Dragonlance [Dragonlance Homebrew] Alternate Timeline: Dragonlands

Libertad

Legend
Dragonlands: Asymmetrical Military Thriller

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Dungeons and Dragons D&D Half-Elf Rogue by Daniel Castiblanco

The River of Time is not a purely linear phenomenon, running from a single beginning to end. It splits and forks, creating countless possible realities of unrealized futures. The Dragonlance Legends trilogy brought time travel as a storytelling device to the setting, where Caramon Majere sought to save Krynn from his brother Raistlin's mad pursuit for godhood.

The 3rd Edition of Dungeons & Dragons was a fruitful time for Dragonlance, with the Legends of the Twins sourcebook expanding upon the themes introduced to us from the above trilogy. One innovative chapter, Alternate Krynns, provided six variant timelines both wholly original and previously hinted at in the novels. They included a setting where the Kingpriest enslaved the gods and became Ansalon's sole divinity; where the Wizards of High Sorcery became the chief governing power of the post-Cataclysm continent; where Raistlin ascended to godhood and his war with the gods is bringing about the apocalypse; where the Heroes of the Lance had failed and the Dragonarmies won; where an unnatural winter takes hold of Ansalon as the Dark Queen's forces conquer the land with corrupted Darklances; and where Ansalon's powers settle into a tense cold war after the primordial entity known as Chaos is defeated.

While other timelines took radical departures to the people, places, and events on Krynn, the Dragonlands is the closest to the default timeline, with the major turning point being that the protagonists of the original novels and adventures failed in their fight against the Dragonarmies. But such a campaign can still bear novel changes, paving the road for PCs to rise up as the new generation of Ansalon's saviors.

Chapter 1: Overview of the Dragon Empire

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Image taken from Diablo Immortal

The year is 363 AC, ten years after the end of the Dark Queen's War. From the western islands of Ergoth to the Blood Sea encircling old Istar, the Dragonarmies brought a new order to Ansalon under Emperor Ariakas, the divinely-chosen hand of the dreadful and mighty Takhisis. When Sturm Brightblade faltered under the influence of dragonfear during the Battle of the High Clerist's Tower, his retreat broke the morale of the already fractured Knights of Solamnia. Laurana the Golden General, the greatest strategic mind of the Whitestone Army, made a desperate gambit in using one of the Dragon Orbs to turn the tides of battle, releasing the spirits of long-dead dragons into the area to fend off the forces of evil. This came at the cost of losing her mind to ghostly possession. Bypassing the now-destroyed tower, the Dragonarmies with their flying citadels advanced upon city of Palanthas which surrendered without a fight. Soon other kingdoms would follow in their wake. While some forces continued the fight, they too eventually fell to the might of the swords, claws, and spells of Ariakas' Dragonarmies.

With most of Ansalon under military occupation or as vassal states, there are few people with the power and courage to oppose evil's might. But while Takhisis' faithful are more powerful than ever before, their victory isn't inevitable. The Green Gemstone Man still wanders the land, eluding capture and thus preventing the Dark Queen's physical entry into the world. War with the minotaurs of Mithas and Kothas is on the horizon, and although the Dragon Empire has made major gains in seizing the island of Saifhum, their comparative lack of experience in naval warfare marks the beginning of a long and costly occupation.

Ansalon during the Age of Despair was always a dangerous place for the good-hearted, but it is especially true in the Dragonlands timeline. And yet there is no better moment for those who oppose evil to take the initiative. Although Takhisis is the sole true goddess allowed worship in the Empire, the other gods have returned and are empowering hand-picked mortals across the land. Various insurgent forces rose up to challenge tyranny: scarred youths and once-acquiescent farmers who lost something dear and decided to no longer idly abide evil in their hometowns; Whitestone veterans who remember a brighter past; and former foot-soldiers, Fewmasters, and puppet-princes looking for redemption or revenge by fighting their old masters.

Major Themes

Carrying the Torch: The original Innfellows accomplished many great deeds, from spreading word of the true gods to helping Alhana Starbreeze begin the process of ending the Kingdom of Silvanesti's Nightmare. But their breaking point was the loss at the Battle of the High Clerist's Tower, which caused a cascade effect of future defeats that saw most of their number dead or demoralized into giving up the fight. Sometimes they are remembered fondly for their valiant sacrifices, other times cursed for their failures. Their stories have been told, with the next chapter opening on new heroes. Without the conflicting attention and spotlight of the original protagonists, the PCs are Ansalon's last, best chance at finishing what the Innfellows started.

Ethics of Insurgency: Although the cause might be just, there are also the inevitable questions and conflicts that rise up from the means to this end. Not all who oppose the Dragon Empire fight for the same reason, and war inevitably puts decision-makers in positions where there are no obvious ideal options. Can you sacrifice a fighting force's partisans to avoid tipping off the Dragonarmies to an intelligence leak, even if it means knowingly sending good people to an inevitable death? Should one work with a city's crime syndicate to gain a reliable smuggling network in an occupied capital, even if that means eventually replacing the region's Dragonarmies with another class of ruling exploiters once the realm's liberated? Any rebel will say that they're fighting for a brighter tomorrow, and some might dismiss ideological conflicts as mattering little in the greater scheme of a unified front, but what that tomorrow looks like is a question that continues to be asked among the fighters for a free Ansalon.

Light in Shadow: Gone are the days of adventurers traveling openly with holy medallions and knightly full plate, welcomed in cities and towns as wandering troubleshooters. When visiting new communities, heroes must search for hidden pockets of resistance, as many ordinary folk are too scared to aid would-be do-gooders lest their livelihoods be crushed and their families executed. Supplemented by vassals, conscripts, and mercenaries, the Dark Queen's devoted cannot be challenged openly on the field of battle like in prior years. To fight the Dragonarmies, one must be subtle, finding weaknesses in their fortifications and supply lines via espionage and guerilla warfare, with adventurers taking on the role of elite strike forces using martial might and magic.

Inspirational Material

Dragonlance Chronicles (Novels): What better influence is there than the novels which started it all? As the War of the Lance and its outcome plays a greater role in this timeline than others, reading the books can give a Dungeon Master a better sense of how events might have unfolded before the start of their own campaign.

DL Series (Modules): Relatedly, these adventures closely follow the major story beats of the above Chronicles. Originally designed for 1st Edition AD&D, they've been converted into various other systems. For official and DM's Guild material the DL modules have 2nd Edition, 3rd Edition, SAGA, and 5th Edition updates. And for fanworks, there are likely much more for a variety of systems out there.

Star Wars: Andor (Streaming Show): This widely-acclaimed two-season series serves as a prequel to how Cassian Andor, one of the protagonists of the Rogue One film, joined the Rebel Alliance. The episodes give us a fresh look at the Star Wars universe, with a more ground-level focus on the mundane cruelties that come from living under the Galactic Empire as well the risky legwork and moral compromises undertaken by guerilla partisans fighting against it.

Unicorn Overlord (Video Game): This game hits many of the story beats of the classic "royal heir in exile coming out of hiding to liberate the land from evil," but strikes a different tune than many RPGs in that the protagonist and his retinue are part of a larger alluded-to military force than a small band of travelers. In addition to battles and exploration, the narrative and ruleset places a large degree on the necessities of community goodwill, where devoting resources in rebuilding liberated cities and settlements grants various gifts to the player, such as rare items and funds for the war effort.
 

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Chapter 2: People Under the Shadow

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Vanguard by Lukasz Jaskolski

Humans: Being the most populous of Ansalon's major races, humans can be found in most lands to varying degrees. The shattered landscapes and political upheaval wrought by the Cataclysm saw the rise, fall, and displacement of many human cultures, and the continent-wide conflicts of the Dark Queen's War saw a repeat of this, albeit to a lesser extent. One common effect was the muddying between the lines of the so-called "civilized/nomadic" divide, where war and oppression turned many once-sedentary populations into transient refugees. Many people in central and eastern Ansalon who fought the Dragonarmies fled west, living in tent-cities outside the walls of major population centers. Knights and like-minded warriors once sworn to now-dead dynasties became wandering sellswords, formed governments-in-exile, or hung up their weapons and put their past behind them.

In the Dragon Empire, humanity has a rather privileged position. A disproportionate number of Dragonarmy officers and Highlords are human or have human heritage, and barring certain exceptions it is easier for humans to scale the ranks than other races. During the early years of the Dark Queen's War, the latter two races in particular were treated as expendable infantry, often placed under the command of human officers rather than being led by those of their own race. After the formation of the Whitestone Army and the forces of Good gaining major victories in western Ansalon, the Dragonarmies began deploying more humans from the relatively pacified east to the front lines. Forced to travel hundreds of miles away from their hometowns, they brought their languages and traditions into the occupied lands. While fighting alongside different races and cultures helped forge bonds between otherwise disparate peoples, there is still significant racial tension among the Dragonarmy ranks. To the point that some army camps are heavily segregated, and crossing into the "wrong shade of tents" can see an unlucky soldier jumped.

Humans join resistance movements for all manner of reasons, with motivations of justice and vengeance against Imperial oppression, particularly common ones. Regions and kingdoms that are hotbeds of rebel activity, such as Khur and Solamnia, often see ethnic conflicts intensify between groups who chose to throw their lot in with the Dragonarmies and those who are supposedly pacified but still bear simmering resentment against their new rulers. Even those who hate the Empire may not be so welcoming to rebels, given that the Dragonarmies use their existence and insurgencies as increased justification for oppression.

Draconians: Artificially created under the city of Sanction via an unholy ritual using metallic dragon eggs, the draconians are the youngest race of Ansalon and the iconic image many people hold when they think of a Dragonarmy soldier. As the process for their creation is a closely-guarded secret, even to the draconians themselves, ample speculation and conspiracy theories swirl over where and how the Dark Queen's forces obtained them. One popular theory is that they are the reincarnated souls of wicked mortals plucked from the afterlife. Another theory claims that an alliance of Imperial wizards turn recruits and conscripts of other races into draconians. Depending on the speaker, this is either a reward for service by being given a stronger form than their original species, or punishment via transformation into a monstrous form.

After seeing so many pushed to the front lines by officers, many outside observers think that the Dragon Empire cares little for the fates of the draconians. On a lesser scale this is largely true, but on a big-picture level the Empire's leadership is aware of how valuable an asset they provide and takes great pains to keep them under control. As Takhisis' creation of draconians is in violation of the Oath with the metallic dragons, newly-born draconians are swiftly spirited away to other facilities in which to be raised. Their caretakers are clerics of Takhisis, taught that the goddess birthed them to serve her by bringing glory to her name in battle and conquest. Draconians who had natural talent for arcane magic due to their dragon ancestry, most notably the bozaks, are taught that their magic is a divine gift from the goddess, their spells different from that of traditional clerics due to their familial connection to Takhisis.

While most draconians continue to serve as soldiers in the Dragon Empire, there are some who broke away from service. Oftentimes this desertion comes from loss of morale and disillusionment of their superior officers, usually due to racism and general poor treatment. A rarer yet increasingly common cause is due to inevitable existential questions that form among the draconians as to their origins. The Dragonarmies take pains to only hatch eggs assigned male upon embryo inspection in order to prevent draconians from naturally reproducing, thus allowing the Empire to control their numbers. Most hatched draconians have sex drives, which gives rise to questions of why they were made that way when lust is seen as a distraction to put into an artificially-created race of soldiers. While such talk is banned openly, many draconians have privately caught on to the idea that they may be more "natural" than previously thought, and that the women of their species are being kept hidden somewhere. General Kang, a notable bozak and founding member of the Brazen Horn, is aware of this and hopes to find the location of the unhatched eggs to ensure his people's propagation.

While they cannot naturally reproduce with non-draconians, the fear of draconians "breeding out of control" was still a persistent fear, causing many Dragonarmy officers to more strictly control their sex lives in comparison to other races. Many draconians resent this treatment, and their attempts at defying these orders are a weak link that many rebel forces exploit. One notable riot in Sanction was nicknamed the Whore Wars, arising from an unpopular decree banning all draconians from the city's brothels.

Draconians come in ten breeds, depending upon the clan of their dragon progenitor. Most draconians come from metallic dragon eggs, but a smaller number come from chromatic eggs which later became known as "noble" draconians. The later years of the Dark Queen's War, and the post-war subjugation of Ansalon, caused the Dragon Empire to turn to using chromatic eggs for the ritual process as more and more traditional draconian casualties mounted. To preserve the Balance, the Gods of Light made it so that all chromatic-derived draconians were innately of Good alignment.* Given the relative rarity of noble draconians, this wasn't immediately noticed, but after several incidents of such draconians eventually turning against the Empire, the program was indefinitely shelved. Many noble draconians who didn't meet an early death eventually found their way into various rebel groups, especially the Brazen Horn.

*Traditional draconians, by contrast, were more autonomous in their moral development.

Dragons: After Huma Dragonbane and the silver dragon Heart drove Takhisis out of Krynn during the end of the Second Age, the dragons retreated from greater society. When the chromatic clans accompanied the Dark Queen's forces in conquering Ansalon, their presence appeared like that of old legends coming to life. Beyond their impressive power and morale-crushing dragonfear, their natural flight and the use of flying citadels cemented the Dragon Empire as the only power bloc on Ansalon with an actual air force. The metallic clans predominantly live on the hidden Dragon Isles, forced to stay out of the war, as Takhisis' minions stole their eggs and held them hostage to force an Oath of Neutrality out of them. Although two dragons attempted to find and rescue them (the silver dragon D'Argent and the copper dragon Cymbol with the aid of the elf Gilthanas), they were killed by Blue Dragon Highlord Kitiara, and Takhisis' betrayal of the Oath via the creation of draconians remains unknown to this day.

Dragons in Ansalon are few in number, with most being adults serving the Dragonarmies of their respective colors. They fight as part of their own special military units or as an individual partnership with a Dragon Highlord. While they are intelligent and most adults are multilingual, the average Ansalonian has no significant contact with them, so the popular image of dragons is as cunning and powerful beasts rather than intelligent entities. Dragons who join resistance movements are at once great and valued assets but also in more danger than ever. Chromatic dragons are hunted down as traitors, while metallic dragons face a similar fate from their peers who view their interference as risking the lives of their eggs supposedly being held hostage.

But I want to play the dragon, not slay the dragon! The 5th Edition of Dungeons & Dragons has many third party sourcebooks with rules for playable true dragons, and for Dragonlance they couldn't be a more appropriate option! Battlezoo Ancestries: Dragons provides a new dragon race and class with 45 unique ancestries, designed to be balanced in line with non-draconic characters. Dragonflight is similar but fully embraces their powerful status, with the balance of power being suited either for all-dragon parties or 1-on-1 play.

Dwarves: Unlike the elves, gnomes, or kender, the dwarves have weathered the Dragon Empire's ascendancy better than the other Good-inclined people of Ansalon. The dwarves of Zhakar were one of the Empire's earliest allies, providing them with metalwork and engineering in exchange for healing magic. The kingdom of Thorbardin is one of the few places unclaimed by the Dragonarmies, as Verminaard and the Red Dragonarmy's major losses during the Dark Queen's War forced them into a stalemate. The Empire works through dark dwarven clans of the Theiwar and Daegar to destabilize the kingdom, as the innumerable tunnels and subterranean fortresses prove impractical for dragons and those who didn't grow up underground to navigate. The kingdom of Kayolin isn't so lucky: in being more open to and reliant on outside trade than Thorbardin, being cut off from greater Solamnia has put a burden on their resources. The Blue Dragonarmy is hoping to starve them into submission, and unless they can find a new avenue of trade they may not be able to effectively resist when their lands are annexed.

The Neidar dwarves suffer the worst of the Dragon Empire's subjugation, as most live aboveground and traditionally allied with Solamnic kingdoms in fighting the Dragonarmies. It's become common for traveling dwarves to pass themselves off as coming from Zhakar in order to avoid harassment and arbitrary arrests. All these factors give dwarves many reasons to join resistance movements, and many gravitate to the Old Kings due to that faction being funded by Thorbardin's Council of Thanes along with various other pre-war noble dynasties.

Elves: As the self-proclaimed favored Children of Light belonging to the most magically adept civilizations on Ansalon, the Dragon Empire seeks nothing less than their utter destruction. Capitalizing on generations of racial resentment and paranoia, the Dragonarmies undertook an extensive program of transporting all elves in Imperial territory to the region of Silvanesti. As most elves were either native to or fled to Southern Ergoth, the White Dragonarmy in particular was tasked with this objective, forcefully marching entire villages and towns across the Plains of Dust to the borders of Silvanesti. The wild, nightmarish magic wrought by the Dragon Orb still persists, making resettlement in the forest kingdom a death sentence for many, to say nothing of the elves who perished along the way or resisted resettlement. Once forced far enough into the Nightmare, the Dragonarmies leave the elves to their own devices. An increasingly disparate and growing group of elves are brought together under the leadership of Alhana Starbreeze, the reigning monarch of the Silvanesti people.

As to why the Dragonarmies don't simply slaughter elves as soon as they're found and captured, the reasons for this are manyfold. First off, by moving elves out of the places in which they live, this can engender an "out of sight, out of mind" mentality among non-elven locals, as many people don't understand the extent to how bad things are in Silvanesti. Additionally, straightforward slaughter of elves in non-elven territory results in mass graves, which can engender sympathy among non-elves and makes the Empire's crimes harder to hide.

Secondly, the Dragon Highlords justify it as an ironic "returning them to their native lands," pointing out long-standing policies of elven isolationism as supposed justice for their "arrogance to resettle in our lands." Thirdly, it is done out of both vulgar cruelty and an intimidation factor. The Dragonarmies don't want to give the elves a clean, honorable defeat in straightforward warfare, they want to extend their suffering by forcing them to die in the shattered remains of their ancestral homeland. And the genocide serves as an intimidation factor to the other civilizations, of what could happen to them if they resist too much. Other races bearing elvish heritage, such as the iconic pointed ears, have also been targeted for imprisonment in Lorac's Nightmare. This led to many people cutting the points off their ears, and there's a brisk trade of magic items to disguise one's heritage across Ansalon.

Barring quislings such as the late Feal-Thas, the majority of elves and elvish-blooded people have been forced into collaborating with various rebel groups out of necessity. Out of the more organized resistance movement, the Elven Underground and Sylvan Guard counts the most elven people among them due to being based out of Silvanesti, although the Old Kings count a few members among the elves who managed to elude capture in Southern Ergoth.

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Gnome Tinkerer by arthard on Reddit

Gnomes: The gnomes are one of the more heavily-persecuted races in the Dragon Empire. The main reason comes from most gnomes hailing from Mount Nevermind, which was a long-standing ally of the Knights of Solamnia. When the Blue and Red Dragonarmies invaded the Island of Sancrist, the gnomes of Mount Nevermind set off various destructive failsafes to collapse portions of their city to prevent the enemy from claiming their resources. The surviving gnomes fled in vast fleets of clockwork ships in a diaspora across Ansalon; there's a standing bounty for the capture of these gnomish refugees.

The powerful yet unpredictable inventions and machinery of gnomes have potential military applications, which causes the Dragonarmies to seek their subjugation rather than outright destruction. Typically, occupied regions with a significant gnomish population have the latter group placed in guarded work camps, where they're given quotas for building war machines. The treatment of gnomish prisoners is brutal, where they are forced to work dawn to dusk and failing to meet quotas subject them to myriad punishments. The chaotic nature of gnomish technology means that many gnomes suffer dearly, as officers and prison wardens don't usually care to separate intentional sabotage from unintentional incompetence and "setbacks in the scientific process." Individual families of gnomes in occupied territories might fare better, as the expenses for setting up a prison-camp for a handful of individuals is inefficient. Such gnomes are instead placed under house arrest, where as long as they build and supply what the local Dragonarmy garrison needs, they can live with a relative degree of autonomy, albeit being watched at all times.

Due to its early occupation by the Red Dragonarmy, the land of Nordmaar is home to one of the first prison-camps for gnomes: the settlement of Picket is deep in the southeastern swamps, originally founded by a gnomish research expedition cataloguing the local wildlife. Picket's population and industry has rapidly expanded, becoming known as the City of Alchemy for producing many of the Empire's deadliest poisons and mutated beasts of war.

Most gnomes who join resistance groups are often escaped prisoners or veterans of the Dark Queen's War who fought on the Solamnic front. Sympathetic dwarves taught them methods to blend in as members of their race, as barring their thinner builds and beards not being as popular, many folk of Ansalon have difficulty telling apart the shorter races. Anti-intellectualism is a side effect of gnomish persecution, where artisans and scholars displaying obscure technical knowledge are presumed to have learned under or are in contact with gnomes in hiding. As the ones who carry out such anti-technologist edicts are rarely proficient in the particular fields, it's been used as an excuse for the Dragonarmies to crack down and censor the contents of libraries and universities.

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Untitled work by Seaheff

Goblins: Along with humans, draconians, and ogres, the goblinoids serve as the foot-soldiers and workhorses of the Dragon Empire. While goblins are more likely than the other races to be anti-religious due to the perception of Krynn's pantheon letting others enslave and oppress them, hobgoblins and bugbears bear less of this bias and tend to rise to leadership positions via force of strength. The rise of the Dragonarmies intensified this hierarchy of dominance, with goblins most often relegated to spear fodder. The hobgoblin realm of Throt was one of the earliest political bodies to ally with the Dragonarmies, and their influence has grown across eastern Solamnia since war's end. The goblinoids of Sikket'hul, longtime allies of Ergoth, aren't as fond of their new government, as the Dragonarmies regularly round up the fittest young members of families for enlistment to far-off fronts and are rarely seen again.

Already a widespread group of people, goblinoids can be found across the Dragon Empire. Many serve the Dragonarmies, although the past decade has seen a growing number of discharged and "civilian goblins" pursuing other vocations. Such goblinoids often end up in positions of manual labor, usually indentured servitude. This is due to a common perception that they're weaker than the other races who traditionally serve in the Dragonarmies and thus make for lower-quality soldiers, and their history of being enslaved by others is used to reinforce prejudicial beliefs that they're naturally suited for thankless tasks. Ironically, this poor treatment has given rise to a larger than usual amount of goblinoids joining resistance movements, and even reaching out to deities other than Takhisis. Additionally, the Ergothian goblinoids of Sikket'hul can more easily blend in as Dragonarmy soldiers than other traditionally rebel-aligned races, making them valued assets for espionage.

Kender: Alongside elves and gnomes, the kender are hunted down wherever they are found. Their innately altruistic nature, plus their propensity for pranks, "borrowing," and wanderlust put them at odds with the Dragonarmies from day one. Unlike the organized resettlement of the elves, violence against kender is more immediate and arbitrary. Cutting off of hands and tongues is the most common form of punishment by the Dragonarmies for kender, as they're viewed as inherent thieves and gossipers who are too dangerous to be left free.

As kender leaving their homes to explore the world is an honored tradition, they formed an intricate information network among their kind for safe means of long-distance travel. Word of mouth, advice in the guestbooks of inns, and established friendships and favors with merchants, sailors, and other traveling folk helped kender adapt to the often-sudden changes of lands invaded and displaced by the Dragon Empire. Many resistance groups took advantage of this network themselves, and kender are eager to aid such rebels against the Empire. But the ingrained habits of kender often reserve them to particular duties and information, lest they become a liability.

Minotaurs: During the rise of the Dragon Empire, another Empire across the east took notice. Emperor Chot-Es Kalin initially allied with the Dragonarmies, supplying the White Dragonarmy with soldiers who were drawn from rival dynasties in order to get rid of significant opposition. Kalin's domestic enemies were no doubt aware of the self-serving goal behind his orders, but the opportunity to raid and plunder the continental mainland while being out of judicial reach of the islands of Mithas and Kothas was seen by enough of them as a worthy tradeoff. The reality of the situation set in when it became clear that the White Dragonarmy was the least prestigious of the Dragonarmies, holding most of their territory in the desolate Plains of Dust and Icereach. After White Dragon Highlord Feal-Thas' death at the hands of the Companions, he was replaced by the stupid, cowardly, and utterly selfish hobgoblin Highlord Toede. The White Dragonarmy sees the highest amount of desertion among the five Dragonarmies, with minotaurs making up a disproportionate number.

Back over on the Blood Sea, relations have iced over between the Dragon and Minotaur Empires. With the former firmly entrenched in Ansalon and more powerful than ever, the latter knows it's only a matter of time until they set their sights towards the eastern islands, with the recent annexation of the island of Saifhum putting Red Dragonarmy ships on Mithas' doorstep. One advantage that the minotaurs have is a much more experienced navy, and the Maelstrom's strong currents swirl clockwise, which makes it easy to predict where incoming ships will arrive and when on particular islands. As for the Dragonarmies' aerial assets, only black dragons are capable of breathing underwater, and even then they're suited to freshwater environments. Most sea dragons live north of Ansalon and thus are far away from the Blood Sea, and many worship Zeboim instead of Takhisis. Lastly, the flying citadels are too few and costly to reliably encompass the Blood Sea's sailing routes without drawing them away from occupied territories. But this won't stop the Dragonarmies' ambitions, as their leadership and goddess hungers for ever more territory and riches.

Zeboim, the goddess of the sea and storms, has been quick to claim portions of Krynn's oceans for herself, and her faithful are a steadily growing presence among the Blood Sea cultures, minotaur and non-minotaur alike. The minotaur establishment only has room in their hearts for the deity Sargas, and thus the Sea Witch's worshipers are barely tolerated in ports and not allowed to proselytize in minotaur settlements. Sailors and islanders across eastern Ansalon know that a new war is brewing; the only question is when.

Ogres: When Takhisis' faithful began to gather in central Ansalon around the reclaimed Temple of Istar, their goddess reached out among the ogre clans as her earliest recruits. Many took little convincing to join the nascent Dragonarmies, either willingly out of eagerness for greed and revenge against the other races of Ansalon, or forced into compliance through magic and dragonfire. Their great size and strength made them valued soldiers, and rare breeds such as ogre mages, trolls, and hill giants brought with them special traits that gave them an edge against conventional opposition. Most ogres live in the lands of Blöde, Kern, and the Taman Busuk region, although their numbers spread out across Ansalon during the Dark Queen's War.

Ogre culture grew to be more zealous in promoting Takhisis' glory than goblinoids and humans, having passed down tales of their ancient empire from the Second Age where they were one of the three elder races and favored children of Takhisis. They view the Dragon Empire' ascension as a divine reward and golden age, payoff for surviving through earlier eras of suffering. Many ogres view the chromatic dragons with barely-concealed envy; while few would outright admit it, there's a feeling that Takhisis has chosen the dragons as her new favored children. Quite a number of prominent ogres plot ways to take dragons "down a peg" via various plots and schemes, although only the ogre mages really possess the power and foresight to be anything more than nuisances to the average chromatic adult.

The Irda ogres, by contrast, remain safely unnoticed by the rest of Ansalon. They are aware of Evil's rise outside their homeland, and most are content to stay on their hidden island. Even so, many Irda feel motivated to provide aid to the oppressed and suffering, visiting the mainland while disguised as humans. Many are knowledgeable in the arts of wizardry, which they use to great effect in providing magical aid to resistance groups.

Other Races: The less numerous and prominent peoples of Ansalon usually take one of two reactions to the Dragon Empire: they either join them for protection and prestige, or do everything they can to avoid their notice. Many kobold clans joined the Blue Dragonarmies, using their trapmaking skills to great effect in fortifying military bases. The reptilian bakali races (jarak-sinn, lizardfolk, and troglodytes) live in remote, little-desired territory, and barring black dragons hunting them for sport, most are beneath notice of the Dragonarmies. The shadowpeople beneath the city of Sanction allied with the Hidden Light resistance group operating in the Imperial heartland, giving their members access to their subterranean network for discrete movement. The thanoi remain mostly confined to Ansalon's extreme south, the former group largely allied with the White Dragonarmy. Being supplied with higher-quality weapons has allowed them to better encroach on the territory of the ursoi, their ancient enemies. Many ursoi are thus coming into greater contact with the outside world, particularly the Sylvan Guard whose druidic teachings line up well with their shamanistic teachings.

The khyrie remain uncontacted, most living on the Blood Sea islands with a preference for mountaintops. The return of the gods saw an increase of clerics and druids of Chislev among their number, which caused a major cultural renaissance among the race as they took advantage of the gifts of divine magic. The phaethons are similarly-isolated, living in small family units among mountains, although there's a growing movement among the younger and more religious members to fight the Dragonarmies. Part of this is motivated by anger at the elven genocide, knowing that their own elvish appearance and heritage will make them targets once discovered. Part of it is motivated by the return of the gods, and their people hold the Good-aligned Habbakuk in high regard as the creator of their race.
 
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Chapter 3: Meet the Resistance, Part 1

Tyranny is an iron fist: its grasp crushes and warps whatever it catches, with hope, love, and dignity the first to perish. It turns law-abiding citizens into enacters of cruelty, normalizes sadism and selfishness behind the mask of safety and security, erodes the social bonds of those who live under it by turning friends and family into informants, and changes otherwise Goodly people into fearful bystanders and collaborators. Tyranny can perpetuate Evil as efficiently as the most violent raiders and necromantic defilers, and unlike these others it can do all this with but a minimum of bloodshed.

But tyranny is fragile. It is an ever-hungry, all-consuming force that can never rest, trapping the powerful as well as the powerless. The dictatorship's leaders will never give up power willingly, lest all those they wronged rise up against them, and thus must fabricate ever more reasons for the continuation of its existence. There must always be an enemy, either within or without, to justify its making of swords over ploughshares. There must always be justification of sacrifice and tribute for its subjects, for speaking honestly of naked greed will cause their subjects to realize them as robbers. Tyranny is a cowering man clutching an archmage's staff, a sickly knight breathing his last in untarnished armor, a broken mirror twisting the light of virtue into unrecognizable vice.


~From the Scrolls of Reginold Müller, Cleric of Zivilyn, dated 23 PC in explaining the initial Thirteen Signs of Warning predating Istar's fall. This transcript is dated three weeks before his arrest by the Knights of the Divine Hammer.

Takhisis' victory over the forces of Good seems all but assured. The Whitestone Armies have fallen, the Plains of Dust stained red from the elven death march, and temples to Takhisis are turning the next generation of Ansalonians into devotees of darkness. The few kingdoms holding out are fighting a losing battle, as the Dragon Empire as it currently stands can outlast or surround them.

But while valiant heroes might have lost the Dark Queen's War, other freedom fighters have risen to take their place. Takhisis isn't the only god who has returned, and the rest of Krynn's pantheon are empowering their own priesthoods to advance their causes in Ansalon. Elves, kender, and other people marked for death by the Dragon Empire have nothing to lose and everything to gain, giving rise to continual insurgencies. Even the Dragonarmies aren't immune to weakness, as Emperor Ariakas' increasing hand in the management of the Red Dragonarmy leads Highlords of the other four to fear losing their own power.

How to Use the Following Factions: Below are ten rebel groups for the PCs to join and/or work alongside in fighting the Dragonarmies. They are a mixture of completely original groups as well as those drawn from pre-existing canon, albeit with my own personal touches. A DM can use as many or as little as they desire, making certain groups more prominent in the campaign's narrative than the others.

VIPs indicate NPCs of importance within the faction.

Major Bases details the faction's headquarters and regional areas of influence.

Practical Goals covers what the Faction prioritizes in the here and now.

Ideological Goals covers what the Faction views as longer-term goals, such as what kind of society they want to build should the Dragon Empire be overthrown.

One thing a reader might notice is that not all of the factions are straightforwardly heroic. This is an intentional choice, reflecting the fact that the Dragon Empire has many enemies and being in line with the "evil turns on itself" narrative rule of the Dragonlance setting. It also showcases the common points of tension among disparate groups of fighters allied against a common threat. While they may be united against Ariakas and the Highlords, their end goals and reasons for doing so aren't always things they have in common. Many revolutionaries focus on realpolitik and the now, but what Ansalon looks like after war's end is nonetheless a worthy question to ask.

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Image taken from the 4th Edition Draconomicon

Brazen Horn: Interpersonnel conflict between Dragonarmy troops has been a problem for the Empire since its founding. When Ariakas brought together various groups to central Ansalon for a united purpose, lingering intercultural tensions wrought from generations of battles and hardship threatened to tear apart the foundations Takhisis had so carefully laid for centuries. The Dragonarmies dealt with this at first via dividing military camps by race and culture. They also focus on increasing morale by judiciously supplying the hometowns of soldiers with clerical magic and the spoils of war. Grudges still occurred, although officers rarely intervene as long as such incidents didn't escalate beyond non-fatal brawls and hazing.

During the Dark Queen's War, it was easier for Dragonarmy troops to focus on military goals of conquest. But with most of Ansalon pacified and brought to heel, many soldiers fell into old habits now that they lacked major overarching threats. Goblin soldiers found themselves reassigned to positions of menial labor; minotaur mercenaries feared that they were doomed to spend the remainder of their days patrolling bone-chilling polar tundras and dust-strewn plains; the newest batch of draconian breeds hatched from chromatic eggs were particularly resistant in fulfilling acts of Imperial oppression and prone to desertion. Slowly but surely, small and individual acts of rebellion grew among the races least likely thought to turn on the Dragon Empire.

The organization known as the Brazen Horn originated among a collection of draconian officers. The most notable among them is General Kang, a bozak draconian who learned that his race was hatched from eggs via a magical ritual, and seeks to find and reclaim said eggs so that draconians have a greater hand in the propagation of their own species. Via various backchannels, he learned about Captain Hazor, a lightning draconian assigned to western Solamnia who convinced his squad to desert. After Hazor discovered that the Blue Dragonarmy was using a supposed undead outbreak as a false flag attack to take over and enslave a mining town in Solamnia, he knew that the divine visions he was receiving from the Gods of Light spoke true and became a paladin of Kiri-Jolith. Lastly, a slave revolt among human and minotaur prisoners of war on the island of Saifhum seized several experimental vessels capable of outrunning conventional Blood Sea warships. Led by Helati de-Sumarr, they round out the Brazen Horn's forces via a respectable navy.

By making use of messenger pigeons and Sending spells among sympathetic wizards, General Kang brought these disparate groups together. They dubbed themselves the Brazen Horn, reflecting their shared background as monsters and former servants of the Dragon Empire who realized that they were fighting for the wrong cause. Or who simply wanted revenge against a regime that took them for granted. Most Horns from an ex-military background, so most of their activities take this form, and their members both know how the Dragonarmies operate and can more easily blend in as non-human soldiers. While Captain Hazor and his supporters encourage ethical means of engagement and prioritize gaining support among civilians, other members of the Horn aren't so discerning. Unfortunately, quite a number of rebels are effectively bandits and pirates, obtaining funds and supplies via violence and intimidation against towns.

VIPs: General Kang is the bozak draconian officer and engineer who discovered the partial truth behind his people's creation; Captain Hazor is a lightning draconian paladin of Kiri-Jolith who is based in Castle Starmont; Helati de-Sumarr is a minotaur pirate and leader of the Saifhum slave revolt, primarily responsible for moving Horns across northern and eastern Ansalon.

Major Bases: Castle Starmont is located in the city of the same name in the Solamnic region of Gaardlund. Its proximity to the region of Nightlund means that few Dragonarmy units relish the idea of patrolling the border, which the Brazen Horn uses to their advantage. Hazor's divine magic is indispensable in fighting off the undead, where grateful locals provide the organization with supplies and safehouses. Smaller bases are located along Nordmaar's northern and eastern coasts, blending in with the thick Sahket Jungle.

Practical Goals: The Brazen Horn wishes to fully uncover the secret of how draconians are made and make it so that it can be done without the aid of the Dragon Empire's magical minds. General Kang knows that his people are created somewhere in central Ansalon, with the hypothesized location dubbed the "Lizard Farm" both in Dragonarmy military jargon and among the Brazen Horn. For now, though, the Horn needs to seize and strengthen more bases of operation, forming "rebel provinces" that can hold their own against the Dragonarmies. Ideally this would be a place that dragons cannot easily maneuver in or survey. The rainforests of Nordmaar are viewed as an ideal location, as the treeline provides ample cover and the woodlands have lots of natural resources. Caverns are a distant second, mostly favored by goblinoids, fine for smaller cells but not ideal in which to build a rogue state.

The organization also wishes to hinder the Dragon Empire's operations in the Blood Sea. Many minotaurs don't want to see their homeland (literal or ancestral) fall under foreign occupation, even if they're not supporters of Chot es-Kalin. Whether or not outright helping es-Kalin is a point of contention; many minotaurs of the Brazen Horn resent their Emperor sending them to fight for the White Dragonarmy, and while they're no allies of Takhisis they don't necessarily want to preserve the Minotaur Empire's status quo.

Ideological Goals: The Brazen Horn prioritizes self-determination, both for draconians' reproductive capabilities and the more ideal of seeking a better life than the menial positions and indentured servitude while in the Dragonarmies. Many were once loyal supporters of the Dragon Empire, but grew disenchanted with their station for a variety of reasons. General Kang hopes for a future where draconians can be something other than soldiers, Captain Hazor believes that the group's example can help Ansalon's otherwise monstrous races live peaceably among others and find atonement from past injustices, and Helati de-Sumarr vowed that nobody else shall enslave her people again. Such sentiments boil down the ranks to various degrees, but not necessarily consistently. There are minotaurs who are abolitionists primarily when it comes to their own people but not others, for example, and there are draconians who find common cause with other gods than Hazor's patron deity Kiri-Jolith. So far this hasn't rent the Horn asunder, as working with other soldiers you wouldn't necessarily like is a reality in military life, and the three leaders' goals don't conflict with each other that much at present. But certain issues might very well become problems in the future; would Hazor's followers tolerate working with the Minotaur Empire? What about the dragons eggs, and the possibility of returning them to their true parents even if it means effectively ending the draconian line?

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Elemental Monk D&D by Sakuya's World

Devotees of the Heart's Path: During the Second and Third Ages, monasteries were centers of learning and refuge built by devotees of the god Majere. In addition to typical clerics, Majere's following included special warriors known as monks who mastered a rare and obscure form of magic known as the Power of the Heart. Much like Primal Sorcery, it isn't empowered by an external entity such as gods or the moons, but by one's internal life force and personal force of will. The Ways of monks never fell under jurisdiction of the Wizards of High Sorcery, partly because most outsiders presumed their abilities to be a form of clerical magic and thus fall under regulation of Majere, and partly because most monasteries were politically isolated and self-sufficient to the point that they weren't well-known in the first place.

While the discipline of the monk originated among a religious order, the beauty of it is that theoretically any mortal can learn to take advantage of it. Instead of spellbooks, holy symbols, and spell components, one uses intense exercises, repetitive chants, and meditations to reshape their body, mind, and soul in order to achieve powers that appear indistinguishable from some forms of magic. After the Cataclysm, much of their teachings faded out of memory, but a mysterious figure known as the Roadside Teacher began spreading word of it across Ansalon within the last 50 years. Bandits, monsters, and other miscreants mistaking her for an easy target found her more than a match, and she took on students in various communities during her travels. Gradually, these students started an informal movement known as the Devotees of the Heart's Path, consisting of wandering warriors and sages who protect settlements and individuals too powerless to defend themselves.

It was inevitable that such Devotees would run afoul of the Dragonarmies. At the moment, most people think them to be mage-warriors, shapeshifting monsters, or other explanations for how an otherwise meek elf or gnome can suplex an ogre. While dismissed by many as "kender tales," such accounts serve to spread hope, of how even the powerless can resist insurmountable odds and that you don't have to be a mighty mage, god-blessed, or wielder of legendary weapons in order to fight evil.

VIPs: The Roadside Teacher is perhaps the most famous Devotee, although details about her appearance and background are inconsistent. This leads many to presume that the name is but a title rather than a single individual. Another notable Devotee includes Yorthcha Mossdew, an Estwilden lizardfolk who provides inspiration and guidance to people who come to him for aid. He dispenses his wisdom in the form of a parable story, using the symbology in a Talis deck to divine peoples' futures.

Major Bases: The Devotees of the Heart's Path are organized at the individual level, where a single mentor holds sway anywhere from one twelve pupils depending on their living situation and circumstances. Senior pupils might be tasked with aiding the mentor in lessons and instructions, but otherwise they all share resources equally and live frugally. Pre-Cataclysm monks typically lived in monasteries, but nowadays most keep on the move in semi-nomadic lifestyles where they pick up trades and form contacts on the road to keep themselves sheltered and nourished. However, there's rumors of a hidden monastery on the unapproachable island of Claren Elian. It is believed that first Ways of the monk were learned here, and would serve as a great boon to whoever finds a means to set foot on its hidden shores.

Practical Goals: The Devotees of the Heart's Path appear quite straightforward and simple in their motives. They abide by strict codes of conduct for everyday behavior, learning to do with little while being charitable in the aid they provide to others. When they're not defending a community from conventional threats, they're helping out with domestic tasks and chores in exchange for food and places to sleep. After the Dark Queen's War, most are hunted down by the Dragon Empire, but they earned enough goodwill that many communities are willing to help them evade patrols.

Ideological Goals: The Devotees seek to learn the mysteries of the cosmos through introspection and rigid discipline. Material wealth, traditional arcane and divine magic, and formal education are viewed as incomplete pathways at best, distractions at worst. Upon completing the Heart's Path, a mortal can ascend to a higher state of being, bridging the gap between mortal and immortal, creature and object, living and unliving. Some Devotees who reached perfection are said to have achieved great feats, such as having all creatures understand the meaning of their spoken words regardless of language or intelligence, aging far beyond their race's average lifespan, and even temporarily separating their spirit from their body to peer into the afterlife.

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A meeting with the Dragon Seer by Artur Treffner

Draconic Ascendancy: When one thinks of those who dare to defy the Dragon Empire, one might typically think of the valiant-yet-doomed Solamnic Knights; the Wizards of High Sorcery and their Moon gods' rivalry against Takhisis in the war of the heavens; races marked for destruction such as the elves and kender; and ordinary folk driven by revenge who care not for survival, but only by how many of their hated quarry that they can take down with them. Should one suggest that the very creatures for which the Empire is named might wish to see its downfall, that person would surely be mocked.

But the Draconic Ascendancy is no laughing matter, for there is a very real conspiracy among a faction of chromatic dragons who seek the death of Emperor Ariakas and the Dragon Highlords. It started as the brainchild of Darghesha Skygouge, a blue dragon indispensable in the subjugation of eastern Solamnia during the Dark Queen's War. One day, he and the human Flight Marshal who rode him into battle made a stop in the kingdom of Lemish to meet with the governor of Elmwood regarding supply lines and logistics. The governor's servants received the pair with what they thought were great honors. The Flight Marshal was promised the finest lodgings in the castle's guest room and gifted an ancestral set of dwarf-forged plate armor. As for Darghesha, the dragon was promised a modified and expansive accommodation in the castle's stables.

Darghesha turned the governor into a smear upon the ground as soon as he heard the word "stables." This perceived insult deeply wounded his ego, realizing that most of Ansalon viewed the role of his kind in serving the Dark Queen akin to that of a trained animal. In spite of their valued status and iconography in this new Ansalon, people still saw dragons as beasts. Awe-inspiring, yes, terrifying even, but still beasts. Ariakas' proclamations that Takhisis supposedly chose him, as her main voice on Krynn was but confirmation to Darghesha of insubordination. And with the so-called Dragon Highlords coming from tiny, shorter-lived races, this was viewed as evidence that the lesser races were reaching beyond their station and got it in their heads that they were Takhisis' favored souls.

The blue dragon learned that he wasn't alone in his thoughts among the chromatic dragons, and over time began hosting meetings between them across the five Dragonarmies. Using their positions within the Dragon Empire, their vast treasure hoards, and scores of obedient soldiers and civilians, the Draconic Ascendancy got its first spark as a growing movement within the Empire's power structure.

VIPs: Darghesha Skygouge is the founding father of the Draconic Ascendancy, and the primary host of the organization's meetings between chromatic dragons at his personal domicile in Solanthus. Wraxlay Wrytongue is a green dragon wizard based out of the ogre city of Kernen, conducting spell research in ancient ruins in order to learn how to tap into the moons without the conventional routes of allegiance to the Gods of Magic. He is willing to part with some of his magic items and creations in overthrowing Ariakas. Uilrugar, the Butcher of Qualinost, is a red dragon based out of Gwynned who single-handedly sunk a fleet of Ergothian warships, and is too impatient in waiting for the next war with the minotaurs. Unsatisfied with his Flight Marshal's contented assignment in placid Northern Ergoth, this has left Uilrugar eager to fight any enemy, even the very Dragonarmy he's pledged himself to, in order to bring glory to the Dark Queen and dragonkind.

Major Bases: The Draconic Ascendancy is defined by its inner circle of adult chromatic dragon members, and all major operations of the organization are carried out within this closed group. Most Ascendancy dragons are stationed in Dragonarmy camps and citadels close to or within major cities, or in well-defended caverns dating back centuries serving as safehouses and hoard storage. Being Darghesha's residence, Solanthus is the faction's veritable stronghold, but they have a larger-than-normal amount of members in Sanction and Neraka due to those cities' convergence of the five Dragonarmies. The dragons have ready access to long-distance communication and transportation via magic, so they can give orders and move assets much more rapidly than most other rebel factions. But as most lower-ranking members are often dormant sleeper agents awaiting orders from their dragon masters, the Ascendancy's rank-and-file don't often operate independently that often.

Practical Goals: The Draconic Ascendancy believes that Emperor Ariakas' proclamations of being Takhisis' chosen are lies, and the goddess' silence regarding the matter is seen as her testing the dragons. To see which are willing to seize their destiny, and which are content to be the lapdogs of upstart humanoids. But although non-dragon may they be, Ariakas and the Dragon Highlords are powerful figures, so the Draconic Ascendancy hasn't yet announced themselves openly. So far they are building up mercenary forces via their treasure hoards, blackmailing and bribing particular Dragonarmy officers into working for them, and spreading propaganda and recruiting draconians to their cause. This last action usually takes the form of convincing draconians that they bear the bloodline of the Dark Queen, and the officers of other races are keeping them down due to fear of competition. Wraxlay Wrytongue is the most proficient in arcane magic among the Ascendancy's leadership, and is responsible for creating various arcane monstrosities that can be sent against Dragonarmy patrols with plausible deniability. The more violent operations are the province of Uilrugar's forces, who stage false flag attacks against garrisons and fortresses. This is usually done to undermine confidence of particular officers and Highlords in order to better pave the way of the dragons overtly seizing power.

Ideological Goals: The Draconic Ascendancy seeks to raise chromatic dragons to the position as undisputed masters of Ansalon, and eventually all of Krynn. Chromatic dragons will occupy all positions of political, economic, and religious power in the Empire and its vassal states, with the other races becoming servants or wiped out should they resist this fate. While they have yet to show their hand, the Ascendancy knows that it's only a matter of time until the metallic dragons move to oppose them. Once Ansalon is conquered, they plan on invading the Dragon Isles and kill off Paladine's finest for good this time.
 
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Chapter 3: Meet the Resistance, Part 2

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The Shadowhand Thieves Guild By Dániel Kovács

The Duskmen: The Duskmen are an organized crime syndicate made up of worshipers of Hiddukel who profit off of the black market, political corruption, and other vices in the shadows of the Empire. They originated on the Goodlund Peninsula, but grew in influence with the spread of the Dragonarmies across the continent. The Dragon Empire's use of work camps and prisons for labor put many criminals into contact with non-criminals from different cultures, and the Duskmen drew their ranks from escaped prisoners as well. Ironically, the spread of the Dragonarmies' tyranny helped strengthen one of their more persistent foes.

The Gods of Darkness made their way back to Ansalon much earlier than their more moral counterparts, although they were not well-established in comparison to Takhisis' faith before the Dark Queen's War. The exception was Hiddukel, who worked best in the shadows and was the least likely of the gods of Evil to follow her orders. The Goodlund peninsula proved fruitful ground for his faith: with the arrogant and authoritarian Silvanesti to the south and the shattered remnants of Istar in the Blood Sea to the north, the peninsula was home to an rambunctiously independent sort who eschewed traditional kingdom-building in favor of city-states and self-sufficient tribes. The Duskmen were so named for organizing at night, and in many realms of eastern Ansalon they were publicly viewed as a trade guild with their criminal status an open secret. Their ranks are based upon traditional feudal social classes: Laborers (non-criminals who pays protection fees), Artisans (specialists in specific types of crime), Merchants (accountants and fences), Gentry (heads of local organizations and usually divine spellcasters), Jesters (advisors to the Gentry), and Court Mages (arcane spellcasters).

The Duskmen's skills and contacts ingratiated them with resistance movements across Ansalon, although such alliances come with gritted teeth. Their proximity to Silvanesti and the Blood Sea ensures a brisk trade in reclaiming magical items from said civilizations. While they style themselves as freedom fighters and protectors of the common folk, the Duskmen exploited and continue to exploit such folk for power and profit. While the Gentry often had incentives to keep their own streets and towns clean, the territories of rival guilds weren't so lucky. Such places were subject to banditry of farmsteads and piracy of port towns, and even their own territories would often see virtual serfdom and outright slavery of indebted and vulnerable people as well as the extortion of local businesses. In fact, the Dragonarmies gained a degree of initial goodwill in Port Balifor by forcefully expelling the syndicate, and their conquering armies were more warmly received by other Goodlundians due to this.

VIPs: Aelanga Saron is the most influential of the Gentry, currently based in the city of Flotsam. Despite being run out of Port Balifor, she still has contacts there, but not to the same extent as pre-War days. Her disguised half-elven heritage engendered in her a soft spot for the Silvanesti diaspora, and her guild has been instrumental in working with the Elven Underground in rescuing captured elves. Diepold of Palanthas is a Gentry operating out of his namesake city, presenting himself to the public as an importer of spices from Nordmaar and the Blood Sea. He secretly dispenses magically-attuned coins in all of his business dealings, specifically designed to let him scry on people all over Ansalon.

Major Bases: The Duskmen are organized into independent guilds operating out of major cities. Guilds are more or less autonomous and ally and war against each other based upon convenience. But the guilds of particularly prosperous and influential cities, such as Palanthas, spread their agents and holdings wide enough to give them a presence in outlying population centers. Duskmen traditionally hold meetings hiding in plain sight, usually communicating with each other in Thieves' Cant in storefronts and social clubs they own. But when discretion is utmost, they do have subterranean tunnel networks used as smuggling routes and safehouses.

Haltigoth, the largest city in Estwilde, serves as an informal meeting point between Duskmen messengers and emissaries across the continent due to being a prominently-placed port town in the New Sea of central Ansalon and overall quite lawless. The various robber-barons, thieves' guilds, and Dragonarmy officers work at cross-purposes and focus on using public funds to line their own pockets. Its proximity to Taman Busuk allows the Duskmen to keep a closer eye on the dark dealings at the heart of the Dragon Empire as well.

The tunnels beneath Port Balifor are said to be particularly ingenious, consisting of extradimensional pockets fashioned by Court Mages that hold countless riches. With the port under heavy guard by the Black Dragonarmy and the expulsion of the Duskmen from the city, it's the hope of many guild members to reclaim the city's literal underground and cement themselves as a veritable King/Queen of Thieves.

Practical Goals: While some Duskmen might espouse loftier motivations, the vast majority of faction members are in it for the money. The ascendant Dragon Empire is at once good and bad for business. Even with Evil triumphant, dictatorships are fond of making ever more laws to ban things. This opened productive new trades in the sale of books speaking of the true gods besides Takhisis, weapons to non-military members in occupied provinces, and smuggling escaped prisoners and political dissidents to relative safety. No self-respecting Duskmen does their work for free, but many find weakening the Dragonarmies as a good payment all its own.

Ideological Goals: The Duskmen view kings, gods, and all others in power as hypocrites and liars. "Hiddukel, at least, is honest about being a liar" is a favored saying among them. The Duskmen are quite materialistic and secular for a deity-founded order, where personal enrichment is celebrated over self-sacrifice and emphasis on otherworldly rewards. They can have friendships and do pro bono work, but such tasks are often weighed with favors and alliances made are out of convenience. Hiddukel is thus viewed as a god who worshipers work for, rewarding service with the granting of divine magic and supernatural insights. Some Duskmen view Hiddukel as less of a god and more of a folkloric figure to emulate, where virtual godhood can be claimed by mortals if they achieve enough fame and power. By striving to be the best merchant, thief, or other materialistic occupation, a Duskman rewards themselves both in the mortal world and eventually in the world to come.

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Vernossiel of Scoia'tael by Draw Souls

The Elven Underground: The elven kingdoms of Ansalon fought valiantly against the Dragonarmies in a successive series of conflicts that saw their people pushed further westward. When Silvanesti fell, its people fled across southern Ansalon, and were soon joined by the Qualinesti when they too lost their lands. With most exiles settling in Southern Ergoth which was the homeland of the Kagonesti, the three major elven civilizations were living in close yet strained contact with each other. When Southern Ergoth fell, there was nowhere else for them to go. The Dragonarmies made that choice for them, as well as all others with any noticeable elvish heritage. They were forcibly transported to Silvanesti, where the chaotic dream magic unleashed by Lorac Caladon's use of the Dragon Orb saw the region renamed the Nightmare Lands.

Ayleiah was a Silvanesti who knew all too well what fate awaited her and her brethren back there. She organized an escape with fellow prisoners being marched across the Plains of Dust. They lost some among their number, both in the fighting and to the environment, but the majority miraculously survived. Thus was the start of the Elven Underground, a mobile paramilitary movement active across southern Ansalon dedicated to rescuing elven prisoners from the Dragonarmies and the Nightmare Lands of Silvanesti.

VIPs: Ayleiah remains the effective leader of the Elven Underground. While not someone who works "in the field," the human Weylight Malkren is a Dragonarmy officer and turncoat who fulfills the role of a functional bureaucrat rather than traditional warlord, and uses his position to modify messages and records to aid people resisting the Dragonarmies. With his father and brother dead and his sister MIA after the Battle of the High Clerist's Tower, Porthios Kanan is the most prominent noble among the Qualinesti elves, and his fighting force joined up with Ayleiah's once they established contact. He is currently looking into the journeys of his brother Gilthanas, believing that his time with the Companions led him to discover valuable information that could turn the tide against the Dragonarmies.

Major Bases: With their traditional homelands scoured by the Dragonarmies and dream-spawned horrors, the Elven Underground is a wide network made up of individual cells. Their leaders are constantly on the move, using horses, griffons, and magic to traverse the Plains of Dust and intercept Dragonarmy patrols hauling elvish prisoners. The closest the Elven Underground has to a sedentary base is in Kharolis. This rural realm's proximity and alliances with Qualinesti and the Wizards of High Sorcery result in larger-than-normal portions of the population sympathetic to the plight of the elves. The high proportion of elvish heritage among the human population has been used by the Dragonarmies to come down hard on the native population, and there's no shortage of the blackmailed, the traitors, and the opportunists who will sell out their kin.

Practical Goals: The Elven Underground seeks a safe haven for Ansalon's elvish populations. No kingdoms are willing to openly accept them due to fear of retaliation from the Dragon Empire or due to simple racism and apathy. Without the backing of non-elven governments, the group prioritizes disrupting Dragonarmy patrols and moving elves out of the Plains of Dust and dangerous areas of Lorac's Nightmare. Despite its danger, Alhana Starbreeze and the Sylvan Guard have partially reclaimed some territory in Silvanesti, although the Elven Underground feels that the renewal process is too long-term and that the elves should lay in wait elsewhere. The Elven Underground has resorted to selling cultural relics and magic items of their kingdoms in exchange for funding and safe passage. Ayleiah and many others regret resorting to this, but realize there won't be anything left of elvish culture if they don't make such compromises.

Ideological Goals: The vast majority of the Elven Underground hopes to someday reclaim their ancestral lands and return to a life of relative normalcy. Due to their advanced lifespan many believe that this may come within their lifetimes, but others feel that things will never be the same and they must learn to live in a changed world. Their suffering wrought by the Dragon Empire's genocide created a variety of extreme perspectives: some elves feel that their xenophobic and isolationist ways made them ill-equipped to fend off the Dragonarmies, and in turning to dangerous magic like the Dragon Orbs their leaders had failed them. Such elves have taken a more empathetic and anti-authoritarian attitude as a result, coming to see their suffering reflected among the other subjugated peoples of Ansalon. Other elves merely intensified their xenophobic attitudes, some even losing faith in the goodness of others and seeking to make humans and other races viewed as allied with the Dragonarmies suffer like they have. There is a growing rift between the more traditionalist elves, who tend to worship the Gods of Light, and those who adopted the faith of Sargonnas, whose emphasis on vengeance and might makes right appeals to them.

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Nights Watch by Pedro H. Cardoso

The Hidden Light: When the Gods delivered a fiery mountain upon Istar, the survivors of that culture were far enough away that they lived in or escaped to the higher mountains from the rising floodwaters. The Nerakans of central Ansalon speak a language bearing strong influence of the now-dead Istaran tongue, and although they do not worship Paladine and the Gods of Light, many remnants of that theocratic empire's culture live on among the Nerakans.

Despite her role in the Cataclysm along with the rest of the gods, Takhisis eagerly seized upon Istaran customs and iconography to legitimize the Dragonarmies. She magically transported the sunken Temple of Istar to the city of Neraka, renaming it the Temple of Takhisis. Emperor Ariakas used the Miceram, the crown once worn by the Kingpriest, as evidence of his divine right to rule. After 300 years of suffering in a harsh land, many Nerakans were all too happy to flock to what they saw as a new golden age where they may be able to live like their ancestors. Such Nerakans are known as Loyalists, representing those who believe that their people were punished by the gods for Istar's sins, and that the gods will return once they are worthy. In their view, it is Takhisis who returned and found them worthy.

But not all Nerakans were so eager to follow this new order. Just as many placed the blame on the gods for their suffering. Under the Kingpriest, the gods brought suffering, allowing a corrupt ruler to pervert holy teachings into worship of the self. With the Cataclysm, the gods brought even more suffering, even to those who were no allies of Istar. With the Dragonarmies, the gods are repeating the cycle. Such Nerakans are known as the Recusants, and an underground rebel group known as the Hidden Light operates out of the heart of the Dragon Empire.

The Hidden Light derives their name from a tale about a fabled city beneath the Blood Sea that managed to shield itself from the Cataclysm. In reality, it was less a city and more a magically-warded building set up by secret members of the Wizards of High Sorcery to move their members out of Istar's capital during the Kingpriest's purges. It was repurposed by a hidden circle of wizards who foresaw the Cataclysm's destruction and filled the building with survivors. Trapped beneath the Blood Sea for years, they were eventually discovered by a group of aquatic elven explorers, who described the building as "a hidden light amid the red depths." Eventually the survivors were magically transported to the surface via wizards at Wayreth who established a working Teleportation Circle. While few in number, the tale of the Istaran survivors spread across Ansalon.

The Dragonarmies killed most Recusants in battle, driving them to the more inhospitable reaches of central Ansalon which further diminished their number. The surviving Recusants learned to keep their teachings secret, passed on in close circles of family members and gradually spread to outside cultures in an attempt to warn others of the Dragonarmies. Many dismissed their tales of dragons and divine magic, but now many in the know came to realize their error and more than a few Recusants feel vindicated in their warnings.

VIPs: The Hidden Light's leadership is primarily based in central Ansalon, right under the Dragon Empire's scaly nose in the city of Neraka. Their leader is Lute the Pawnbroker, whose store is a front for the organization and connects to the catacombs of the Undercity. His second in command is Talent Orren, owner of the Inn of the Broken Shield that serves as the major meeting area of the Hidden Light and has a sub-basement that can hold over a hundred people. Maelstrom is an accomplished warrior and contact who uses a network of informants in outlying territories to bring in outside help. The Revered Ancient One is the leader of a telepathic race known as the shadowpeople who live in the caverns beneath Sanction. The shadowpeople are allies of the Hidden Light and grant Recusants access to their subterranean caverns and tunnels.

Major Bases: The Hidden Light primarily operates in the Taman Busuk region of central Ansalon, although they have individual members in neighboring territories such as Blödehelm, Estwilde, and Khur. The Inn of the Broken Shield is their major headquarters in Neraka, which connects to other areas and bases via an underground network. However, the caves and dungeons running beneath central Ansalon are vast to the point that only experienced guides who know where to look have a chance at finding the safehouses. Most shadowpeople live beneath the Temple of Huerzyd, an abandoned building dedicated to a false god in the Age of Despair and the true Gods of Light before the Cataclysm. The town of Jelek is home to sympathetic Recusants, although the small population makes it harder to blend in with the crowds and revolving door of visiting Dragonarmy dignitaries. This town's cells have yet to be activated for risky missions, so they mostly provide indirect aid.

Practical Goals: The Hidden Light wishes to drive the Dragonarmies out of Neraka by killing off Emperor Ariakas and the more influential Dragon Highlords. They know that they lack the numbers and power to do this at the moment, so they're currently working on building their numbers via expanding their underground tunnel networks and making contact with other oppressed peoples of Ansalon. While they don't know its true significance, the Hidden Light knows that the Temple of Istar is centrally important to Takhisis, and reducing it to rubble is another goal of theirs.

Ideological Goals: The Hidden Light are anti-theists. They believe in the existence of the gods, but don't view them as worthy of worship. While most are familiar with Takhisis, they know that the Cataclysm wasn't a solo project and believe that the other divinities aren't that much different from her. While they know that the Dragonarmies are dishonestly portraying history, most Hidden Light members see no reason to believe that the Kingpriest of Istar was opposed to Takhisis. The tales told of that man and his followers mirror much of what Emperor Ariakas is doing today. The Recusants would prefer people return to the ways before the Dragon Empire, of living independently from the gods.

These beliefs make the Hidden Light very devoted to stamping out evil in their homeland, but very difficult for them to work with religiously-inclined rebel groups and individuals. Some Recusants might swallow their pride and accept aid, but they will steadfastly refuse conversion attempts and even act against spreading faiths in the Taman Busuk.

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T20 Party RPG - Tavern by Pedro Wallace

The Innfellows: It was said that a band of heroes known as the Companions gathered at the Inn of the Last Home in the Abanasinian town of Solace. Gradually growing in number, they opposed the Dragonarmies and undertook many quests across Ansalon. Tales of their deeds have morphed into folklore, where even several of the facts seem too fanciful to believe. The Companions have been credited with everything from the return of the true gods, killing multiple former Dragon Highlords, the slave rebellion at Pax Tharkas, reunification of the dwarven clans of Thorbardin, and various small acts of sabotage and malicious compliance that interfere with day-to-day operations of the Dragonarmies.

While the Companions are the most famous example, the concept of the traveling adventurer-for-hire was a rare occupation that lacked the backing of formal establishments. Some adventurer's guilds were established during the Age of Despair, but suffered from a high turnover rate and most of their members became formal soldiers during the Dark Queen's War. With the Dragonarmies triumphant, the adventurer has become a romanticized occupation, with many subjugated people fantasizing about wandering groups of do-gooders coming into town and driving off their oppressors. The Innfellows as they stand today come from both the surviving veterans of the War and young idealists following the example of the Companions.

VIPs: A trio of former adventurers are the tactical planners of the Innfellows, who were all once hired by the Companions to explore the ruins of Xak Tsaroth twelve years ago. They are the Abanasinian ranger Jaymes Green, a Kharolian prospector who simply goes by Bear, and Fiona Wainwright, a former bodyguard of the senior leadership of a now-vanished religious movement known as the Seekers. They bore witness to Goldmoon's sermons, seeing her call down miracles unseen since the Cataclysm. The three used to fight together during the Dark Queen's War, but now work relatively independently as commanders of various cells in southwestern Ansalon. Other prominent Innfellow members include the half-ogre battlemage and White Robe wizard Arkhelm Windscythe, who fights alongside summoned elementals against Dragonarmy patrols in the Plains of Dust; and Liara Starsong, a kender cleric of Branchala who runs a secret clinic in an unassuming village on the New Coast peninsula.

Major Bases: The Innfellows' primary headquarters is simply known as Sanctuary, an ancient temple in the northern Kharolis Mountains rediscovered by Bear. The temple bears echoes of a forgotten age, from sculptures and artwork of the Gods of Light to an underground Chamber of the Dragon that holds the skeleton of a gold dragon. The Innfellows recall tales of noble-minded dragons metallic in coloration, and the skeleton still bears gold-hued scales.

While not explicitly aligned with the Innfellows, a significant number of wizards are sympathetic to their cause if not outright joining them, so the Tower of High Sorcery at Wayreth is used by arcane rebels as a place of refuge and cooperation.

Practical Goals: The Innfellows seek to network likeminded adventurers interested in protecting the common folk from the Dragonarmies and other threats. They also help teach people skills which are the bread and butter of adventurers: skill in arms and magic, outdoorsmanship, and safe exploration of hazard-filled dungeons. Other goals of high priority include locating and contacting the metallic dragons in order to find out why they refuse to fight the Dragon Empire, and a growing number of divine spellcasters among their ranks advocate for the return of the true gods and re-establishment of their religious orders. Such faiths spread their teachings covertly, but giving more people the gift of divine magic without reliance upon magic items fashioned by evil clerics is a valued asset.

Ideological Goals: The Innfellows desire the overthrow of the Dragonarmies, but beyond that they don't have much in the way of specific post-war goals. The membership's heavy makeup of Abanasinians and Kharolians, plus the general self-reliant lifestyles of adventurers, means that many are skeptical of expansive governments and heavy-handed authority. Many Innfellows believe that letting people govern themselves is better than empire-building and unification of disparate lands. Additionally, the group's higher than normal concentration of spellcasters both arcane and divine, plus several of their leaders' presence at Goldmoon's sermons, means that many are sympathetic to the true gods and their various agendas. Most Innfellows hew in favor of the Gods of Light, but even among those deities there are differing standards of ideal behavior and codes of conduct.
 

I wrote 3 of the 6 alternate timelines from Legends of the Twins - Age of Dragons, War of the Darklance, and the aforementioned Dragonlands.

Age of Dragons goes back to the original name of the age that began with the War of the Lance (see Dragonlance Adventures). The core theme was, "What if the Fifth Age/Age of Mortals never happened?". To give it some unique flavor, I developed this whole cold war theme, where the next big war could happen at any time.

War of the Darklance was based on a couple of games (one I ran, one a friend ran) that was run after the release of The Second Generation but before Dragons of Summer Flame. I, for one, was hyped by the introduction of the Knights of Takhisis. We also took some inspiration from the movie Fire and Ice. I love that we made Feal-Thas into a death knight.

I wasn't originally going to do Dragonlands, but the person originally assigned wasn't able to. I don't recall the circumstances. So, I became a pinch hitter. It was quite fun figuring out how things would have gone if the Heroes of the Lance failed.

Anyway, I am so glad that you're enjoying it and making it your own.
 

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