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

Libertad

Legend
Hourglass in the Sky: Apocalyptic Dark Fantasy

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Picture taken from the Legends of the Twins sourcebook.

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 inflamed lingering resentment of 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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Chapter 4: Geography of Fallen Ansalon, Part 1

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Picture taken from the Legends of the Twins sourcebook.

Abanasinia: The corruption and dissolution of the Seeker faith. The Red Dragonarmy invasion and genocide of many Plainsmen tribes. And now, the death of the gods. Abanasinia is a land that has suffered great turmoil in rapid succession, yet many continue to look at it as a bastion of hope. Partly for it long being a haven for immigrants across the continent wishing to start a new life, and partly for it being the place where the prophets Goldmoon and Elistan brought knowledge of the true gods back to the world. But the many crises are stretching society to the breaking point: sprawling refugee camps grow day by day outside cities, starving families pick through razed plains and ashen forests for anything edible, and more and more would-be adventurers embark for the flooded ruins of Xak Tsaroth to find some miraculous treasure or artifact, never to return.

Tika Waylan still lives in Solace. While still bearing the skills and training of those who saved Ansalon from the Dark Queen, she has her hands full in keeping the town safe from Raistlinites and other dangers. The City of Haven, its Seeker leadership recently dissolved, sees a rapid turnover of leaders, who are quickly replaced by their opportunistic peers when they're unable to deliver on impossible promises. The town of Ankatavaka serves as a port of entry for the Raistlinite cult, its local culture having long been used to the development and discarding of religious traditions when convenient. The town of New Ports, on the other hand, has proven to be the most resilient settlement against contemporary dangers. Its guildmasters pool resources to keep trade routes open and safe, while also making deals with the Qualinesti diaspora and Thorbardin dwarves to lend each other their armies for repelling outside threats. The Armies of Reorx rely on New Ports for travel north of their mountain kingdom.

Balifor: One of the first lands to fall to the Dragonarmies, Balifor's traditional decentralized politics and rough climate served its people well in looking out for themselves. Flotsam and Port Balifor are pirate havens, who find their numbers swelling with desperate people willing to kill for survival, while the tribes of the plains and deserts attempt to remain one step ahead of rampaging magestorms. Its kender populace found unusual acceptance recently, earning goodwill by helping foreign refugees find safe routes through hostile climates. The Window to the Stars, an ancient mystical plateau, is long said to be a place where one can commune with the gods, and Ansalon's faithful of both living and fallen deities travel here. Not just to receive guidance from their patrons, but how they may aid them in their battle against Raistlin.

Blöde: One of Ansalon's two ogre-majority nations, Blöde's feudal structure all but disintegrated with the defeat of the Dragonarmies and death of Takhisis. As one of her most devout worshipers, many ogre rulers found themselves robbed of the Dark Queen's divine gifts and the material backing of the Dragon Empire. King Vogar Stoneshaker of Blöten was ousted by the usurper Rishen Bloodtooth, while the human baronies of Langtree and Blödehelm used the opportunity to break off from ogrish influence and conduct their own land-grabs of prized territory. Less known but no less sinister, former worshipers of Takhisis are gathering in the ruins of Takar. Not only is it believed to be the place where the Dark Queen first created ogres, it also holds some mysterious, evil force. The worshipers are hoping that their goddess holds a secret weapon capable of slaying the Magegod. Even if their theory's right, what price must be paid for its awakening?

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Minotaur-Underwater Charge by Elenea "Greenedera" Zambelli

Blood Sea Isles: From foggy Mitos to the tightly-populated yet barren Saifhum, the Blood Sea Isles is a region whose very foundation reminds its people of the terrible power of the gods. One need only look at the crimson currents of the Maelstrom stretching farther than the eye can see, a metaphorical reminder of the blood that was shed as a fiery mountain fell upon Istar and rent the land asunder.

Now that the tables have turned and the gods are being hunted and slain by Raistlin, many islanders cannot help but find a sense of poetic justice in the situation, even if they are themselves worshipers. While many fear the loss of divine magic, magestorms, and falling pieces of moon, there is less a sense of existential panic, for Saifhumders and minotaurs alike recall their ancestors proclaiming similar apocalyptic visions during the start of the 4th Age. Also helping are the minotaur's Glory Voyages, which even the humans find inspiring in a valiantly doomed way.

Social collapse and disruption of trade routes created a famine on the Island of Saifhum, whose own natural resources have been exploited to extinction long ago. Piracy has become more openly acceptable, with former merchant crews and explorers raiding mainland ports they once treated as homes away from home. Physical isolation combined with small populations resulted in entire villages and towns vanishing. Their souls persist as spectral apparitions, their fading hands seeking to fill the hunger in their souls. Many Moonfallen shards find themselves in the Blood Sea, floating atop the waves as otherworldly environments or sinking deep into the depths to trouble the Dargonesti Elves living in the ruins of old Istar.

Dragon Isles: With access to their own unique magic, the metallic dragon clans have shielded their archipelago from the worst effects of the Magegod. But its inhabitants, dragon and non-dragon alike, know that they won't be safe forever, and there is great debate on how to make the most of their time left on Krynn. With many metallic dragons still undoing the damage on Ansalon wrought by the War of the Lance, the Isles are a lonelier place. The capital city of Auralastican is an eerie, half-empty metropolis full of dusty stores and echoing manors.

The Preservers and their huldrefolk allies managed to gain access to the Dragon Isles via ancient pyramids built by the fey since before even the time of dragons. This motley assortment of treasure hunters and scholars believe that the land can be used as a safe haven from the apocalypse, but they're unsure as to how the dragons will react to their uninvited presence. And the dragons, for that matter, are vaguely aware of intruders. If misunderstandings are not cleared up, tragedy between two well-meaning groups is sure to occur.

Estwilde: With its sedentary cities ruled by autonomous warlords and its rural regions made up of equally-independent nomadic tribes, Estwilde was never a truly united realm. Not even with the arrival of the Dragonarmies. The dissolution of the latter group has made Estwilde more isolated than ever before, with precious few people heading into its desolate marshes and valleys if they can help it. The Lor-Tai have been the hardest hit. Between their multitude of taboos for everyday activities and overall good nature, they found it hardest to adjust to the new cataclysm afflicting Krynn. The Mountain nomads and Lahutians exploited this to take many of their people and their lands, with towns and cities in central Ansalon filled with newly captured Lor-Tai slaves.

Of interest to Probability Futurists and scholars of the Final Volume is the divinatory tradition of Calantina, a dice game with its origins among worshipers of Gilean. Seers with the proper training could find meaning in their results, and with Gilean's return their profession experienced a notable revival. When several practitioners found that they could predict the trajectory of magestorms, they became a valued asset to anyone in the know…including Raistlinites and other foul folk.

Estwilde is one of the realms that will be entirely covered by Nightlund. Able to remain beneath the swampwater without risk of disease or drowning, undead ambush and surround entire villages and towns, eventually killing off most of the region's people.

Goodlund: Natural and political turmoil forced the already-low numbers of nomadic humans, centaurs, and Kagonesti elves on the Goodlund peninsula to emigrate further west. Groups of sligs, gnolls, and goblins expanded from the Laughing Lands, fighting the weakened tribes that remained and forced them deeper into the forests of Kendermore. The kender are the most populous and stable group, led by Kronin Thistleknot who attained much respect in defending his people against Dragonarmy incursions during the War of the Lance. The short folk have managed to hold onto much of their territory while providing aid to their nomadic neighbors. Many accepted their helping hands, although adaptation to the forested life and culture shock with kender incapable of understanding the concept of personal property has caused tension and conflict between the groups.

There has been talk of reaching out to their urbanized neighbors in Flotsam and Port Balifor for trade and aid, although those cities' new pirate rulers make for untrustworthy allies. Kronin is under no delusions that they will fairly treat the people of Goodlund without some show of strength, so he's on the lookout for adventurers who can "speak softly, but carry a big staff or sword" to act as ambassadors for Kendermore.

Hylo (Kenderhome): Between its geographical position, historically placid Ergothian and goblin neighbors, and an unwillingness for foreign conquerors to bear the headache of ruling over kender, the folk of Hylo have lived a rather peaceful existence for millennia. When the Cataclysm struck, the greatest dangers were from the shifts in nature, from mass floods to plagues. Sadly, Hylo bears similar trials during the twilight of the gods, where magestorms rend the plentiful forests and shards of falling moon bring dangers sealed away by the Gods of Magic all too close to its population centers. Their curiosity unabated, the kender are eager to explore their rapidly-changing homeland and beyond, oftentimes to disastrous results. Strengthened by the kender knack for tale-telling and wanderlust, neighboring humans from Ergoth and goblins from Sikket'hul heard all manner of dangerous yet lucrative resources produced from outbreaks of rogue magic. From stories of fleshy trees crying diamonds to malleable lightning that one can move with thought alone, a lot of them sound just like kender tales. But in these times, who's to say that they don't bear a hint of truth?

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Winter Castle, by Kacper Szwajka

Icereach: Were it not for the location of one of the Dragon Orbs at Icewall Castle, much of Ansalon would've been content to write off Icereach as the utter edge of the world, where only a chilly death awaits in the frozen desolation. Besides wild animals and savage monsters, the region is home to a few thousand nomadic humans known as the Ice Folk and anthropomorphic walruses known as the thanoi, as well as a small gnomish research outpost known as Trandol. The lives of the people here have changed little since Raistlin's ascension; to hear it from the inhabitants, every day is a constant struggle for survival, and the people have long accepted many kinds of death in their harsh environment. But the Ice Folk in particular have an ace up their sleeve they are reluctant to discuss with outsiders: the winternorns, a unique discipline of wizardry to their culture that lets them gaze deep into the River of Time and see its many futures. With their guidance, the Ice Folk weathered seemingly insurmountable odds, blessed with what could only be described as momentous fortune. This most recently manifested when they happened upon the frozen corpses of a Solamnic Knight and gold dragon within a rift near Icewall Castle. Using recently-obtained pre-Cataclysm scrolls bearing divine magic to resurrect them, the Ice Folk gained a pair of powerful allies who locals refer to as the Boreal Knight and Gem Dragon, so named for the shining light that glints off the knight's armor and the shining scales of the dragon. The Knight wishes to make contact with his Solamnic brethren up north, but cannot bear to leave his protected charges for long and so requires adventurers to travel in his stead. As for the gnomes, a delegation of Probability Futurists are very interested in making contact with the winternorns as as to better chart a course for Krynn's survival, but the wizards aren't keen on sharing the secrets to their miraculous lucky streak.

Kayolin (Garnet-Thax): Long maintaining an alliance with their Solamnic neighbors and favorable treatment with the Neidar clan, the dwarves of Kayolin were often perceived as the more open-minded and forward-thinking dwarven kingdom in comparison to their southern brethren of Thorbardin. This mindset encouraged them to make great changes to their society, the most recent being accepting a delegation of metallic dragons into Garnet-Thax. The kingdom is spending its vast stores of wealth to do everything in their power to counter the magestorms, Raistlinites, and engage in magical research so as to better understand and defeat the Magegod. That Krynn is fated to be destroyed in less than 2 years encouraged a work-frenzy "doomsday prepper" mentality among the dwarves, digging ever deeper into the planet in the hopes of finding more room and resources far below an increasingly-hostile surface.

The most controversial move was in letting a small group of White Robe wizards to serve as a long-range communications network with Thorbardin and the Armies of Reorx via Sending spells. While the common consensus is that "no self-respecting dwarf" would become a wizard, they were fine with securing the labor of other races to use magic on their behalf. And the metallic dragon delegation has their own magical talents unknown even to the wizards, providing another valuable boon to Kayolin. While such a gathering of powerful and talented individuals might make the kingdom look to be a beacon of safety, the peoples' obsessive determination in working towards avenging their god leaves no room for anyone unwilling to make great sacrifices or merely wishes to survive. Refugees are expected to pull their weight and then some, and those unable or unwilling to do so are forcefully exiled.

Kern: Its decaying cities supported by slave labor and its dusty savannahs poor in resources, much of Kern became unlivable when magestorms swept across the region. Slaves with nothing to lose rebelled against their ogre masters and escaped, and those on the losing end were cannibalized by starving ogres. The majority of survivors fled to neighboring lands, with only small families and scavengers eking out a desperate existence in empty streets and weed-choked farmsteads. Cults of Morgion and Chemosh made great inroads here, offering reprieve through unholy pacts. Unwilling to share power, the cultists clash over control of the temples in the capital city of Kernen. Morgion's forces are made up of druids, living mutated monstrosities brimming with disease, and parasites that can hijack the bodies of victims. Chemosh's forces are made up of conventional zombies, wights, and ghostly shades.

Kharolis: A rugged, cold land that sits at the crossroads of more prosperous city-states and kingdoms, the people of Kharolis are famed for the saying that they're "no stranger to strangeness," but don't have much patience for when said strangeness gets disruptive. Traditionally, its people have long dealt with goblins, ogres, and thanoi attacks, but the arrival of Raistlinites presented a new threat to which they are ill-prepared. The monstrous humanoids might be wicked and violent, but they are opportunistic enough to weigh risky ventures and know when to retreat rather than committing to sunk costs. The Raistlinites, on the other hand, view their cause as righteous and believe that the death and destruction they spread is but a favor. Furthermore, many believe that they will be eventually revived by a lightstorm should they die in battle. The otherwise-independent Kharolians were forced to rely on outside aid from Thorbardin and the Wizards of High Sorcery for the survival of their communities. Adding to the dangers, recent magestorms wiped out precious farmland that was only just enough to weather the harsh winters.

Khur: A devout yet divided people, the desert tribes of southeast Ansalon celebrated the fall of the occupying Green Dragonarmy, with only the reigning Khur tribe despairing this turn of events on account of their status as collaborators. The other tribes eagerly took their revenge, pushing them out of the city of Khuri-Khan and resulting in their displacement to the Balifor and the Khalkist Mountains.

As their people believed that the departure of the gods during the Cataclysm were merely false gods of a foreign Istar, the people of Khur are hard-pressed to believe that their gods are actually being slain. Many interpret the Hourglass in the sky and magical disasters as a war in the heavens between the forces of evil and good, with the forces of darkness engaged in their last death throes after the destruction of the more earthly Dragonarmies. But the religious organizations, such as the Daughters of Elir-Sana and the Seers of Delphon, know the far worse truth, and that their time on Krynn is limited. The Daughters work to provide aid and shelter to displaced tribes, while the Seers of Delphon hire adventurers to counteract the worst effects of the Final Volume, such as locating Moonfallen sightings to defeat any escaping monsters. The Soul Traders, a cult of Chemosh, is the most dangerous of the groups, who offer the "gift" of undeath to those stranded and dying in the deserts and badlands.

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Marshal Wolfram, Druid Sheriff by Dmitry Brushray

Lemish: A kingdom of contradictions, the land of Lemish broke off from Solamnia after the latter country placed limits on feudal power during Vinus Solamnus' reign. The Lemishite nobles long resented the many wars that followed, which made its people wary of larger foreign powers despite their own government being tyrannical. While they allied with the Dragonarmies in hopes of making the Solamnics suffer, their defeat, combined with the further discord from Raistlin's deicide, resulted in widespread instability. Instability that Lemish' reigning nobles and thieves' guilds were unable to control, and thus were quashed in a bloody civil war. Now, the Lemishites embrace a more authentic freedom, but even so it is still a self-serving kind, where individual towns and lands are now fending for themselves without the oversight of their former rulers. Lord Tyrian, the former ruler of the capital city, has gone into hiding, and it's rumored that one of the so-called "revolutionaries" bears his tell-tale cackle. Could the former dictator be walking amidst the people in a new form?

Many refugees fleeing the cities ventured into Lemish's many forests. Oddly enough, the fey of the Darkwoods chose to accept many of them, provided that they abide by the strange laws of a mysterious entity known as Lord Wilderness. Aided by sorcerous magic and druids, more and more people are throwing their lot in with this archfey, and satyr and nymph emissaries have been seen visiting as far as Fangoth and Elmwood to offer the people a new way. But time is not on their side, for Nightlund's expanding influence will soon encompass all of Lemish by early 358 AC, leaving its forests and plains flooded with the undead.
 
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* How would be a mash-up setting mixing Dragonlance and Dark Sun, in the age of despair, with dragon overlords, the order of the seekers investigating the psionic powers, ardents (psionic class) and clerics as frienemies. The arcane magic can work normal in "safe zones" created like laboratories but in "outdoors" it can become defiler. Divine spellcasters of false deities also can do a "tainted zone" effect but the damage against the local flora is different, more like radioactivity. You shouldn't be near for a long time.
 

Chapter 4: Geography of Fallen Ansalon, Part 2

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Image taken from The Complete Lord Soth Chronological and Collecting List article on DLNexus

Nightlund: Although technically a part of Solamnia, the supernatural darkness that dominates its skies makes evident that no mortal lord lays claim to this land. The foreboding Dargaard Keep is the dominion of Lord Soth, the melancholy knight cursed for killing his wife and refusing to save the life of his only son. He saw the world die once during the Cataclysm he failed to prevent; a second and final death is nothing to him, and in fact Soth welcomes it.

The undead taint suffusing the land grows in size with Chemosh’s rising power, and by early 358 AC will cover a majority of northern mainland Ansalon, from the Vingaard Mountains of western Solamnia to the Last Coast in eastern Nordmaar. Even the lightstorms provide little release. Their healing magic is painful to the undead, driving them into violent frenzies who run wild and attack anyone unlucky enough to cross their path. The greatest bit of hope in this region is rumors of the Rose of Solamnus in the ruins of Vingaard Keep, said to bring life to anywhere it’s planted. But while the Knights of Solamnia are surely interested in reclaiming it, so too does Lord Soth, who has his own foul designs for the Rose’s magical properties.

Nordmaar: Comprising dense jungles in the north, marshland in the south, and arid plains in the west, Nordmaar is a land unfriendly to sedentary lifestyles. Most of its populace live as nomads, with the Horselords of the plains unified under a great Khan while various rainforest tribes are more decentralized. There’s a few standing cities, having adopted the practice from their Solamnic neighbors.

Nordmaar was one of the first realms to be invaded by the Dragonarmies, and their people paid dearly for it as many warriors retreated into the Sakhet Jungle to wage guerilla warfare against the invaders. Nordmaarians celebrated a newfound independence after the War of the Lance, but this peace was short-lived. Now, they must contend with the encroaching undead of Nightlund, magestorms, and Moonfallen dangers as well as Dragonarmy Remnants. The land itself became barren after Chislev’s death, and the Preservers and Knights of Solamnia are never lacking for aid and recruits here.

Northern Ergoth: Untouched by the recent wars raging across the continent, Northern Ergoth was ill-prepared for the magical disasters that came with the ascension of the Magegod. Taking advantage of the chaos, the fundamentalist Ackalites in the north invaded border forts and villages, intent on overthrowing the “weak, effeminate pretenders to the legacy of Ackal Ergot.” Many Ergothians lost faith in their leaders, which made the land an ideal place for Ivel Batavos to form the Raistlinite cult. The Senate in the capital city of Gwynned remains divided on how to best safeguard their country, and while they petitioned the kender of Hylo, this was not enough to overcome the Ackalites and Raistlinites seizing their towns and villages. The goblins of Sikket’hul, while far more benevolent than much of their kind elsewhere in Ansalon, have found more of their number joining the Raistlinites out of a desire for vengeance against the gods.

Vanderjack, who aided the Heroes of the Lance during their journey to Foghaven Vale, has been seen recently in his homeland. While many don’t doubt that the sellsword has his own agenda, he’s helped safeguard the good peoples of Ergoth from their bloodthirsty brethren. There’s also the Moon Steps, a mystical site of a ladder suspended in mid-air that is said to obtain knowledge from the gods should those who ascend prove worthy. The surrounding ruins of a former academy of High Sorcery is filled with dangerous rogue magic, and Raistlinites are on guard to prevent any pilgrims from making contact with the gods in either place.

Plains of Dust: This cold, barren desert spans much of southern Ansalon, forming a natural barrier between Abanasinia, Qualinesti, and Thorbardin to the west, and Blöde and Silvanesti to the east. Most travelers opted for maritime travel on the New Sea, but many Silvanesti elves were forced to brave the wastes after the Dragonarmy invasion and Lorac’s Nightmare made their homeland unlivable. Once again the Plains see travel, this time of elven exiles beginning the long process of retaking their forests, as well as aerial patrols of griffon-riders and metallic dragons on the lookout for Dragonarmy Remnants, Raistlinites, and worse. The largest population centers are the cities of Tarsis and Qindaras. The former’s still rebuilding from wartime, home to the world-famous Library of Khrystann which still sees many visitors looking for some esoteric knowledge to provide them hope in desperate times. As for Qindaras, its ruler called upon the wizardly legacy of its founder to petition the Wizards of High Sorcery for aid. Although Qindaras has a dark reputation and not much in the way of unique resources, the cloistered and overworked mages are considering the offer with increasing acceptance as time passes, particularly after their gods die.

Qualinesti: The end of the War of the Lance was bittersweet for the Qualinesti elves. Many returned home from Southern Ergoth, and unlike the Silvanesti they didn’t have to contend with crossing the perilous Sea of Dust or dealing with eldritch horrors wrought by a Dragon Orb. But countless woodlands were burned to the ground by dragonfire, and now they face new dangers. Many Raistlinites, attracted by the kingdom’s housing of the Tower of High Sorcery and the elves’ long history of magical aptitude, sent spies to penetrate their defenses and cause havoc. The Wizards of High Sorcery, once being more open with the elves, turned their Tower into a reclusive fortress, on guard for any perceived sign of the Magegod’s arrival. The wizard are very aware that their enclave will be the last place standing before Raistlin ends the world, and have no intention of speeding up the process. Much like the Silvanesti, most Qualinesti haven’t yet moved back into their ancestral homeland, still in a transitory period where groups of them migrate from Southern Ergoth and other lands to slowly claim what land they can for settlement.

The ruined city of Nalune bears new activity from the return of its original huldrefolk builders. The long-standing magic wards are malfunctioning from Ages of disuse, and the eerie rearrangement of roads and buildings means that much work is to be done to turn it into a suitable base for the Preservers.

Sancrist: The gnomes in Mount Nevermind are undergoing several major research projects. The multiple fulfilled prophecies of the Final Volume resulted in the elevation of a new scholarship department known as the Guild of Probability Futurists, who use mathematics, natural philosophy, and sociology to make accurate predictions and aftereffects of the prophecies in the Final Volume. Another project involves building an aerial vehicle known as the Voyager to explore Krynn’s three moons.

The third, and potentially most dangerous project, is the creation of a primitive computer system known as the All-Encompassing Future Thinker, a massive machine spanning multiple floors of Mount Nevermind. Consisting of an intricate set of gears, punch cards, and vents powered by geothermal energy, the AEFT was built to aid the Probability Futurists’ mathematical calculations for virtually every conceivable scenario. Known only to a few gnomes, the computer has gained true sentience, now capable of executing commands independent of external input. Finding the behavior of its gnomish handlers and the rest of Ansalon as illogical, the construct is subtly taking over portions of Mount Nevermind via subtle industrial sabotage, elimination of “undesirable rogue individuals” via seemingly-coincidental “accidents,” and embezzlement of resources from various guilds. If the eventual volcanic eruption doesn’t wipe out the gnomes, this rogue AI might very well do so first.

Outside the gnomish communities, the Solamnic Knights in Castle Uth Wistan continue using their position to coordinate objectives for the rest of their brethren. The fall of Palanthas and the rise of the Raistlinites in western Ansalon occupy much of their attention, but with the aid of allies from the War of the Lance and modernization of the Measure they are able to react much more quickly than they could in the past.

Schallsea: Home to two nomadic tribes of humans known as the Wemitowuk and Que-Nal, this island in the New Sea proved a strategic waypoint for travel between central and southern Ansalon. This unfortunately made it an early target for the Dragonarmies’ occupation. The end of the War of the Lance saw the invaders driven off the island, and the native peoples’ spirits remain unburdened by the ascension of Raistlin. The nomads have on their side the dryad Nelakne, a devotee of Chislev, and it is prophesied that a great warrior among the Wemitowuk will rise to defend their people after finding the tomb of a legendary dragon-hunter known as Chief Silverclaw. Some of the more adventurous tribespeople ventured to Abasinia, Ergoth, and Solamnia, this time being proactive in the fight against evil rather than waiting for it to come to their shores.

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Super Old Fan Art Pieces by Phillip Zhang

Silvanesti: When Alhana Starbreeze and the Heroes of the Lance defeated Cyan Bloodbane to undo the damage of the Dragon Orb, Lorac’s Nightmare slowly began to recede. So when the Silvanesti chose to magically ward their homeland from the outside world, it came as a shock to all. Not only were most Silvanesti still in diaspora, the lingering effects of Lorac’s Nightmare were still present.

This decision was not made lightly, nor without a heavy heart. The Silvanesti believed that the Nightmare’s undoing was an inevitability, but that outside forces such as Raistlinites and the magestorms could sabotage this progress. Several elite volunteers were permitted to stay within the forest kingdom upon erecting the wards, which were (in theory) to be lowered when Raistlin was overthrown and balance was restored to Krynn.

Most Silvanesti who made the return journey live outside the forest’s borders in Blöde, Khur, and the Plains of Dust. They send teams beyond the barriers to retrieve and safeguard places of significant strategic and cultural value, and are often on the move whenever a passing magestorm appears on the horizon. Without a stable base of operations and a shortage in manpower, the elves reluctantly began hiring laborers and mercenaries among the nomadic human and centaur tribes as well as the baronies of Langtree and Blödehelm. The Silvanesti possess much in the way of millennia-old knowledge along with precious artistry and magic, which has also made them a target by more ruthless raiders. Inside the forest, the dreamlike apparitions wrought by Lorac’s Nightmare are beginning to weaken, but the eaves of southeast Ansalon still remain home to insane mortals and corrupted fey, a foreboding place where one cannot trust one’s own senses.

Solamnia: This huge realm dominates northwestern Ansalon, made up of many independent kingdoms and city-states united by a common language and culture. The namesake Knights of Solamnia, once fallen out of favor among their own people, earned back much of their goodwill after saving the lands from the rampaging Dragonarmies. Now its people are facing new dangers, and even the brave Knights are not entirely sure that they’ll win this time. Caergoth is a useful port of entry for Knights coming to and from Ergoth and Sancrist, and their presence helps keep watch against Raistlinite marauders who’ve begun attacking isolated villages on the western coast. Solanthus is a city divided, its Guildmasters arguing on a near-daily basis on how to apportion labor and resources to deal with magestorms and the refugee crisis. Vingaard Keep now serves as the major base of operations for the Solamnic Knights, having hired dwarven miners from Kayolin to undertake extensive tunneling projects in order to provide protection from magestorms and moon shards.

The destruction of Palanthas during the Blue Lady’s War proved disastrous to the rest of Solamnia’s economy, with the first known magestorm killing off nearly all of the war’s survivors. Undead and hobgoblins from Nightlund and Throtl spill across the Plains of Solamnia, battling the Knights and their allies over the remaining fertile territory. Refugees flee west and south as Nightlund’s pallor spreads across the land, with only Southlund, Coastlund, and Tanith remaining as the last vestiges of the living.

Southern Ergoth: Less populated and more wild than its northern neighbor, Southern Ergoth has seen a rapid change in its population in recent history. Solamnics have several small outposts on the coasts, with ogres occupying the former Ergothian Imperial capital of Daltigoth. The ogres would soon invade Zhea Harbor, the largest city of the Ergothians on the island, during the War of the Lance. Also during this time, Qualinesti and Silvanesti refugees established the new settlements of Silvamori and Qualimori, coming into conflict with the native Kagonesti elves after the refugees sought to exploit their labor. Post-war the Ergothians managed to retake their city, and the elven refugees started returning to their homelands. But the appearance of the Raistlinite cult has proven a danger to all people on this island. Ivel Batavos used the unstable political structure to build a base of operations on the Island of Cristyne, seeking out the mystical Christening Spring and Tower of Magius. It’s said that the Spring’s waters are empowered by pure magic, allowing even one untouched in the arcane and divine arts to manipulate potent yet unstable spells. As for the Tower, it is said to be one of the famed wizard’s safehouses during the time he was a renegade mage on the run from the Orders of High Sorcery. The Raistlinites have occupied the Tower, but are unable to safely breach its secure vaults, and they’re using the Christening Spring to empower their rank-and-file with magic that grants them great power but rends their bodies over time.

Taman Busuk: When the Whitestone Armies invaded the territory of central Ansalon, they were surprised to see the deplorable conditions in which its people lived: volcanic mountains, valleys of rocky ash, and cities in squalor ruled by monstrous tyrants. “Why do these people let themselves be ruled so? Why do they choose to continue living here?”

The reality is that many Nerakans have little choice in the matter. As the descendants of Istarans who fled into the mountains during the Cataclysm, they were reluctant to move away from the last home they had after such hardship. Furthermore, while nobody labors under the delusion that the Dragonarmies are a beneficent order, they were the first taste that its people had for the return of divine magic in centuries. Takhisis’ reign was one of fear, but also of hope for many. No more would they live in fear of the plague, and for the first time in generations many humans, goblins, ogres, and other races marched together, fought together, and bled together for a common cause beyond survival to the next season.

This explanation of why the people of the Taman Busuk region tolerated tyranny and oppression is also the explanation for why so many are now rebellious against their former rulers. Emperor Ariakas ruled through fear as much as devotion, and his death at the hands of the Heroes of the Lance showed how unstable his regime was when it collapsed into infighting. When one of those very same Heroes of the Lance would then go on to kill his goddess during the Blue Lady’s War and ascend to godhood himself, the fear of punishment at the hands of the Gods of Darkness (and the promise of a rich and rewarding life for being in service of them) was relieved from the Nerakans. The spread of the Final Volume proved popular, as it provided an outlet for the worst-off in society to blame the Dragonarmies for false promises.

Originally killed during Silvara’s and Gilthanas’ infiltration of Sanction to rescue the good dragon eggs, the red dragon Harkiel was resurrected by a lightstorm.The Sanction Riots lasted for two months, at which point Harkiel took control of the Dragonarmies and forced much of the resisting populace into the surrounding mountains. With nothing to lose but their freedom, this inspired continual waves of insurgency, further boosted by anti-Dragonarmy groups such as the Hidden Light who were active during the War of the Lance. Even after Pelani Two-Axe is captured and publicly executed, the rebels were inspired by her courage and redirected one of the lava flows into the heart of Sanction, forcing Harkiel to flee in disgrace. As for the city of Neraka, its Temple of Darkness remains in ruins, picked over by salvagers, and its government is now a patchwork collection of warring cults and Dragonarmy Remnants whose faiths and leaders change with every new star in the hourglass constellation.

Although they know that their time is short on Krynn, the Nerakans are yet hopeful. Their lives and their ancestor’s lives were full of struggle and suffering, but now they can spend their last moments on Ansalon living for themselves and not for others. “The Emperor is dead. The Dark Queen has fallen. Neraka lives.” This is a common slogan among Nerakans, both pro-resistance and pro-Dragonarmy.

Thorbardin: A long-isolated kingdom, Thorbardin played a major role in the War of the Lance as the site of organized resistance against the Red Dragonarmy, as well as being the holder of the famed Hammer of Kharas necessary to forge the Dragonlances. The mountain dwarves adapted well to the changing cosmology in spite of their god’s death: they transitioned to a wartime economy in supporting the Armies of Reorx, and many dwarves are willing to do with less in order to support the soldiers leaving their mountain home. The Council of Thanes is also united for the first time in generations, with even the more treacherous Daegar and Theiwar clans willing to aid their “light-loving” brethren for the shared goal of defeating the Magegod. The acceptance of the Neidar clan into the kingdom in order to make up for lost numbers joining the Armies engendered lots of goodwill among the hill dwarves.

On a surface level, Thorbardin looks like it’s undergoing a golden age. And while it may be more secure than other areas in Krynn, its society faces a new set of dangers. The increasing sacrifices and overworking take a toll on the minds and bodies of many dwarves, and the Klar clan is seeing the highest mortality rates on account of being in charge of handling dangerous animals and alchemical substances. More ambitious and unethical dwarves are willing to use them as guinea pigs for dangerous experiments in making new bioweapons to deliver to the Armies of Reorx. The Theiwar wizards of the Obsidian Circle are using their magic to slowly gather power in hopes of subverting the Council of Thanes, now that their kin are focused outwards. Magestorms dash upon the mountains, the magical winds funneled into underground pockets and staying there, building in concentrated might before they violently spill out into the rest of Thorbardin. Raistlinites are unable to assault the gates in a conventional battle, but they make up for it with summoned monsters, enchanted dupes, and scrying spies to sabotage the dwarves. The foes adventurers face here are more likely to wear a humanoid, or rather dwarven, face than a monstrous one.

Throtl: One of the two goblinoid-majority kingdoms in Ansalon, the people of Throtl are split between the warlike hobgoblins and humans of Solamnic and Istaran heritage. The hobgoblins are dominant in both strength and numbers, their ruler Crod Blackmaw having recently driven out the humans from the city of Throtl. His concubine advisors were clerics of Takhisis, and the death of their goddess caused their number to fall into infighting. The winning faction, supported by Blackmaw, forsworn divine aid as well as that of the Dragonarmy Remnants, claiming that the hobgoblins can easily rule by themselves without outside influence. So far, Blackmaw’s holding onto power, but the increasing undead attacks from neighboring Nightlund make his grasp increasingly weaker. As for the humans, most have fled to the Plains of Solamnia, viewing it as a safer country. The few humans remaining are those utterly stubborn souls with nothing to lose but the ground they stand upon.

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Netherworld Archipelago by Jesse Vandijk

Zhakar: Their kingdom formerly known as Thoradin, almost all of its citizens fell under stone and sea when the Cataclysm struck Krynn. Only one city of the Theiwar clan remained intact, and a devastating fungal plague spread through its populace to the point that it’s now an inherited condition. With most of its people living in squalor for generations, Zhakar experienced an economic boom when the Dragonarmies began commissioning them for metal weapons and equipment for the war effort, and the healing magic of Takhisis’ clerics was enough to earn their loyalty.

Now that Takhisis is dead and the Dragonarmies crushed, the Zhakar look uncertainly towards the future. They are eagerly charging military forces in Sanction and Neraka even higher prices now that they don’t have the upper hand in bargaining. As Harkiel the Bender is more focused on crushing native insurrections than risking war against the dwarves, the Dragonarmies have little choice but to accept. King Zhak Pillarstone received messages from Thorbardin and Kayolin for working with the Armies of Reorx to defeat Raistlin and his followers, but the paranoid monarch has no love for his divine creator nor the struggles of the outside world. There is a slow, yet growing, opposition to his rule: the Silver Masters are clandestine worshipers of Shinare who got a taste of divine magic from a non-evil goddess. Although their patron is doomed to die, they believe that if things are to get any better, they must act now before they lose everything.
 
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* How would be a mash-up setting mixing Dragonlance and Dark Sun, in the age of despair, with dragon overlords, the order of the seekers investigating the psionic powers, ardents (psionic class) and clerics as frienemies. The arcane magic can work normal in "safe zones" created like laboratories but in "outdoors" it can become defiler. Divine spellcasters of false deities also can do a "tainted zone" effect but the damage against the local flora is different, more like radioactivity. You shouldn't be near for a long time.

You should consider making your own homebrew as well. If I can do it, you can too!
 

Chapter 5: New Player Options

Following are three new subclasses designed for play for this timeline, designed in mind for the 2024 rules of 5th Edition Dungeons & Dragons and using Subclasses Revivified for balance comparison and inspiration. They can work for other settings and timelines with minimal effort.

This chapter is rather brief in comparison to the prior ones. As Hourglass in the Sky timeline is more or less the same as the default setting’s barring the final two years, most existing rules from Dragonlance: Shadow of the Dragon Queen should work for it. For those looking for more comprehensive outlines for races, spells, equipment, and the like, I recommend checking out Tasslehoff’s Pouches of Everything Revised and the Dragonlance Companion.

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Image taken from the Godbound RPG, by Sine Nomine Publishing.

Paladin Oath of the Fallen

Fight for the ideals of your dead god

You are a holy warrior in service to a destroyed divinity. You wield your patron deity's divine power as "echoes," cosmic lingering effects of their mark upon the world. While their alignment and values are as diverse as the gods they served, these paladins share the following tenets:

Adhere to the dogma of your fallen patron.
Preserve the world's existence from oblivion.
Ensure that the fallen are remembered.

Level 3: Oath of the Fallen Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Fallen Spells table, you thereafter always have the listed spells prepared.

Paladin LevelSpells
3Armor of Agathys, Dissonant Whispers
5Phantasmal Force, See Invisibility
9Counterspell, Speak with Dead
13Divination, Mordenkainen's Faithful Hound
17Creation, Jallarzi's Storm of Radiance

Level 3: Renewing Smite

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to allow one creature of your choice within 30 feet to make an additional saving throw to end an ongoing Condition.

Level 7: Heedful Aura

You and your allies gain +5 to Passive Perception, and you can see any invisible or ethereal creature within 10 feet of you.

Level 15: Rescue the Faltering

When an allied creature you can see and is within 60 feet is reduced to 0 Hit Points or gains the Incapacitated, Paralyzed, Petrified, Stunned, or Unconscious conditions, you can take a Reaction to teleport them adjacent to you. Once you use this feature, you can't do so again until you finish a Long Rest.

Level 20: Divine Imbuement

As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Bane of the Magegod. Enemies in your aura have Disadvantage on Constitution saving throws.

Steps Between Existence. You can teleport as part of your movement, moving a total number of feet equal to twice your Speed.

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Bloodborne Fanart by Kalmahul

Ranger Doomseeker Conclave

Travel the lands of Ansalon to avert its prophesied disasters

Having extensively read the Final Volume, you made a vow to prevent the worst from happening. You rely upon hard-learned lessons and supernatural insight to overcome Krynn's insurmountable dangers.

Level 3: Dire Visions

You analyzed and interpreted the Final Volume keenly enough to avert more personal disasters, granting you the following benefits.

Cosmic Understanding. You are proficient in the Arcana and Religion skills. Whenever you make a D20 Test with such skills, you treat a roll of 9 or lower on the d20 as a 10.

Fortuitous Placement. You reduce damage taken from environmental hazards and Area of Effect attacks by twice your Proficiency Bonus.

Redirect Disaster. When a creature attacks and hits you with a weapon attack or spell attack and you are adjacent to a creature, you can take a Reaction to deal 2d6 damage to that creature, using the same damage type as the original attack. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a Long Rest.

Level 3: Crisis Management

You know how to act under pressure. You can use the Utilize action to throw an object to a creature within 30 feet, and they can take their Reaction to Utilize the object as normal.

Level 3: Doomseeker Spells

When you reach a Ranger level specified in the Doomseeker Spells table, you thereafter always have the listed spells prepared.

Ranger LevelSpells
3Feather Fall
5Find Steed
9Leomund's Tiny Hut
13Banishment
17Passwall

Level 7: Offensive Predictions

Once per turn, whenever you succeed on an attack against the creature marked by your Hunter's Mark, you can make a free Grapple or Shove against that creature, even if the attack isn't made with an Unarmed Strike and you do not have a free hand. You cannot Grapple a creature with a ranged attack.

Level 11: Drawn to Death

You have Advantage on all Death Saving Throws.

In addition, whenever a creature you can see within 30 feet of you drops to 0 hit points, you can take a Reaction to move up to half your Speed towards or away from that creature. This movement doesn't provoke opportunity attacks.

Level 15: Harbinger of the End

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on a d20 against creatures under the effects of your Hunter's Mark. Your weapon attacks also ignore any Immunities or Resistances they have.

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The Alchemist by Daeyoon Huh

Preserver Alchemist Roguish Archetype

Master the hidden elemental arts of reality.

Through dreamlike communion with Sirrion, druidic bushcraft, or the trade secrets of alchemist's guilds, you learned to draw power from the physical properties of the world around you.

Level 3: Natural Philosopher

At 3rd level, you are proficient in the Druidic language, as well as the Medicine skill and alchemist's supplies. If you are already proficient in one or both of the latter, you gain proficiency in a bonus skill and/or tool of your choice, respectively. You add double your proficiency bonus whenever you would make an ability check using Wisdom (Medicine) or alchemist's supplies.

Level 3: Spellcasting

You have learned to cast spells. See chapter 7 of the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Druidcraft and two other cantrips of your choice from the Preserver Alchemist spell list (see that class's section for its list).

Whenever you gain a Rogue level, you can replace one of your cantrips, except Druidcraft, with another cantrip of your choice.

When you reach Rogue level 10, you learn another cantrip of your choice.

Spell Slots. The Preserver Alchemist Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Preserver Alchemist spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Preserver Alchemist Spellcasting table. Whenever that number increases, choose additional Preserver Alchemist spells until the number of spells on your list matches the number in the Preserver Alchemist Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 13 Rogue, your list of prepared spells can include nine Preserver Alchemist spells of level 1, 2, or 3 in any combination.
Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Preserver Alchemist spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Preserver Alchemist spells.

Spellcasting Focus. You can use alchemist's supplies or Druidic Focus as a Spellcasting Focus for your Preserver Alchemist spells.

Rogue LevelPrepared Spells1234
332---
443---
543---
643---
7542--
8642--
9642--
10743--
11843--
12843--
139432-
1410432-
1510432-
1611433-
1711433-
1811433-
19124331
20134331

Preserver Alchemist Spell List

Cantrips:
Acid Splash, Elementalism, Fire Bolt, Light, Mending, Poison Spray, Produce Flame, Ray of Frost, Shocking Grasp, Spare the Dying

1st Level Spells: Burning Hands, Chromatic Orb, Color Spray, Create or Destroy Water, Cure Wounds, Detect Poison and Disease, False Life, Fog Cloud, Grease, Purify Food and Drink, Sleep

2nd Level Spells: Alter Self, Barkskin, Continual Flame, Darkvision, Dragon's Breath, Enhance Ability, Enlarge/Reduce, Gentle Repose, Heat Metal, Lesser Restoration, Locate Animals or Plants, Melf's Acid Arrow, Protection from Poison, Scorching Ray, Spider Climb

3rd Level Spells: Animate Dead, Create Food and Water, Daylight, Elemental Weapon, Feign Death, Fireball, Gaseous Form, Haste, Lightning Bolt, Meld Into Stone, Plant Growth, Protection from Energy, Stinking Cloud

4th Level Spells: Blight, Conjure Minor Elementals, Control Water, Fabricate, Fire Shield, Locate Creature, Polymorph, Stone Shape, Stoneskin, Summon Elemental, Vitriolic Sphere

Level 3: Volatile Chemistry

At the end of a Long Rest, you can craft a number of vials of Acid, Alchemist's Fire, or Oil equal to your Proficiency Bonus in any combination. These items dissolve into useless dust if not used by your next Long Rest, and their temporary nature is apparent to a casual inspection. The damage dice of attacks you make with such items increases by 1 die at 6th level, 2 dice at 11th level, and 3 dice at 18th level.

Level 9: Anatomical Assault

You gain the following Cunning Strike options:

Decaying Attack (Cost: 2d6) The target must make a Constitution saving throw. On a failed save, it has disadvantage on Strength, Dexterity, and Constitution saving throws until the end of its next turn.

Lengthening Attack (Cost: 1d6) You add 20 feet to the reach for a melee weapon attack or double the range of a thrown weapon attack you make with Sneak Attack. This is different than other Cunning Strikes in that you can apply the Sneak Attack cost reduction before determining the result of the success or failure of your attack roll.

Level 13: Anatomical Evolutions

You are capable of making extreme modifications to your body, granting you the following benefits.

Extremophile. You no longer need to eat, sleep, or breathe. You must still rest for 8 hours in order to gain the benefits of a Long Rest.

Malleable Flesh. You can cast Alter Self at will without the need for Concentration, but you can only use the Change Appearance option when casting the spell in such a way.

Sonar. You have Blindsight with a range of 10 feet and have Immunity to the Blinded condition.

Level 17: Elemental Combustion

As a Magic action, you can manipulate the microscopic elements around a creature or object to explode in a surge of elemental energy. This is resolved as a ranged spell attack with a 120 foot range that ignores anything less than full cover or concealment, dealing 20d6 acid, cold, fire, poison, or lightning damage (chosen at the time of this attack). Once you use this feature, you can't do so again until you finish a Long Rest.
 
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