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[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
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<blockquote data-quote="Libertad" data-source="post: 9778982" data-attributes="member: 6750502"><p style="text-align: center"><strong><span style="color: rgb(85, 57, 130)"><span style="font-size: 22px">Chapter 5: Lands of the Six Towers, Part 3</span></span></strong></p><p></p><p><img src="https://i.imgur.com/W1op43o.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 610px" /></p><p></p><p><a href="https://www.patreon.com/posts/solace-village-114885922" target="_blank">Solace, by Mondcuow</a></p><p></p><p><strong>Lands of Wayreth:</strong> Due to its distance from Solamnia and Istar, southwest Ansalon became a prime destination for mages fleeing the persecution of the Kingpriest. After the loss of the Towers of Istar, Losarcum, and Daltigoth, the Orders of High Sorcery's leadership convened in Wayreth and remained there for decades. Being given refuge by the kingdom of Qualinesti, plus the natural barrier of the Kharolis Mountains, made it difficult for passing armies to travel to the Tower.</p><p></p><p>While the Grand Conclave has long since moved to Palanthas, Wayreth's legacy persists as a place for those with nowhere else to go in order to start a new life. It is an unofficial policy in the lands of other Towers to "encourage" wizards who claim the robes of an Order antithetical to the dominant political structure to head to a more appropriate realm. While this does include many White and Red Robes who clearly have no future in Daltigoth, it also includes more ruthless Black Robe malcontents who clash against Palanthas' Utopian ideals, those who wear out their welcome in the eastern city-states, Silvanesti elves of all three Orders who brush up against their homeland's caste system, and White Robes who end up offending an eastern city-state's Storm Baron with talk of "greater unity" and "self-sacrifice."</p><p></p><p>In pre-Cataclysm times, it was tradition among mages of incompatible ideologies to treat the Towers as neutral ground. During the Lost Battles against Istar, the three Orders found themselves in close proximity for prolonged periods in sharing the last remaining Tower. Combined with the very real threat of the destruction of the Wizards of High Sorcery as a whole, a popular sentiment reimagined wizards as an extended family of different origins and belief systems, often prone to squabbling yet united together in the study of magic. This sentiment was used to great effect after the Cataclysm to unite the three Orders in helping rebuild society, although this worldview faded in popularity as the Towers and Orders became more established political organizations. But the Tower of Wayreth still prized the ideal of a pan-wizard unity as part of its historical and cultural heritage. Combined with Abanasinia's similar history of being a place for people to start new lives, Wayreth is one of the few places in Ansalon where you can see mages of all three Orders in significant numbers.</p><p></p><p>Unfortunately, this ideological tolerance has worked against Wayreth, allowing the Black Robes to attain greater political power. Via a combination of economic sabotage, false flag attacks of supposed cultists of the Forgotten Gods to get a fearful populace more willing to accept extreme measures for "self-defense," claiming control over more remote settlements, and the use of enchantment magic to build up artificial support, the Black Robes quickly clashed with the other two Orders, causing many frontier towns to devolve into cycles of blood feuds. It seemed only a matter of time before the malcontents of Nuitari were sanctioned in a more overt fashion. But those hopes were crushed when the Master of the Tower, Par-Salian, exchanged the White Robes for the Black. This was part of a desire for revenge against those who killed his beloved Ladonna, hardening his heart into adapting a crueler worldview.</p><p></p><p>Comprising the lands of Abanasinia, Kharolis, Qualinesti, Thorbardin, and the western Plains of Dust, Wayreth has a very strong economy. The Kharolis Mountains offer much in the way of precious minerals and metals, Qualinesti's forests provide lumber and all kinds of herbs and flora, and Abanasinia's proximity to Ergoth and Solamnia's coastal settlements open it up to foreign trade. The region is more prosperous in the north, as the south is given over to extreme winters and arid conditions from the winds of the Plains of Dust. The city-state of Tarsis is part of Wayreth in name only, populated by all sorts of people seeking to live free of wizardly rule and is ruled in practice by various crime syndicates and mercenary companies.</p><p></p><p>In theory Wayreth is a realm where the three Orders of High Sorcery have a tolerated presence, where one can find a community best-suited to their liking. In practice, the Black Robes hold a disproportionate amount of power, particularly in the northern settlements of Abanasinia such as Gateway and Solace. They rule effectively as landed nobility, although their counterparts in Daltigoth look down upon them as " upstart nouveau riche." Hederick of the city of Haven is a particularly power-hungry and cruel wizard, an opportunist who is willing to take in whoever appears to be a rising star in local politics to put under his sway. Or destroy them if they prove a perceived threat. He is building up a cult of personality among the Abanasinians, and is hoping to unseat Par-Salian. Elistan is one such promising wizard, who has yet to take the Test but knows that in his heart of hearts he is not bound for the Black Robes. It is only a matter of time before his loyalties are called into question.</p><p></p><p>Kharolis, in comparison, is colder and less-populated than Abanasinia. Former subjects of the Empire of Ergoth, its inhabitants used the Cataclysm as an opportunity to break away and attain self-rule. Between the much colder winters and raids from goblins, ogres, thanoi, and other humans menacing them, life was still hard on their own. The Tower of Wayreth's proximity served as the perfect testing grounds for Merroc's future magocracy, and the wizards earned the trust and respect of the populace after using their magic to provide food and security to its settlements. Many Kharolians are fond of claiming some famous archmage in their family tree, and local communities hold extensive celebrations whenever one of their own completes the Test of High Sorcery. However, this love of all things wizardry is starting to turn around: the resources of local towns and villages are being stretched, as Par-Salian is mobilizing a build-up of soldiers and conscripts for an eventual assault against Tarsis and some western Homecomer settlements in the Plains of Dust. The archmage has even hired monstrous mercenaries from Icereach for this purpose, who bear little loyalty to native Kharolians and are prone to causing trouble.</p><p></p><p>The kingdom of Qualinesti stands in stark contrast to the human-majority realms of Wayreth. While still tolerating the Tower's presence, the elves are none too happy about Par-Salian's face-heel-turn. Red and Black Robe wizards, and non-elves in general, are regularly denied travel or placed under heavy guard when they need to pass through the forests. Par-Salian hasn't reacted against this yet, although the Speaker of the Sun Solostaran Kanan fears that the Black Robes are seeking to more fully claim the lands of Kharolis in order to squeeze out Qualinesti from the north and south in a pincer attack. Seeing what happened to Thorbardin, Porthios assigned his son Gilthanas on a secret mission to build alliances with trusted outsider groups. Although the younger elf believes in his people's ability to weather any storm, he knows it's only a matter of time until Qualinesti is invaded. Gilthanas has been traveling in disguise in wider Wayreth more frequently as of late.</p><p></p><p>Thorbardin technically falls under Wayreth's dominion, but the dwarves have long been self-governing. This changed during 317 A.M., where the Black Robes led a failed invasion of the kingdom to seize its mineral resources. While the Order still exerts subtler means of influence, the mountains are heavily patrolled by the dwarves. By making use of intricate machinery and knowledge of the terrain, they're managing to hold fast against magical infiltration. Aware that Wayreth's actions don't have the full backing of the Magocracy, the Council of Thanes believes that they can sit things out. They note that Par-Salian is human and still mortal, unlike the undead rulers of Daltigoth, and thus has limited time left. However, not all agree with the political orthodoxy. The Thane of the Klar clan undertook a risky expenditure to reclaim pre-Cataclysm tunnels, hoping to establish contact with the northern dwarves of Kayolin. The Obsidian Circle, an order of Theiwar wizards, resent both the ruling Thanes and foreign Magocracy, and seek to claim rulership for themselves.</p><p></p><p><em>Adventure Ideas:</em> The Cult of Belzor, an Abanasinian insurgent group secretly created by the Black Robes for the purposes of seizing power, was supposedly crushed by the Order. But recent spates of arson and summoned snakes attacking citizens in the city of Haven point to their influence rising once again. What makes these attacks different is that a Black Robe nobleman was among the casualties, something that the cult's original leader knew better than to do. Is this yet another case of trickery by Nuitari's faithful, vengeance by the original cultists for the Black Robe's betrayal, or something stranger?</p><p></p><p>While they still have strong reservations against the use of precious minerals for material components, realpolitik and a desire for vengeance caused the Obsidian Circle into forming a secret contact with the Gray Robe wizards. They are close to finishing a secret Teleportation Circle connected to the city of Sanction, which will allow the Dragonarmies to invade Thorbardin from within.</p><p></p><p><img src="https://i.imgur.com/Mu6xOfE.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 638px" /></p><p></p><p><em>Artwork by Larry Elmore, from Dragons of a Fallen Sun</em></p><p></p><p><strong>Lands Unclaimed by the Magocracy:</strong> While the influence of the Wizards of High Sorcery can be felt across Ansalon, there are still many lands they have yet to control. In some cases the region is deemed more trouble than its worth, such as the Taman Busuk. Others have elements desired by the Magocracy, such as Dimernesti, but their isolation and political factors make exploration and annexation a slow and risky process.</p><p></p><p>The <em>Taman Busuk</em> region is the most prominent feature of central Ansalon, a no man's land of mountains, badlands, and volcanoes. It is populated by the descendants of Istaran survivors who fled into the mountains during the Cataclysm, as well as older established civilizations of goblins, gnolls, ogres, dwarves, and lesser-known races such as the shadowpeople and phaethon. Most of the Taman Busuk's inhabitants live in small villages and nomadic tribes, surviving by foraging the fertile patches of volcanic soil which are ideal for farming and hold a good portion of water. The region's largest population centers are the cities of Sanction, Neraka, and Zhakar. Sanction's location by the New Sea makes it the region's only port, and was chosen by the Gray Robes as the capital of Takhisis' future Dragon Empire. Neraka holds the magically-transported Temple of Istar which once held the Foundation Stone necessary for the Dark Queen's return to Krynn, and as such is a common pilgrimage destination for those willing to serve her. Zhakar is the last remaining outpost of the former dwarven kingdom of Thoradin, who entered into an alliance with the Gray Robes in supplying them with metal and weapons. The Wizards of High Sorcery aren't welcome in these lands, and any who wear their robes are seized by Dragonarmy soldiers to be imprisoned and executed. People rarely venture through these lands save to do business with the forces of darkness.</p><p></p><p><em>Estwilde</em> is a narrow realm flanked by mountains in the east and west, with much of its area swampland. There is some trade with the people of Nordmaar and the Taman Busuk, but most Estwildians live their entire lives not having any significant contact with foreigners. The exception is the city-state of Haltigoth in the far south, serving as a port for the New Sea. Haltigoth's people have long suffered under generations of cruel and incompetent rulers, which made it easy for the Gray Robes to effectively take control of the government, with the former rulers fleeing to Abanasinia and elsewhere.</p><p></p><p>The desolate <em>Plains of Dust</em> are the center for a growing community of Homecomers, mages dissatisfied with High Sorcery's increased focus on politics away from their original ideals. Homecomer communities are collectively known as the Southern Sanctuaries due to the use of terraforming magic to create livable terrain among the cold desert. The walled settlement of Qindaras is the largest Sanctuary by population and is home to the founder of the Homecomers, Aurelio De Luca. Its location on the largest fork of the Torath River supplies it with fresh water and allows for boat travel to other Sanctuaries, and its proximity to the least-broken portion of the King's Road makes it a favored destination for Silvanesti refugees. There's also a sizable community of gnolls here, who often serve as guards and scouts on the lookout for Kirath, robed wizards, and other troublemakers who often come to the Plains to seize people fleeing their respective civilizations' "justice." De Luca lives in an imposing gothic tower from which dark storm clouds gather. The clouds help provide Qindaras with rain and fire lightning at invaders, and the archmage has been known to invite the rare guest. Most often it's old friends and acquaintances he hopes to win over to the Homecomer movement, but sometimes stranger entities visit, such as extraplanar ambassadors shrouded in orbs containing their plane's personal atmosphere.</p><p></p><p><em>Tarsis</em> is technically part of the Plains of Dust and in Wayreth's jurisdiction, but is sufficiently culturally distinct from both the Magocracy and the Homecomers to merit its own entry. It was a prosperous port city before the Cataclysm, and the shockwaves from the fiery mountain caused the sea near Kharolis to recede. Tarsis ended up landlocked, with little to show for it but miles upon miles of new, salted lands. Pieces of fading architecture and the ruins of ships point to days long gone by, and its people are resentful against both the gods for abandoning them and the Magocracy for largely ignoring them. Tarsis soon became a haven for people dissatisfied with the Wizards of High Sorcery. Homecomer mages visit the Library of Khrystann, which holds rare tomes unseen even in the Library of Palanthas. The Knights of the Forgotten Rose are led by Sturm Brightblade, who seeks to revive the old ideals of the Knights of Solamnia by being a thorn in Par-Salian's side. These new Knights defend the common folk of Kharolis and the Plains of Dust from tyrannical mages, bandits, and monsters. A secret society known as the Keepers are the most powerful syndicate of criminals, mercenaries, and artifact-hunters in Tarsis. Their symbol of a fist grasping a key can be found everywhere in the city, and every local knows not to do harm upon a person or property bearing their seal.</p><p></p><p><em>Icereach</em> is a land that few visit. The Ice Folk tribes hold skilled mages known as winternorns who are adept at divining the future, but they hold little desire to join the wider Magocracy. Thanoi and Ursoi live here, although more are immigrating north to the more prosperous Southern Sanctuaries in order to serve as merchants and mercenaries. There is one particularly eccentric Homecomer who lives here: Feal-Thas, a former Black Robe Silvanesti elf who has claimed the lands around Icewall Castle. In possession of a unique artifact known as a Dragon Orb, he learned of Takhisis' return in eastern Ansalon and is eager to help the Dragonarmies conquer his elven homeland.</p><p></p><p>The sea elven kingdom of <em>Dimernesti</em> has recently opened contact with their Silvanesti cousins, while the <em>Dargonesti</em> elves live among the Istaran ruins in the depths of the Blood Sea. Sea elves live as oceanic nomads, with the Dimernesti capital of Dimernost being a notable exception in having buildings made of living coral. Air domes were recently erected to serve as residences for continental visitors after beginning trade with Silvanesti. This opening of relations is making Dimernost more prosperous, resulting in a growing gap between the city-dwellers and nomads. Some traditionalists have raised concerns about growing too close to land-dwellers, fearful of the Magocracy changing their way of life.</p><p></p><p>Sea elves have been known to tame seahorses, jellyfish, dolphins, whales, otters, stingrays, and even sharks. Volcanic vents serve as undersea forges for crafting metal, while mussel glue is a powerful adhesive. What they cannot accomplish by nature, they can by magic, and many land-dwellers are surprised to see the elves bearing equipment they'd expect to come apart in the water. The Dargonesti of the Blood Sea have a larger than usual amount of access to divine magic items due to their proximity to Istaran ruins holding relics dating back to the Age of Might. As the gods are just as silent to the sea elves as the other mortals of Krynn, the Dargonesti closely guard these items and rarely use them if they're consumable or have limited charges. A dangerous yet profitable profession of "tomb-diving" has arisen among the Dargonesti, mages with the Water Breathing spell, and gnomish submersible crews. Working together or individually, they comb the sea floor for forgotten cities. Istar's magical defenses remain active even to this day, and many sea elves and surface-dwellers have met an early end in the lightless depths.</p><p></p><p><em>The Blasted Isles</em> of Sancrist and Cristyne were meant to be a time of celebration, another brick to add to the mighty foundation of the Magocracy. The final defeat of the Knights of Solamnia represented a victory against the old orders of prior Ages, and the building of a seventh Tower of High Sorcery was part of a greater project to set sail to the distant continent of Adlatum, with what little is known little more than myth and legend. But the Tower's destruction turned the terrain of the islands into a nightmarish wasteland: even docile animals became bloodthirsty and covered in rocky scales, while the very rules of magic fail to work as spells are prone to mishaps and random effects. The area immediately around the Tower is where the effects are strongest, with a visible barrier surrounding the ruined structure. The barrier is akin to an illusory projector, playing out scenes from the past, ranging from people living peacefully around the Tower to roaming alien creatures not matching any known species in this world. While it is possible to travel past the barrier, any scouts and summoned creatures who have since crossed this threshold never return.</p><p></p><p><em>Adventure Ideas:</em> While Feal-Thas' desire for vengeance against Silvanesti is genuine, he has an ulterior motive for allying with the Dragonarmies. When the chromatic dragons fly south, he plans to use the Dragon Orb to control them and besiege Qindaras, taking control of Aurelio De Luca's tower and the many arcane secrets of the Storm Baron contained within.</p><p></p><p>An exiled former leader of Haltigoth has a map on their person, showing the way to an unclaimed vault deep beneath their former family manor. The Dragonarmies have yet to find it, but it's only a matter of time before they do. The exile wishes to hire the PCs to perform a heist of the manor, which has since been turned into a heavily-guarded Dragonarmy depot. Even if the treasure is genuine, can the PCs trust this crooked politician to not doublecross them?</p></blockquote><p></p>
[QUOTE="Libertad, post: 9778982, member: 6750502"] [CENTER][B][COLOR=rgb(85, 57, 130)][SIZE=6]Chapter 5: Lands of the Six Towers, Part 3[/SIZE][/COLOR][/B][/CENTER] [IMG width="610px"]https://i.imgur.com/W1op43o.png[/IMG] [URL='https://www.patreon.com/posts/solace-village-114885922']Solace, by Mondcuow[/URL] [B]Lands of Wayreth:[/B] Due to its distance from Solamnia and Istar, southwest Ansalon became a prime destination for mages fleeing the persecution of the Kingpriest. After the loss of the Towers of Istar, Losarcum, and Daltigoth, the Orders of High Sorcery's leadership convened in Wayreth and remained there for decades. Being given refuge by the kingdom of Qualinesti, plus the natural barrier of the Kharolis Mountains, made it difficult for passing armies to travel to the Tower. While the Grand Conclave has long since moved to Palanthas, Wayreth's legacy persists as a place for those with nowhere else to go in order to start a new life. It is an unofficial policy in the lands of other Towers to "encourage" wizards who claim the robes of an Order antithetical to the dominant political structure to head to a more appropriate realm. While this does include many White and Red Robes who clearly have no future in Daltigoth, it also includes more ruthless Black Robe malcontents who clash against Palanthas' Utopian ideals, those who wear out their welcome in the eastern city-states, Silvanesti elves of all three Orders who brush up against their homeland's caste system, and White Robes who end up offending an eastern city-state's Storm Baron with talk of "greater unity" and "self-sacrifice." In pre-Cataclysm times, it was tradition among mages of incompatible ideologies to treat the Towers as neutral ground. During the Lost Battles against Istar, the three Orders found themselves in close proximity for prolonged periods in sharing the last remaining Tower. Combined with the very real threat of the destruction of the Wizards of High Sorcery as a whole, a popular sentiment reimagined wizards as an extended family of different origins and belief systems, often prone to squabbling yet united together in the study of magic. This sentiment was used to great effect after the Cataclysm to unite the three Orders in helping rebuild society, although this worldview faded in popularity as the Towers and Orders became more established political organizations. But the Tower of Wayreth still prized the ideal of a pan-wizard unity as part of its historical and cultural heritage. Combined with Abanasinia's similar history of being a place for people to start new lives, Wayreth is one of the few places in Ansalon where you can see mages of all three Orders in significant numbers. Unfortunately, this ideological tolerance has worked against Wayreth, allowing the Black Robes to attain greater political power. Via a combination of economic sabotage, false flag attacks of supposed cultists of the Forgotten Gods to get a fearful populace more willing to accept extreme measures for "self-defense," claiming control over more remote settlements, and the use of enchantment magic to build up artificial support, the Black Robes quickly clashed with the other two Orders, causing many frontier towns to devolve into cycles of blood feuds. It seemed only a matter of time before the malcontents of Nuitari were sanctioned in a more overt fashion. But those hopes were crushed when the Master of the Tower, Par-Salian, exchanged the White Robes for the Black. This was part of a desire for revenge against those who killed his beloved Ladonna, hardening his heart into adapting a crueler worldview. Comprising the lands of Abanasinia, Kharolis, Qualinesti, Thorbardin, and the western Plains of Dust, Wayreth has a very strong economy. The Kharolis Mountains offer much in the way of precious minerals and metals, Qualinesti's forests provide lumber and all kinds of herbs and flora, and Abanasinia's proximity to Ergoth and Solamnia's coastal settlements open it up to foreign trade. The region is more prosperous in the north, as the south is given over to extreme winters and arid conditions from the winds of the Plains of Dust. The city-state of Tarsis is part of Wayreth in name only, populated by all sorts of people seeking to live free of wizardly rule and is ruled in practice by various crime syndicates and mercenary companies. In theory Wayreth is a realm where the three Orders of High Sorcery have a tolerated presence, where one can find a community best-suited to their liking. In practice, the Black Robes hold a disproportionate amount of power, particularly in the northern settlements of Abanasinia such as Gateway and Solace. They rule effectively as landed nobility, although their counterparts in Daltigoth look down upon them as " upstart nouveau riche." Hederick of the city of Haven is a particularly power-hungry and cruel wizard, an opportunist who is willing to take in whoever appears to be a rising star in local politics to put under his sway. Or destroy them if they prove a perceived threat. He is building up a cult of personality among the Abanasinians, and is hoping to unseat Par-Salian. Elistan is one such promising wizard, who has yet to take the Test but knows that in his heart of hearts he is not bound for the Black Robes. It is only a matter of time before his loyalties are called into question. Kharolis, in comparison, is colder and less-populated than Abanasinia. Former subjects of the Empire of Ergoth, its inhabitants used the Cataclysm as an opportunity to break away and attain self-rule. Between the much colder winters and raids from goblins, ogres, thanoi, and other humans menacing them, life was still hard on their own. The Tower of Wayreth's proximity served as the perfect testing grounds for Merroc's future magocracy, and the wizards earned the trust and respect of the populace after using their magic to provide food and security to its settlements. Many Kharolians are fond of claiming some famous archmage in their family tree, and local communities hold extensive celebrations whenever one of their own completes the Test of High Sorcery. However, this love of all things wizardry is starting to turn around: the resources of local towns and villages are being stretched, as Par-Salian is mobilizing a build-up of soldiers and conscripts for an eventual assault against Tarsis and some western Homecomer settlements in the Plains of Dust. The archmage has even hired monstrous mercenaries from Icereach for this purpose, who bear little loyalty to native Kharolians and are prone to causing trouble. The kingdom of Qualinesti stands in stark contrast to the human-majority realms of Wayreth. While still tolerating the Tower's presence, the elves are none too happy about Par-Salian's face-heel-turn. Red and Black Robe wizards, and non-elves in general, are regularly denied travel or placed under heavy guard when they need to pass through the forests. Par-Salian hasn't reacted against this yet, although the Speaker of the Sun Solostaran Kanan fears that the Black Robes are seeking to more fully claim the lands of Kharolis in order to squeeze out Qualinesti from the north and south in a pincer attack. Seeing what happened to Thorbardin, Porthios assigned his son Gilthanas on a secret mission to build alliances with trusted outsider groups. Although the younger elf believes in his people's ability to weather any storm, he knows it's only a matter of time until Qualinesti is invaded. Gilthanas has been traveling in disguise in wider Wayreth more frequently as of late. Thorbardin technically falls under Wayreth's dominion, but the dwarves have long been self-governing. This changed during 317 A.M., where the Black Robes led a failed invasion of the kingdom to seize its mineral resources. While the Order still exerts subtler means of influence, the mountains are heavily patrolled by the dwarves. By making use of intricate machinery and knowledge of the terrain, they're managing to hold fast against magical infiltration. Aware that Wayreth's actions don't have the full backing of the Magocracy, the Council of Thanes believes that they can sit things out. They note that Par-Salian is human and still mortal, unlike the undead rulers of Daltigoth, and thus has limited time left. However, not all agree with the political orthodoxy. The Thane of the Klar clan undertook a risky expenditure to reclaim pre-Cataclysm tunnels, hoping to establish contact with the northern dwarves of Kayolin. The Obsidian Circle, an order of Theiwar wizards, resent both the ruling Thanes and foreign Magocracy, and seek to claim rulership for themselves. [I]Adventure Ideas:[/I] The Cult of Belzor, an Abanasinian insurgent group secretly created by the Black Robes for the purposes of seizing power, was supposedly crushed by the Order. But recent spates of arson and summoned snakes attacking citizens in the city of Haven point to their influence rising once again. What makes these attacks different is that a Black Robe nobleman was among the casualties, something that the cult's original leader knew better than to do. Is this yet another case of trickery by Nuitari's faithful, vengeance by the original cultists for the Black Robe's betrayal, or something stranger? While they still have strong reservations against the use of precious minerals for material components, realpolitik and a desire for vengeance caused the Obsidian Circle into forming a secret contact with the Gray Robe wizards. They are close to finishing a secret Teleportation Circle connected to the city of Sanction, which will allow the Dragonarmies to invade Thorbardin from within. [IMG width="638px"]https://i.imgur.com/Mu6xOfE.jpeg[/IMG] [I]Artwork by Larry Elmore, from Dragons of a Fallen Sun[/I] [B]Lands Unclaimed by the Magocracy:[/B] While the influence of the Wizards of High Sorcery can be felt across Ansalon, there are still many lands they have yet to control. In some cases the region is deemed more trouble than its worth, such as the Taman Busuk. Others have elements desired by the Magocracy, such as Dimernesti, but their isolation and political factors make exploration and annexation a slow and risky process. The [I]Taman Busuk[/I] region is the most prominent feature of central Ansalon, a no man's land of mountains, badlands, and volcanoes. It is populated by the descendants of Istaran survivors who fled into the mountains during the Cataclysm, as well as older established civilizations of goblins, gnolls, ogres, dwarves, and lesser-known races such as the shadowpeople and phaethon. Most of the Taman Busuk's inhabitants live in small villages and nomadic tribes, surviving by foraging the fertile patches of volcanic soil which are ideal for farming and hold a good portion of water. The region's largest population centers are the cities of Sanction, Neraka, and Zhakar. Sanction's location by the New Sea makes it the region's only port, and was chosen by the Gray Robes as the capital of Takhisis' future Dragon Empire. Neraka holds the magically-transported Temple of Istar which once held the Foundation Stone necessary for the Dark Queen's return to Krynn, and as such is a common pilgrimage destination for those willing to serve her. Zhakar is the last remaining outpost of the former dwarven kingdom of Thoradin, who entered into an alliance with the Gray Robes in supplying them with metal and weapons. The Wizards of High Sorcery aren't welcome in these lands, and any who wear their robes are seized by Dragonarmy soldiers to be imprisoned and executed. People rarely venture through these lands save to do business with the forces of darkness. [I]Estwilde[/I] is a narrow realm flanked by mountains in the east and west, with much of its area swampland. There is some trade with the people of Nordmaar and the Taman Busuk, but most Estwildians live their entire lives not having any significant contact with foreigners. The exception is the city-state of Haltigoth in the far south, serving as a port for the New Sea. Haltigoth's people have long suffered under generations of cruel and incompetent rulers, which made it easy for the Gray Robes to effectively take control of the government, with the former rulers fleeing to Abanasinia and elsewhere. The desolate [I]Plains of Dust[/I] are the center for a growing community of Homecomers, mages dissatisfied with High Sorcery's increased focus on politics away from their original ideals. Homecomer communities are collectively known as the Southern Sanctuaries due to the use of terraforming magic to create livable terrain among the cold desert. The walled settlement of Qindaras is the largest Sanctuary by population and is home to the founder of the Homecomers, Aurelio De Luca. Its location on the largest fork of the Torath River supplies it with fresh water and allows for boat travel to other Sanctuaries, and its proximity to the least-broken portion of the King's Road makes it a favored destination for Silvanesti refugees. There's also a sizable community of gnolls here, who often serve as guards and scouts on the lookout for Kirath, robed wizards, and other troublemakers who often come to the Plains to seize people fleeing their respective civilizations' "justice." De Luca lives in an imposing gothic tower from which dark storm clouds gather. The clouds help provide Qindaras with rain and fire lightning at invaders, and the archmage has been known to invite the rare guest. Most often it's old friends and acquaintances he hopes to win over to the Homecomer movement, but sometimes stranger entities visit, such as extraplanar ambassadors shrouded in orbs containing their plane's personal atmosphere. [I]Tarsis[/I] is technically part of the Plains of Dust and in Wayreth's jurisdiction, but is sufficiently culturally distinct from both the Magocracy and the Homecomers to merit its own entry. It was a prosperous port city before the Cataclysm, and the shockwaves from the fiery mountain caused the sea near Kharolis to recede. Tarsis ended up landlocked, with little to show for it but miles upon miles of new, salted lands. Pieces of fading architecture and the ruins of ships point to days long gone by, and its people are resentful against both the gods for abandoning them and the Magocracy for largely ignoring them. Tarsis soon became a haven for people dissatisfied with the Wizards of High Sorcery. Homecomer mages visit the Library of Khrystann, which holds rare tomes unseen even in the Library of Palanthas. The Knights of the Forgotten Rose are led by Sturm Brightblade, who seeks to revive the old ideals of the Knights of Solamnia by being a thorn in Par-Salian's side. These new Knights defend the common folk of Kharolis and the Plains of Dust from tyrannical mages, bandits, and monsters. A secret society known as the Keepers are the most powerful syndicate of criminals, mercenaries, and artifact-hunters in Tarsis. Their symbol of a fist grasping a key can be found everywhere in the city, and every local knows not to do harm upon a person or property bearing their seal. [I]Icereach[/I] is a land that few visit. The Ice Folk tribes hold skilled mages known as winternorns who are adept at divining the future, but they hold little desire to join the wider Magocracy. Thanoi and Ursoi live here, although more are immigrating north to the more prosperous Southern Sanctuaries in order to serve as merchants and mercenaries. There is one particularly eccentric Homecomer who lives here: Feal-Thas, a former Black Robe Silvanesti elf who has claimed the lands around Icewall Castle. In possession of a unique artifact known as a Dragon Orb, he learned of Takhisis' return in eastern Ansalon and is eager to help the Dragonarmies conquer his elven homeland. The sea elven kingdom of [I]Dimernesti[/I] has recently opened contact with their Silvanesti cousins, while the [I]Dargonesti[/I] elves live among the Istaran ruins in the depths of the Blood Sea. Sea elves live as oceanic nomads, with the Dimernesti capital of Dimernost being a notable exception in having buildings made of living coral. Air domes were recently erected to serve as residences for continental visitors after beginning trade with Silvanesti. This opening of relations is making Dimernost more prosperous, resulting in a growing gap between the city-dwellers and nomads. Some traditionalists have raised concerns about growing too close to land-dwellers, fearful of the Magocracy changing their way of life. Sea elves have been known to tame seahorses, jellyfish, dolphins, whales, otters, stingrays, and even sharks. Volcanic vents serve as undersea forges for crafting metal, while mussel glue is a powerful adhesive. What they cannot accomplish by nature, they can by magic, and many land-dwellers are surprised to see the elves bearing equipment they'd expect to come apart in the water. The Dargonesti of the Blood Sea have a larger than usual amount of access to divine magic items due to their proximity to Istaran ruins holding relics dating back to the Age of Might. As the gods are just as silent to the sea elves as the other mortals of Krynn, the Dargonesti closely guard these items and rarely use them if they're consumable or have limited charges. A dangerous yet profitable profession of "tomb-diving" has arisen among the Dargonesti, mages with the Water Breathing spell, and gnomish submersible crews. Working together or individually, they comb the sea floor for forgotten cities. Istar's magical defenses remain active even to this day, and many sea elves and surface-dwellers have met an early end in the lightless depths. [I]The Blasted Isles[/I] of Sancrist and Cristyne were meant to be a time of celebration, another brick to add to the mighty foundation of the Magocracy. The final defeat of the Knights of Solamnia represented a victory against the old orders of prior Ages, and the building of a seventh Tower of High Sorcery was part of a greater project to set sail to the distant continent of Adlatum, with what little is known little more than myth and legend. But the Tower's destruction turned the terrain of the islands into a nightmarish wasteland: even docile animals became bloodthirsty and covered in rocky scales, while the very rules of magic fail to work as spells are prone to mishaps and random effects. The area immediately around the Tower is where the effects are strongest, with a visible barrier surrounding the ruined structure. The barrier is akin to an illusory projector, playing out scenes from the past, ranging from people living peacefully around the Tower to roaming alien creatures not matching any known species in this world. While it is possible to travel past the barrier, any scouts and summoned creatures who have since crossed this threshold never return. [I]Adventure Ideas:[/I] While Feal-Thas' desire for vengeance against Silvanesti is genuine, he has an ulterior motive for allying with the Dragonarmies. When the chromatic dragons fly south, he plans to use the Dragon Orb to control them and besiege Qindaras, taking control of Aurelio De Luca's tower and the many arcane secrets of the Storm Baron contained within. An exiled former leader of Haltigoth has a map on their person, showing the way to an unclaimed vault deep beneath their former family manor. The Dragonarmies have yet to find it, but it's only a matter of time before they do. The exile wishes to hire the PCs to perform a heist of the manor, which has since been turned into a heavily-guarded Dragonarmy depot. Even if the treasure is genuine, can the PCs trust this crooked politician to not doublecross them? [/QUOTE]
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[Dragonlance Homebrew] Alternate Timeline: Magocracy of Ansalon
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