Dragonlance [Dragonlance Homebrew] Alternate Timeline: Hourglass in the Sky

Libertad

Legend
Hourglass in the Sky: Apocalyptic Dark Fantasy

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The River of Time is not a linear point 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 by averting the dead world of the future created by his brother Raistlin's mad pursuit for godhood.

The 3rd Edition of Dungeons & Dragons was a fruitful time for Dragonlance, with Sovereign Press/Margaret Weis Productions publishing a score of sourcebooks over 5 years. The Legends of the Twins sourcebook expanded upon the themes introduced to us from the above trilogy, with the innovative Alternate Krynns chapter positing six variant timelines both wholly original and previously hinted at in the novels. They included timelines 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 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 one where Ansalon's powers settle into a tense cold war after the primordial entity known as Chaos is defeated.

But one timeline in particular stood out to me, the Hourglass in the Sky. Not only does it bring back the focus to Raistlin's quest of pride and vengeance, it shows the terrible price that the world of Krynn pays for his folly. Its explicit focus on world-ending dark fantasy was one of the most unconventional takes on a setting that built itself on traditional high fantasy, which might explain its popularity in a poll I did back in late 2019. For that reason, I decided to write this rather innovative homebrew project. While I have the most material for Hourglass in the Sky, I do plan on giving the other timelines their own treatment should I get around to them.

Chapter 1: Overview of Fallen Ansalon

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Broken Moon, by Ella Walker

Ansalon is no stranger to hardship. People survived the Cataclysm and the departure of the gods. They survived the Dragonarmies by its disparate peoples coming together to overthrow tyranny. But sorrow is most greatest when hope is taken away, for what should have been a brighter future after the Battle of Palanthas instead became Krynn's doom. Raistlin, one of the Heroes of the Lance, embarks on a mission of revenge against the gods. Their cosmic battles fray at the world's foundations, bringing terrible magestorms and falling fragments of the moon. Divine spellcasters lose access to their spells, Raistlin-worshiping cults arise in hopes of being reborn after the end of the world, and even the mightiest kingdoms fail to keep order. Not only that, but the Final Volume, a tome penned by Astinus of Palanthas detailing the rest of Krynn's history, was stolen from that city's renowned library by a desperate scholar eager to bring knowledge of the world's end to Ansalon's people. He succeeded in its popularization, but one doesn't need to have read it to know that the heavens are changing: merely looking up at the fading constellations of the gods, gradually replaced by a growing Hourglass in the Sky, one star for each slain deity.

Three years ago, the Heroes of the Lance saved Krynn from an age of darkness under Takhisis' thrall. Now, Krynn is in need of new heroes, the Player Characters, to save it from one of its former saviors!

Major Themes

Dwindling Time: While most campaigns are unlikely to track every day of Krynn's final years, long-term goals and plans become unattainable, or force its advocates to devote every waking moment to expedited, risky ventures. Complicating matters is that many are eager to look towards the short-term, seeking to survive the next day. Those who strive for loftier goals, such as defeating the Magegod or saving who they can from a dying world, stand out and shine all the brighter in the darkness.

Hope Wrought of Hardship: Most apocalyptic media focuses on social disintegration, of people giving in to their worst impulses and doing more damage to each other than any inhuman horrors could achieve. Such stories have a place under the Hourglass in the Sky, but inescapable misanthropy runs the risk of making the world appear not worth saving. While Ansalon is in a time of unparalleled darkness, its people recently came together to defeat the forces of Evil and mended old grudges. Dwarves who were sworn enemies generations ago put aside their differences in order to avenge their slain god and protect Ansalon's people against Raistlin's cultists. The long-suffering Nerakan commoners, who long knew only a life of survival underneath cruel gods, fought a bloody war against the Dragonarmy Remnants to live on their own terms, even if only for a short time. The Knights of Solamnia saw many of their brethren slain during the Blue Lady's War and death of Takhisis, but lived long enough to see the revival of their order and a cause worth fighting for.

Scouring of the Land: From the fathomless oceans to the soaring Khalkist Mountains, terrestrial features long thought unchanging will fall prey to the consequences of Raistlin's celestial fallout. Magestorm lightning bolts spawn, warp, and disintegrate in equal measure. The lunar shards of the three moons come undone and rain upon Krynn, bringing with them ancient dangers imprisoned long ago by the Gods of Magic. Even should the Player Characters find a reliable, placid locale that they can fend off from all comers, there's always the risk of twisted nature coming in to tear down the gates and let new horrors inside.

Twilight of the Gods: Long a cosmic inevitability, the gods and their influence have long shaped Krynn's destiny. In the Hourglass in the Sky timeline, this assured reality is disproven in the most violent and fundamental way. Raistlin Majere becomes not only the most powerful mortal on Krynn, but is able to challenge Takhisis and attain godhood. Unsatisfied with this victory, he soon will go on to challenge the other gods of Krynn.

In many ways, this is a far worse apocalypse than the Cataclysm. Beyond just robbing mortals of divine magic yet again, the shattered portfolios of various divinities cause reality itself to unravel, most obviously in the form of magestorms and eventually the exploding moons which rain down upon Krynn in pieces. Many ask what will be left of the world once the war in the heavens ends?

But even with this dire timeline, there is yet hope: Raistlin proved that the impossible could be accomplished. By attaining godhood through deicide, he showed that nothing in the universe is truly invincible. So if a mortal can grow to such voluminous heights, why can't another do the same and stop the Magegod, like he stopped Takhisis for good during the Blue Lady's War?


Chapter 2: People of Fallen Ansalon

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Image taken from Tasslehoff's Pouches of Everything Revised

Humans: Much of humanity's history on Ansalonian was written with the biased, binary split between "civilized" agricultural societies and the "barbaric" nomadic societies. Both categories were spoken of in the broadest of brush-strokes, presuming that an Abanasinian laborer in Haven shared more in common with a Dark Pilgrim of Takhisis in far-off Neraka, than with the nomadic Plainsfolk the Abanasinians lived alongside for centuries.

The one thing all humans share in this era is one of suffering and upheaval, for no realm is left untouched by the light of the Hourglass in the Sky. Forced displacement of refugees forced many out of the cities and onto the roads, while magestorms disrupted long-maintained migration routes of herd animals. To speak of humanity in Fallen Ansalon is to speak of its many cultures and kingdoms: urban and rural, sedentary and nomadic, secular and religious.

The collapse of the Dragonarmies left a power vacuum in central and eastern Ansalon. While a welcome change by many who suffered under their yoke, the devastation of war combined with power vacuums saw them ill-equipped to form a united alliance against widespread threats. Compounding this was the underlying racial tensions of Dragonarmy military structures coming to a boiling point. Draconians were long regarded as expendable soldiers; goblinoids and ogres were paid less and sent to the front lines more often than their human counterparts; and humans found it easier to ascend the ranks, being put in positions of authority over the more "monstrous" races. The death of Takhisis and collapse of her Empire was the perfect firestarter for an uprising against human leaders.

The comparatively stable lands of Western Ansalon didn't fare much better. The destruction of Palanthas in the Blue Lady's War robbed the region of a crucial deep water port, while the disruption of the conservative yet safe lifestyle of Northern Ergoth caused many to doubt the capabilities of their rulers and helped give rise to the Raistlinite cult. Long a haven for pioneers and those seeking new lives, Abanasinia found its resources stretched to their limits as Solace, Haven, and other towns were crowded with refugees. Although having regained much of their standing in the public eye after their role in the War of the Lance, the Knights of Solamnia took heavy losses in keeping the peace. While many Solamnics wish for their people to be united again, necessity forces most provinces to look after their own first and foremost.

Draconians: The youngest race of Ansalon, the draconians were created for war by devotees of Takhisis. The collapse of the Dragonarmies and death of the goddess during the Blue Lady's War left them without a strong leadership beyond the reign of local warlords. Their race's reaction is quite mixed: some draconians fall into hopeless despair and feel without purpose, while others relish this newfound freedom and view the twilight of the gods as the perfect excuse to live for themselves. Between these two extremes is a common resignation of "business as usual." To these draconians, the death and disaster brought on by Raistlin's ascent to godhood is not much different than the horrors of war, and is just one more obstacle for them to overcome in order to survive another day.

But the draconian subrace the most likely to adopt extreme attitudes are bozak draconians, who were taught by the Dragonarmies that their innate sorcerous powers came from Takhisis. When their powers still worked despite their goddess' death, bozaks fell into one of two camps: the Deniers, who believe that their goddess survived and is gathering strength in hiding to return and conquer Krynn; and the Atoners, who felt anger and betrayal at this lie. Without a Dark Queen to take vengeance upon, the Atoners do everything in their power to undo the legacy of the Dragonarmies. Some for noble reasons, some just for spite.

Having known only the life of a soldier, most draconians still heavily prefer martial occupations in this new apocalypse. The rapid expanding of power vacuums across Ansalon caused draconians to adopt unexpected alliances with groups they once warred against during the War of the Lance. With destroyed cities, slain gods, and Moonfallen monstrosities appearing across the planet, able bodies to defend communities are at an all-time high, even those of former adversaries. Now, draconians are as likely to be defenders of civilization as they are to be raiders and despoilers.

Dragons: Once believed to be mythical in the Age of Despair, Takhisis' plot for world domination reminded the people of Ansalon that the tales of their pre-Cataclysm ancestors were not fanciful myths. Every land touched by the War of the Lance remembers skies alight with dragonbreath and masses of draconians tearing down walls and armies. Although the metallic clans joined the War and helped liberate the continent, all too many still fear the presence of all dragonkind.

Currently, dragons are an accepted commodity in Fallen Ansalon's political structure. The defeat of Kitiara's Blue Dragonarmy in the Battle of Palanthas, combined with the death of Takhisis, reduced the Dragonarmies to individual remnants of warlords holding onto plots of land, with chromatic dragons serving in elevated positions. The metallic dragons seek to make up for their long absence from continental affairs, and work both individually and with larger organizations *such as the Knights of Solamnia) in safeguarding the smaller races.

But the publishing of the Final Volume, and the multiple fulfilled prophecies within, resulted in a dreadful confrontation. No longer could dragons rely on long-term, generation-spanning plans or assuredness in their legacy outliving them. Two years can be a decent amount of time to a human or goblin, a mere season to a dwarf or elf. To a dragon, it may as well be tomorrow!

The dragon clans' responses to the twilight of the gods varies greatly. Some dragons succumb to resignation, faced with the rare feeling of powerlessness. Others seek to travel to the outer planes and aid the gods in fighting Raistlin directly. For those who remain active on Ansalon, the altruistic metallic dragons tend to focus on helping who they can either locally or regionally, understanding that even if they cannot avert the end of the world, they can ensure that its peoples' last moments are as free of suffering as possible. Many chromatic dragons become destructively fatalistic, deciding to focus on taking what they can as soon as possible as the world around them burns (in some cases, quite literally).

But I want to play as a dragon, not ride a 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: The return of Reorx was a momentous occasion in dwarven culture. With archived libraries of preserved pre-Cataclysm traditions, it was trivial for their people to start producing clerics. While many would view it as a major shift, the dwarven viewpoint is that they were merely restoring what already existed.

When Raistlin killed Reorx, dwarvenkind was robbed of something irreplaceable. It's one thing to have only known a life without the gods during the Age of Despair. It's another thing to have them return and see the potential for their miracles, only to have them taken away. Raistlin's actions spurred organized resistance against him and his followers among the dwarves moreso than any other group, leading to the formation of the Armies of Reorx. This international band of military units drew much of their number from the Whitestone forces during the War of the Lance.

The non-military aspects of dwarven culture have been just as active. The exodus of volunteer warriors from Thorbardin caused a population crisis, spurring the Council of Thanes to open the gates to the exiled Neidar dwarves in order to replace lost members. As the hill dwarves possessed extensive knowledge of the surface world and lowland regions, their expertise was sought out by the mountain dwarves in the Armies of Reorx. What was once unthinkable in prior times became acceptable in the face of the apocalypse.

Another significant dwarven project is the expansion of underground networks of "apocalypse shelters" across Ansalon, a cooperative venture between the kingdoms of Thorbardin and Kayolin. Having read about two deadly magestorms in the Final Volume that would encompass all of Ansalon and then Krynn, the dwarves hope to store valuable tools for revitalizing civilization deep beneath the earth out of reach of the magestorms should the worst happen and Raistlin ends up victorious. This has met opposition from the Armies of Reorx, viewing it as nihilistic defeatism, so at the moment the project is limited to a few ambitious reclamations of old ruins and dungeons to ensure long-term habitation of civilians.

Elves: For much of history, survival of the elven civilizations was viewed as an inevitability. The kingdoms of Qualinesti and Silvanesti were the longest-lived and most stable dynasties in Ansalon, and even after the Cataclysm they retained many innovations both magical and mundane that filled their neighbors with envy. The Dragonarmy invasions of said kingdoms and subsequent exodus of their people was a tragedy, but there was hope that their people would outlast their enemies.

This belief is sorely tested during Krynn's final years. The leadership among the Qualinesti and Silvanesti elves encourages their populace to "remain logical," pointing out their peoples' survival after many prior existential threats in their history. Even the Cataclysm is recent enough in elf years that many of their elders lived through it. The Silvanesti's sealing of their ancestral lands from the outside is one such form of optimistic determination, prioritizing struggle against Lorac's Nightmare in isolation by trusting a few elite soldiers and wizards to drive back the darkness without the chaotic effects of outside influences.

As for the Qualinesti, most still live in refugee colonies in Southern Ergoth, but a minority began returning to their ruined homeland in hopes of finding sealed artifacts and knowledge untouched by the Red Dragonarmy invaders. Confident in their ancestors' ability to weather the worst the world throws at them, these revanchists search for signs of anything that can save their people and their gods.

With the Raistlinites forming in Northern Ergoth, it didn't take long for them to establish bases of operations in the less-overseen wilds of Southern Ergoth. The Kagonesti, as well as the Qualinesti and Silvanesti refugees, engaged in bloody skirmishes with these fanatical cultists. While the Kagonesti have a home field advantage, the Raistlinites have the aid of grand and terrible magic as well as numbers from adherents across western and southern Ansalon. Already decimated from their enslavement at the hands of their elvish cousins, the Kagonesti have their hands full just trying to survive. Some tribal elders seek to petition Emperor Mercadior Redic V of Northern Ergoth for aid, but they cannot so easily leave their people on a diplomatic mission without risking their own safety.

The Sea Elves of the Dargonesti and Dimernesti remain isolated from the continental mainland, but even they are affected by the rise of the Magegod. Earthquakes, fallen shards of the moon, and magical upheaval from the deaths of deities bring new horrors to the ocean as well as awakening old ones. Sea Elven communities fight a losing battle against chthonic beasts whose names have been forgotten even by dragons.

Gnomes: The Final Volume was at first denied and banned in many lands, but the gnomes of Mount Nevermind had no such bias and were among the first to publish copies in their city. Initially it was treated as a curiosity, relegated to obscure Guilds specializing in "Speculative Eschatological Fiction of the Common Tongue." But the death of Takhisis during the Battle of Palanthas was the major turning point: expeditions to the ruined city were funded; survivors interviewed; treatises peer-reviewed, published, updated, and peer-reviewed again. And the process repeated after Raistlin killed another god, Sirrion. After much bureaucracy and interdepartment exchanges, research on the Final Volume was transferred to the Guild of Probability Futurists, who use various scientific disciplines to predict the future. By this point, the consensus among the gnomes was that the world was destined to end. And nine months before that, Mount Nevermind and Sancrist will be destroyed in a volcanic eruption.

While many panicked, evidence of oblivion gave most gnomes a newfound focus and motivation: to study as much about the Final Volume's predictions as possible, combined with field work and allocation of resources and personnel to "at-risk crisis points" across Mount Nevermind. Vehicles capable of aerial travel were built to explore the fragments of Krynn's moons upon their destruction, while the famed tinkerers built an artificial intelligence known as the All-Encompassing Future Thinker, or AEFT for short. The construct's purpose is to study and formulate the Final Volume beyond what any individual person could hope to accomplish.

Many gnomes hope that their research can find a way to avert the end of the world. Others do it to find purpose in what will be their very short rest of their lives, akin to a new Life Quest. Whatever the reason, one thing's for certain: Ansalon's gnomes aren't content to sit back and wait for the apocalypse to come to them.

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Picture taken from the Races of Ansalon sourcebook.

Goblins: The goblinoid peoples of Ansalon have long been dismissed as unwashed savages fit only for servitude or destruction. While the Dragonarmies' propaganda made it seem that their kind had elevated status among their ranks, they were treated as expendable infantry and laborers for tasks "unfit" for humans and draconians. The chaos wrought from the Final Volume's prophecies are seen by many goblins as a form of cosmic justice against a world that oppressed and exterminated them. For this reason, many joined the Raistlinites, believing that their resurrection after the world's destruction will let them take their rightful place as Ansalon's uncontested rulers. Their adaptability towards living underground has provided some protection against magestorms, but even that isn't enough to shield them from shards of falling moons or desperate survivors and monsters rushing into their territory for contested resources.

There are two notable exceptions to the above in the form of a pair of goblinoid nations. The Sikk'et Hul are goblins in Northern Ergoth who long lived in peace with their human and kender neighbors, and beyond some prominent shamans reacted with overall skepticism towards the promises of a returned Takhisis. Ill-prepared for the ensuing disasters, they are just as likely to be Raistlinites, but just as often out of a sense of fatalistic survival and disillusionment with the island-nation's long-held stability as generational vengeance. The hobgoblins of Throtl, by contrast, view Raistlin and his devotees in a much more negative light: they fought hard against Solamnia to gain a kingdom of their own during the War of the Lance, and view the Magegod as a short-sighted upstart whose murder of Takhisis will ruin all of their accomplishments.

Kender: The kender do not fear the end of the world. They mourn for it. They mourn for the deaths of the gods who just returned to Krynn, wishing that they had more time to get to know each other and swap tales of what they were getting up to in the three and a half centuries since the Cataclysm. They grieve the destruction of settlements and peoples' livelihoods, who no longer have a safe home to return to once their journeys are over.

Kender do not worry about the "what ifs" and when tragedy will befall them, even should they know of and believe in the contents of the Final Volume. To hear some of them rationalize it, death and loss are an inevitable part of life, and what matters is making one's life as fun and joyful as possible. Because soon enough, it will end faster than you think.

Other peoples' reactions to kender were mixed before Raistlin's ascension, and current times have only exacerbated divisions. Many folk, grief-stricken with trauma, resent the kenders' optimistic attitudes and inability to understand what makes others afraid, and lash out at them. The kender penchant for "borrowing" is more dangerous than ever in communities that lost so much and can spare so little, leading to acts of violence and scapegoating against kender whenever supplies go missing.

But many kender are also welcomed, with their optimism helping maintain morale in communities. Their fearlessness encourages them to risk life and limb to save others and make snap judgments when other folk would falter due to indecision. Their wanderlust makes them suited to travel, and many older and more experienced kender are all too happy to share tips with refugees and travelers who find themselves in unknown lands.

Minotaurs: Minotaur society proved surprisingly stable in Fallen Ansalon. Their Empire's system was designed to handle a rapid succession of leaders via ritual combat and challenges in the Great Circus. During the War of the Lance, Emperor Chot Es-Kalin sent many of his political enemies off to aid the Dragonarmies while building up the navy. With Raistlin's rise, the Emperor came upon a new plan: the sponsorship of Glory Voyages. These government-supported quests encourage minotaurs to travel across Ansalon, conquer its newfound immeasurable challenges, and bring back evidence of their deeds to the Islands of Mithas and Kothas for prestige.

This strategy is twofold: not only would it help strengthen minotaurs in gathering those most able to survive in the new world, it also encourages greater political standing beyond the Blood Sea Isles. Minotaurs who attained fame by vanquishing Moonfallen abominations and Raistlinite marauders earn goodwill from local communities, while those who conquered territories via the more heavy-handed approach effectively colonize portions of mainland Ansalon for the minotaurs to occupy.

Glory Voyages are sold on a mixture of realpolitik along with nobler ideals in minotaur society. One particularly popular reason is standing against Raistlin for daring to challenge their deity Sargas, by helping create a champion strong enough to challenge the Magegod. And once Sargas' death occurs, vengeance is a powerful motivator all its own. While Chot Es-Kalin is too selfish and opportunistic to support a potential hero strong enough to be his rival, it's entirely possible that the manufactured story of "finding a champion among the minotaurs" might very well come true.

Ogres: Most prominent in central Ansalon but now found across the continent in appreciable numbers, ogre culture hasn't changed all that much during the apocalypse. Their worship of Takhisis and the Gods of Darkness have been opportunistic, and while most worshipped the Queen of Darkness they rapidly converted to other deities after her death during the Blue Lady's War. Most ogres outside of Blöde and Kern live in nomadic bands, surviving as raiders, independent mercenaries, Dragonarmy remnants, and as laborers for the rare times they are at peace and/or unable to conquer others through martial might.

In Blöde, the ogres had a more settled feudal system with cities paying tribute to the chieftain of the capital city of Blöten. The defeat of the Dragonarmies caused significant political upheaval, as priests of the Dark Queen found themselves robbed of their magic. Combined with the populace increasingly discontent from the stopped flow of war spoils and the disasters spelled out in the Final Volume, was enough to collapse Blöde into civil war. The ogres of Kern fared little better, with its mostly-nomadic population forced into more distant lands once their cities and arid plains became unlivable. Some Kernish ogres joke that Raistlin has served them better than the Dragonarmies when it comes to expanding their borders.

The Irda, or High Ogres, live much the same as they always had: in magically-hidden communities on one of the Dragon Isles. Individual Irda visiting the continent of Ansalon in disguise found themselves cut off from returning home, the seas north of Nordmaar becoming too dangerous to travel due to raging magestorms. Some Irda grew increasingly desperate to find a way back to their homeland, resorting to dangerous magic. Others, meanwhile, became motivated to act for Good, hoping to use their powers and knowledge as a light in the dark to the continent's desperate civilizations.

Other Races: No race has been left unaffected under the Hourglass in the Sky, even the more rare and obscure ones. For the Bakali races (lizardfolk, jarak-sinn, and troglodytes), the deaths of Sirrion and Chislev came quickly, depriving these people of their most beloved deities. The kobolds and slugs compete with goblinoids and dwarves over underground territory in the lightless depths. The centaurs wage a bitter war against the Raistlinites in Abanasinia and the Plains of Dust, making alliances with the Armies of Reorx in helping soldiers travel across the vast plains and wastelands. The reclusive kyrie, phaethon, tayfolk, and ursoi are at great risk of eradication due to their low numbers. The thanoi and ursoi have started moving north out of Chorane and the Icereach, those polar regions nearly running out of resources. The shadowpeople, once living in the tunnels below Sanction, have been forced onto the surface due to collapsing tunnels and overflowing lava. Many played a key role in the uprising against the Dragonarmy Remnants in the region, joining Pelani Two-Axe's rebels.

As the kyrie and ursoi are also devout worshipers of Chislev, they along with the Bakalai races found vaunted positions in the Preservers. With disparate cultures uniting around common religious beliefs and the science of natural philosophy, these more remote peoples of Ansalon proved ideal guides and guardians for agents on the search for rare specimens and resources. Offering protection and shelter to these at-risk populations in exchange was more than a fair trade.
 
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Chapter 3: Factions of the Apocalypse

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Image from Oathmark: Battles of the Lost Age

Armies of Reorx: Although they acknowledge and respect the other gods, Reorx had a special place among the dwarven peoples of Ansalon. Even after the Cataclysm they remained devout by keeping their temples standing and and forges lit, hoping that their patron deity would return. From the kingdom of Thorbardin to the scattered communities of hill dwarves, Reorx's return during the War of the Lance was met with joy, not unlike the arrival of a long-gone friend or family member. When Reorx died at Raistlin's hands, this caused an existential dread. The Magegod not only killed a beloved leader, he also forevermore killed all hope of future opportunities of the great works they could accomplish under his guidance.

It would be simple to view the Armies of Reorx as being driven by revenge. And they are, but they're also driven by an artisan's mindset: it took countless eons for the gods to create the world and guide mortals to greatness. But like the Kingpriest and Dragonarmies, it is all too easy to destroy all that progress in but a metaphorical instant. The Armies say that they don't just fight to avenge their god, but to prevent Raistlin and his followers from destroying a world meticulously crafted by divine hands.

The Armies of Reorx are a coalition of allied clans and kingdoms, drawing much of their structure from the dwarven armies of the Whitestone forces. Despite being heavily dwarven-influenced, the Armies of Reorx allow other races to join their number, especially gnomes, using religion as their uniting factor. Most of their members and funding come from the Kingdom of Thorbardin, but they also have support from Kayolin, with established hill dwarf communities serving as above-ground transportation and logistics. The Zhakar dwarves of Thoradin are the exception, having largely abandoned the gods during the Age of Despair and reluctant to worship them again after their return. The Armies of Reorx seek to make appeals to Thoradin in hopes of using their location for easier access through the Khalkist Mountains of central Ansalon, but the Zhakar's scattered and disorganized numbers makes it difficult to form any reliable deals with the kingdom as a whole.

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Image of Van Hal from Warhammer Fantasy

Church of Chemosh: Traditionally, Chemosh's worshipers operated in secret, largely appealing to power-hungry necromancers and anti-social misers who feared death and wanted to inflict it on others. Unlike the other Gods of Darkness, the Lord of Bones is much more deceptive about his negative qualities. Takhisis openly embraces domination of others; Sargonnas is usually turned to by people in their darkest moments in their desire for vengeance; Morgion exalts the suffering of all, including his own followers; Zeboim is appeased by non-evil sailors and those living on or near the sea, but even then it's more of a protection racket than genuine devotion. Chemosh's doctrine, by contrast, claims that he is a benevolent deity willing to share harsh truths about reality: that there is nothing beyond death, and that immortality through undeath is the only sure way to ensure one's continued existence.

With Krynn's doom becoming more and more true every day, Chemosh's lies are all the more tempting. How powerful can the rest of the gods be, if a single mortal is capable of destroying them? What if Chemosh is right, and there really is nothing after death? When magestorms and shards of fallen moons are wiping out farmland, wilderness, and cities in equal measure, undeath can look like a mercy in comparison to the slow death of starvation and exposure. This is how even good-hearted and well-meaning people accept Chemosh's necromancers into their circles and communities, hoping that they can save themselves and their loved ones from the horrors to come.

Although Raistlin will eventually discover Chemosh's treachery and defeat him as well, he is currently an accomplice to the Magegod's deicide. By absorbing the fallen gods' power to enrich his own portfolio. Chemosh is thus able to grant more power to his followers. Undead become more common during Ansalon's final years, brought about by residual magic and tragedy as well as deliberate necromancy, most evident in the rapid expansion of Nightland's deathly atmosphere.

While one might think that the Church and the Raistlinites would be allies due to the alliance of their patrons, this isn't necessarily the case. On a practical level, both groups are made up of cult-like figures who view each other as competition for souls and resources. While the two groups might work together against a common foe, it's inevitable that they'll turn on each other, either by personality clashes or doctrinal differences.

On an ideological level, Chemosh's worshipers view Ivel Batavos' claims of a chosen few being resurrected by lightstorms to be a hypothetical and risky gambit. They'd argue that undead have existed since time immemorial, and a resurrected mortal is still afflicted with the "weaknesses of the living" and will one day die of old age. The Raistlinites would counter that the Church of Chemosh is profiting off of tragedy, of ambitious necromancers seeking to turn others into their undead slaves with promises of safety and security.

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Image taken from Dragonlance: Shadow of the Dragon Queen

Dragonarmy Remnants: A mere generation ago, the Dragon Empire seemed poised to become the pre-eminent superpower of Ansalon, its territory eclipsing even that of Istar. But it fell even faster after the death of not only its Emperor, but its patron goddess Takhisis. The Blue Lady's War saw the decimation of what remained of the Dragonarmies as a standing military, with only Barbarossa of the White Dragonarmy and Karalas of the Red Dragonarmy even bothering to keep the mantled title of Dragon Highlord.

Surviving Dragonarmy soldiers who sought out new lives elsewhere, and the lucky ones whose crimes were pardoned, became soldiers reincorporated into local kingdoms and provinces. The iconography of Takhisis and color-coded metal armor can still be found among Ansalon's warriors, but they're not always worn by Dragonarmy veterans, as equipment is sold, stolen, and repurposed based on who is willing to make use of it. The death of Takhisis affected them in many ways; some moved on to worshiping other gods out of opportunism, others are still in shock and questioning their lives, some even renounce the gods entirely, and a few have joined the Raistlinites in believing that the Magegod is Ansalon's destined ruler.

The Dragonarmy veterans who still cling to their old lifestyle exist as scattered groups of raiders, with the cities of Sanction and Neraka being the closest equivalents to traditional military structures. Groups who maintain their Dragonarmy titles seek to remind people of their once-feared status, such as Barbarossa and Karalas, but those who shorn their imperial ranks and titles often do so because they don't want to be connected to a dead ideology.

Ex-Dragonarmy bandits are less likely to be diverse now than in the past. The Empire's collapse caused the lingering caused the oft-mistreated goblinoids and draconians to strike out on their own, while ogres, dragons, and stronger monsters no longer saw the need to take orders from or look after their smaller fellow soldiers. Chromatic dragons no longer tolerate humanoid Dragon Highlords as the leaders of units, and are likely to seize leadership positions themselves. This is most evident in the city of Sanction, where the red dragon Harkiel the Bender is the uncontested leader of the soldiers there.

The fallen status of the Dragonarmies should be portrayed as the last gasps of a dying breed, of the power-hungry desperately clinging to scraps. They're still grave threats to villages and towns, but never in enough numbers to shake the foundations of kingdoms and capital cities like in the old days. Their armor and weapons should be mismatched and improvised, their forces hiding out in ruins and remote outposts because they cannot rely on supply lines or reinforcements for larger campaigns. Its leaders are either aging officers unwilling to adapt to a changing world and continuing the only life they know, or freshly-promoted soldiers in over their heads due to the high turnover rate.

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Image taken from the Journals of Kaz the Minotaur

Glory Voyagers: Minotaur society makes prominent use of duels and competitive sports for settling disputes and social advancement. Although what comes to mind the most is the Great Circus in the capital city of Lacynos, the Games can take place in spirit wherever there are two or more minotaurs that have something to prove.

The Glory Voyages take this concept and apply it to the whole of Ansalon and beyond, where minotaurs embark on journeys around the world. Ranging from small bands of adventurers and explorers to sprawling fleets and caravans, the means of individual Voyagers can vary widely. But what unites them is the goal of bringing renown to the participating minotaurs and in so doing, strengthening their people.

The most common kinds of Glory Voyages are those of adventurers and conquerors, using martial skill and talents to obtain power and riches. It is not uncommon for Voyagers to fight each other on opposing sides of a conflict, seeking to claim some prized patch of land or precious resource. So despite the Empire's tyrannical reputation and earlier alliance with the Dragonarmies, many Voyagers can be found working with those they fought against mere years ago.

For a culture that exalts the community over the individual and has iron-clad rules for daily living, this can seem perplexing, even hypocritical, to outsiders. But it is a calculated move by the Empire. One, it helps channel the more individualistic and competitive urges of minotaurs away from entrenched power structures in Mithas and Kothas, directing them to foreign targets. Second, it helps the Empire leverage both soft and hard power: a Voyager who slays a vicious beast menacing a community is then indebted to the minotaur and their financial backers, while a fleet that establishes footing in a turbulent realm gives imperial ships a reliable port of entry and thus expands their reach. Thirdly, Voyagers are encouraged to return to the capital city and show off their wealth and deeds at the Games of the Great Circus, which ensures a steady flow of wealth back to the imperial heartland.

But despite this seemingly stable plan, there is the not-so-hidden assumption that the greatest deed a Voyager can claim is to slay the Magegod Raistlin Majere. Such a victorious minotaur will surely claim the coveted position of Emperor and go down in history among names such as Bosigarni Es-Mithas and Kaziganthi de-Orilg. Chot Es-Kalin is confident in his people's ability to do the deed, not trusting a so-called Final Volume popularized by a "doom-saying Silvanesti, of all things." But he also wants to remain in power, and should a worthy contender arise among the Voyagers, he will take their place by force and bring down the cowardly mage who dared to challenge their god.

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Image taken from Knightly Orders of Ansalon

Knights of Solamnia: Long vilified in their namesake land, the Knights of Solamnia regained much of their status during the War of the Lance. Sturm Brightblade's heroic death during the Battle of the High Clerist's Tower became a rallying point, and their victory against the Dragonarmies saw them welcomed in many lands. Furthermore, the updating of the Measure (the Knights' rules and guidelines) in 355 AC for changing times dispensed with many outdated and counterproductive rules. These changes came at just the right time, for a mere year later the Battle of Palanthas would change the world forever.

The magestorm that wracked Palanthas, and subsequent magestorms sweeping across Solamnia, saw a great weakening of the Knights' strength in Ansalon. The production of Dragonlances and the aid of metallic dragons informally joining the order still make them a force to be reckoned with, but the chaotic times see a rapid turnover in membership as older veterans die and younger recruits fill the ranks. Oddly enough, morale is still high among the knighthood; their people fought and bled to be free of Takhisis' tyranny, and people got a first taste of a better tomorrow. Carrying the legacy of Sturm Brightblade and countless other fallen heroes, the Knights fight against the Raistlinites, Church of Chemosh, and other evils with a newfound valiance.

The Knights of Solamnia are a hierarchical warrior society headquartered on the Isle of Sancrist, along with several major holdings in Solamnia proper. Smaller groups can be found across Ansalon, originally stationed as part of alliances with other Whitestone forces during the War of the Lance. Outside of major cities and fortresses in western Ansalon, the Knights often need to rely on their own numbers and talents without the expectation of reinforcements, and thus take pains to ingratiate themselves in local communities for mutual aid. Although human-dominated, the return of the metallic dragon clans saw more than a few wyrms becoming honorary Knights, often paired with a Dragonlance-wielding rider. While both species are still working out the kinks of mutual aerial combat and travel, the dragons proved a great asset as long-distance scouts and messengers. Many communities otherwise cut off from wider society depend on the Knights of Solamnia as a lifeline to the rest of Ansalon.

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Image taken from Pathfinder Lost Omens: Character Guide

Preservers: The deaths of the gods Sirrion and Chislev came early in Raistlin's rise to power, dealing a deadly blow against practitioners of druidism and the creative arts. Mass destruction of civilization and wilderness alike in the days ahead saw countless species and works of art lost to the ages. The Preservers arose out of disparate druidic circles and alchemist guilds united by a common cause: to find, safeguard, and replicate the endangered and unique creations of Krynn before the Hourglass in the Sky is complete. Making use of Druidic, Thieves' Cant, and alchemical equations to serve as ciphers, they undertake dangerous missions into Ansalon's most at-risk locations. Helping academic visionaries flee war zones, recovering priceless art from the ruins of cities and noble estates, and warding wildlife preserves against marauders are but a few of their accomplishments.

Preservers come from many races and walks of life, although their mysterious leadership known as the Elixirium hails from another world entirely. Long ago during the Age of Starbirth, a race of proto-fey known as huldrefolk mass-migrated to another plane of existence they refer to simply as "the Gray." Each huldrefolk has innate magical powers to exercise control over one of five domains of influence: the four elements, plus natural animals and plants. Some among their number chose to travel back to Krynn. They shared magical secrets with druids to make up for Chislev's loss, and taught others the building blocks of the four elements to achieve pseudo-magical effects by merely using what can already be found within nature. In exchange, the Preservers would bring certain creatures, objects, and even people to the mysterious standing stones that act as portals to the Gray, which they claim to be a safer place than the dying Material Plane.

Not everyone is necessarily trusting of the huldrefolk, and no outsiders have managed to learn specifics about the Gray. But with the lingering threat of annihilation and the end of history, many Preservers feel that they have little choice but to risk the unknown. So far, the Elixirium has been good as their word, and in a few cases managed to replicate once-unique and nigh-extinct items and species to then be released back into Ansalon.

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Mage Cultist by Oscar David Soriano

Raistlinites: Ansalon's newest religious movement is perhaps its strangest and most dangerous. Originating in the formerly peaceful and stable land of Northern Ergoth, devotees of the Magegod provided solace to a people who were historically ill-equipped for rapid change and societal discord. This solace came from the words of Ivel Batavos, a failed Wizard of High Sorcery who died after his boat sank at sea. When his corpse washed up on shore and was later resurrected by a lightstorm, a shocked Ivel took the event to be a blessing from Raistlin. Using selective pieces of the Final Volume, he swiftly set forth founding a new religion dedicated to who he believes will be Krynn's greatest and only master.

The Raistlinites are a fast-growing religious movement, divided into transient groups mainly based in western and southern Ansalon to carry Batavos' message. As an aftereffect of Raistlin's campaign of deicide, they can tap into his power through worship, gaining access to divine magic. Although Ivel Batavos uses Sending spells to relay messages and orders to trusted followers, he otherwise gives them significant autonomy in how they grow their numbers and power.

Some Raistlinites use the carrot over the stick, winning over people with rhetoric, promises of safety, and justice against the gods' misdeeds both real and imagined. Other Raistlinites are little more than roving bands of killers, putting entire towns to sword and flame. This is done in the name of "saving" them in the belief that they'll be resurrected by lightstorms once the world ends. While some genuinely believe that they are doing what is necessary, many use it as a benevolent-sounding excuse to act on their vengeful and violent urges.

It's inevitable that many people would be drawn to Raistlin. That some folk would seek to venerate him as a new deity is unusual, but not unexpected. But Ansalon has known many heroic figures who, despite their idolized status, aren't worshiped as living gods. What sets Raistlin apart from heroes like Huma Dragonbane is that he accomplished what no other mortal has done in history, and outright killed a god. Not just any god, but Takhisis, the most powerful deity of the Gods of Darkness. The Battle of Palanthas caused a paradigm shift in Ansalon's cultures on a theological level never before seen. To understand the rise of the Raistlinites, one must look to the past in order to understand the present.

During the Age of Despair, gods, dragons, and magic that could heal all maladies were the stuff of fables in many places, with even respected scholars questioning the extent of their existence. The fall of Istar and departure of the gods morphed from an historical tragedy to legends interpreted differently across cultures. The Cataclysm became a vague explanation for all manner of current hardships. When the gods returned, the fading waves of metaphors dashed upon the rocky shoals of divine mandates. These subjective tales either became reality, or conclusive proof that the post-Cataclysm faiths that rose in their wake were nothing but lies.

While Goldmoon and Elistan are credited for bringing knowledge of the Gods of Light to the people, in central and eastern Ansalon the people were already shown evidence of the true gods' existence in the form of Takhisis' Dragonarmies. To those realms unlucky enough to encounter them first, the return of the gods brought not hope for a new age, but tyranny, slavery, and genocide. And although serving the Gods of Darkness, the Dragon Empire affected the legacy of Istar: from Emperor Ariakas wearing the Kingpriest's Crown of Power to restoring the sunken temple of its capital to the city of Neraka, this further drew a connection to that which was ruined by the Cataclysm.

It's easy to rationalize or make peace with the cruelties of divinity when they're fables, or viewed as so powerful that it's hopeless to defeat them like one would an enemy combatant. But when these gods become approachable, and more importantly, fallible at the hands of mortals, it becomes easier to view and judge them in mortal terms. The Cataclysm and Istar's fall isn't a fanciful tale warning of hubris and self-righteousness, but a crime without comparison that saw countless innocent deaths. The mantra of the "gods haven't left Krynn, the people left the gods" changes from a life lesson regarding mortals failing to practice what they preach, to a lie told by cosmic rulers who abandoned people in their time of greatest need.

And thus, Raistlin became a rallying symbol. Centuries' worth of trauma and suffering in the Age of Despair was finally given an outlet for their rage, as well as the hope of a world where mortals hold their own destiny. That Raistlin is effectively causing a second Cataclysm by trying to become a god himself is overlooked or justified by his supporters. Some of them believe that the disasters are the gods reacting in anger like they did three and a half centuries ago; some believe that Raistlin is ultimately a benevolent figure who will set the world right again; and some merely want to watch the world burn.

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Image Taken from Comic Book Resources article on Dragonlance: Shadow of the Dragon Queen

Wizards of High Sorcery: Throughout much of the Age of Despair, wizards remained a rare and insular yet widely-feared group. Istar's anti-mage propaganda persisted long after their fall, leading to people using them for all manner of scapegoating in literal witch hunts. Although dabblers and hedge mages could be found in isolated circles throughout Ansalon, the only real appreciable gathering of wizards could be found at the last remaining Tower of High Sorcery in the Forest of Wayreth. For a time, Raistlin Majere was a celebrated figure among all three Orders, his role in defeating the Dragonarmies engendering much goodwill among the populace. More people sought out initiation in the arcane arts, and various nobles and rulers were more willing to fund magical research projects as well as recruiting their own court mages.

Sadly, this was not to last. The publishing of the Final Volume, the slaying of the gods, and the rampant magestorms laid the blame at Raistlin, while the newfound cult bearing his name spread much death and destruction in the name of "saving" people. Unable to fight the forces of nature or the Magegod themselves, people settled into old habits and collectively blamed wizards for giving him power and prestige in the first place.

The Orders of High Sorcery shrink back to their introverted nature, with most of their number choosing to hold up in the Tower of Wayreth while occasionally sending research expeditions into the rest of Ansalon and other planes of existence. Besides survival, their highest priority is finding a means to stop Raistlin Majere for good. The rise of the Raistlinites in western Ansalon, combined with many of their number being renegade mages, causes them to violently clash with the robed mages. As Kharolians are a rarity in having overall positive views of wizards, the Raistlinites go out of their way to target that realm's settlements. Those who feel obligated to save the people out of altruism or mere transactional aid must often contend with the hard decision of leaving the relative safety of the Tower and fight superior numbers of cultists. And for every day that the mages don't come to Kharolis' aid, they risk severing the Orders' most reliable allies and link to the outside world.
 

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