Krynn. The source of the strange darkness and undead spawn is due to an ancient curse priests of Takhisis placed upon the forest. An unlikely alliance between the Forestmaster and a nearby human king were tasked with finding a way to lift the curse. The king’s men are those afflicted, but at least they’re the kind of undead with good intent. [center][img]https://i.imgur.com/Nd5HGn9.png[/img][/center] [b]Flying Citadels[/b] are not a specific place so much as a type of aerial fortress the Dragon Empire would develop late in the War of the Lance. A priest of Takhisis and a Black Robe wizard conduct a ritual upon the grounds of an existing fortress, lifting the surrounding ground to be permanently airborne and “drivable” by a spellcaster tasked as the Wind Captain. While the Dragonarmies have significant aerial support through dragons alone, flying citadels are meant to be a sort of “aircraft carrier” for them as well as more conventional soldiers. The boons of a mobile fortress which is unimpeded by terrestrial terrain is obvious. We have a sample flying citadel along with maps and major rooms numbered. A citadel can function as an effective Small Town, save that almost all of its inhabitants are combatants, as well as rules for what happens if characters try to take over or sabotage the magical runes responsible for keeping it afloat (paralyzing trap which also damages would-be saboteurs). Topping out this entry are rules for magic item creation of flying citadels. While it’s theoretically within the limits of two 13th-level spellcasters, it can cost anywhere from 90,000 to 1.1 million steel pieces depending on the size of the base building. As cool as a flying base of operations may be, most adventuring parties may end up settling for a keep or tower than a bonafide castle unless the DM’s very generous. [b]Icewall Castle[/b] sits at the edge of the imposing Icewall Glacier, commanding a magnificent view of the surrounding tundra. Once a keep and lighthouse in the pre-Cataclysm southern plains, the encroaching glacier gave the place its current name. It currently serves as the headquarters for the White Dragonarmy and is split into two levels. The Upper Reach holds the courtyards and the White Dragon Highlord’s personal chambers, while the Lower Reach is mostly natural caverns which include a trapped remorhaz and the hoard of the white dragon Sleet. A Dragon Orb is the greatest piece in the wyrm’s treasure collection. [b]Great Library of Palanthas[/b] is one of the oldest buildings on Ansalon. It would not be much of an exaggeration to claim that it holds the history of the world within its halls. A group of monks* known as the Order of Aesthetics dedicate every waking hour to writing, keeping, and copying the knowledge contained within the library’s many tomes. The place is heavily guarded and kender are not allowed inside, and no book may be removed from the library without the Master’s permission (although books may be copied via paying a scribe). Said master, Astinus, is an immortal of unknown origin who spends time in his study with an artifact known as the Globe of Present Time Passing to remotely scry anywhere on Krynn and record what he sees. *the scholar kind, not the martial artist kind. [b]The High Clerist’s Tower[/b] was built during the Age of Dreams by the founder of the Knights of Solamnia. It’s long-forgotten nickname of Dragondeath came as a result of being specially designed to trap and kill dragons via use of a Dragon Orb. Before the Cataclysm the leader of the Order of the Sword lived within the Tower and saw to its maintenance. After the Cataclysm it still stands proud, but no Solamnic dares set foot within its sacred halls. The High Clerist’s Tower would soon come to be the site of the most famous battle during the War of the Lance. The High Clerist’s Tower is an expansive, multi-level stronghold inhabited by ghosts of former inhabitants. If a dragon orb is placed in a special chamber and activated, it will mentally compel dragons to fly into herring fish-bone patterned hallways which are easy for such creatures to enter but not so much to escape. [center][img]https://i.imgur.com/wARmx1s.png[/img][/center] [b]The Inn of the Last Home[/b] is Solace’s most famous establishment and fulfills the “you all meet in a tavern” trope during the Dragonlance Chronicles. Its ale and spiced potatoes are legendary, drawing people from Abanasinia and beyond. A massive spiral staircase around the vallenwood tree leads up to it, and at night the warm fireplace beautifully reflects light through stained glass windows. There’s not much else to say about it other than it has a nice and cozy feel to it. Even when the Red Dragonarmy invades Abanasinia and topples the tree, the dragons are careful enough to lay it down upon the ground first so the soldiers can use it as a local watering hole. [b]Pax Tharkas[/b] was once built by the elves of Qualinesti and the dwarves of Thorbadin as a sign of mutual friendship. Soldiers from both races manned the fortress, but after the Dwarfgate Wars it stood abandoned...at least for a time. The Red Dragonarmy occupied the fortress as a base for their eventual invasion of Qualinesti, and captured people are dragged off in chains to slave away in the mines. It is well-defended even before the full-scale invasion of Abanasinia, manned by draconians and goblins overseen by the Red Dragon Highlord Verminaard. A pair of red dragons, Ember and Flamestrike, are present, the latter a senile elderly wyrm tasked with watching over the children of slaves. A secret elven tunnel known as Sla-Mori is a potential weak spot for saboteurs to enter Pax Tharkas. [center][b]Ruins & Dungeons[/b][/center] Most of the below dungeons are visited by the PCs in the modules of the Dragonlance Chronicles. As such, they are not complete dungeons ready to run out of the box but more brief overviews of prominent inhabitants and locations. A few have maps, but are more ‘big-picture’ than individual room entries. [b]The City of Lost Names[/b] is a set of ruins within the northern wastes of Solamnia. The place was a glorious civilization built by people whose origins are unknown and once ruled over by mighty sorcerers. The city fell from grace when red dragons razed it, giving us the ruins of today. Or at least that’s what current scholars think. The truth of the City’s destruction is at the hands of the gods themselves. The City’s most notable feature, unknown to most, is holding a machine known as the Anvil of Time. This time-traveling dungeon was designed by a few sorcerous mortals while researching the Graygem and ended up discovering time travel instead. As the gods felt that mortals are not yet ready for such magic, the sorcerer’s refused to give up the Anvil. So the Gods of Magic along with Zivilyn and two evil gods committed genocide on the city via an army of red dragons. Killing an entire civilization for the crimes of its leaders. Seems like Dragonlance’s gods never learn. [b]Dargaard Keep[/b] is the current residence of Lord Soth. It was once a beautiful place whose walls formed the shape of a rose if viewed overhead, but now it is a dark and dismal castle inhabited by the undead remnants of former knights and the same elven specters who convinced Soth to abandon his quest. There are two shrines to Mishakal and Paladine, the latter in particular is said to hold a blade of Good so powerful even Lord Soth cannot hope to touch it. [b]Derkin’s Tomb[/b] (known as Duncan’s Tomb in the Dragonlance Chronicles proper) is a giant floating island holding the tome of Thorbadin’s last dwarven king. The Hammer of Kharas lays within and whoever wields it will become Thorbadin’s king. A gold dragon known as Evenstar maintains a centuries-long lonesome vigil in guarding the tomb from intruders, and has set up a variety of traps and pranks to waylay trespassers. [b]Foghaven Vale[/b] is the resting place of Huma Dragonbane in what is now Southern Ergoth. A giant silver dragon monument looks out over the vale, and somewhere deep within the silver dragon is the ancient forge for the dragonlances. The Vale’s sole inhabitant is the silver dragon D’Argent, who in the Chronicles would lead the Heroes of the Lance to the forge by taking the form (or possessing the body of, depending on Edition) a character familiar to the party. [b]Godshome[/b] could not be in a less-suitable location. Deep within the Khalkist Mountains this sacred space is smack dab in the middle of the Dragon Empire. It is in fact the place where the gods’ presence is in closest contact with the world of Krynn via the magnificent Glitterpalace. The castle is hidden from the view of those deemed unworthy, and opens up into a central nexus chamber where the worthy are teleported to other rooms. The Test of Wisdom confronts explorers with puzzles, illusory realities, and Escheresque architecture that can confound even experienced minds. The Test of Valor pits one against dangerous battles which test not just their martial skills but also their bravery. Finally, the Test of the Heart confronts one with their greatest failures in life, past events of shame and sorrow taking all-too-real forms. Those few who manage to best all of the Tests will gain some great boon from the gods. [b]The People Didn’t Leave the Gods, The Gods Left the People Counter:[/b] 11 [b]Istar[/b] sank into the middle of the Blood Sea, and the ruins of the capital are still in surprisingly good condition. So much so that the Dargonesti sea elves have settled among these ruins. The heart of the Maelstrom, that massive whirlpool touching almost every shore in eastern Analson, is actually spawned from an open portal to the Abyss located in the pit of the city. Although the Maelstrom’s outer ridges can be safely coasted and used to sling-shot a ship through the Blood Sea, those who end up too close find themselves inevitably drawn into the center. The Dargonesti have some means of avoiding the effects of the currents and use their talents to save shipwrecked and drowning sailors. Present-day Istar’s most notable inhabitants include a red robe wizard by the name of Zebulah and his Dargonesti girlfriend, the monstrous King of the Deep who menaces the sea elves and whose life is connected to ten statues scattered about the place, and three hags who converted portions of the ruins into death traps. [center][img]https://i.imgur.com/JMLwV3R.png[/img][/center] [b]Xak Tsaroth[/b] is the dungeon most Dragonlance players are familiar with, for it is the first dungeon you explore in the Chronicles to recover the Disks of Mishakal. In pre-Cataclysm times it was a city on the edge of Istar’s borders, but the Cataclysm sent it topsy-turvy via an earthquake and now it is broken into various uneven tiers. Now surrounded by utter swampland, no Abanasinians bother to visit. It is currently the site of a covert force of Red Dragonarmy soldiers using it as a base to search for the Blue Crystal Staff. They are quite curiously led by a black dragon instead of a red one, and the ruins are also home to a tribe of gully dwarves who are used as a labor force by the Dragonarmy and counterweights for an elevator-like lift mechanism. [b]Thoughts So Far:[/b] This chapter is both useful and too sparse. Detailing the major cities is a definite plus and gives some fodder for gaming material, but the strongholds and dungeons are a bit of a mixed bag. Some of them do not even have maps or detail just 1-4 rooms of which a dungeon does not make. The difference between a dungeon and a stronghold blurs a bit given that places like Pax Tharkas are definitely places PCs will visit while adventuring. All the same, having a War of the Lance sourcebook and not covering places like the Inn of the Last Home or the High Clerist’s Tower is downright criminal, so this was a bit of a compromise of a chapter. [b]Join us next time as we get our wargame faces on and learn about the great armies of the 4th Age in Chapter Five: The War of the Lance![/b] [/QUOTE]
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