Monday, September 30, 2024

Solace
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Solace is found in the middle of Abanasinia next to Crystalmir Lake and has a standing population of approximately 500 citizens and it is governed by High Theocrat Hederick. This town lies on the road to Haven. Before the Cataclysm, Solace was a crossroads to Istar as well. In the past it used to be a part of the Qualinesti elven realm. After a costly battle, the elves decided it was not worth to keep that area as it was far from their capital, Qualinost. The first settlement used to be frequently attacked by goblins, thus the inhabitants decided to build the houses in the branches of the gigantic Vallenwood trees in the area.

Even though the goblin raids lessened, the city grew in the trees, until all except the forge and the stables were located above. The Inn of the Last Home is one of the most charismatic buildings, where the Heroes of the Lance started their adventure.

The city itself was severely damaged during the War of the Lance, when the Red Dragonarmy utilized their red dragons to burn most of the structures.

The Inn of the Last Home was the site where the original Dragonlance companions started their quest. The inn itself is built in the boughs of a Vallenwood tree, and has a reputation for excellent hospitality. The innkeeper, a fat, jovial fellow named Otik Sandeth, is famous for his ale and his delicious spiced potatoes. When the Red Dragonarmy invaded Solace, the inn was one of the few structures not burned. However, its position in the vallenwood tree made it hard for the troops of the Dragonarmy (reptilian humanoids called Draconians) to access.

A red dragon thusly tore it from the tree and deposited it on the ground. Tika Waylan, who later became Caramon Majere's wife, worked here as a barmaid. After the war the inn was placed back in its proper place. Caramon and Tika Majere would later come to own the inn until their deaths. Their daughters run it from that day forth.

Currently, Solace is a unique, treetop town built within the massive vallenwood trees of Abanasinia. Known for being a safe haven and a crossroads for travelers, Solace features shops, homes, and the famous Inn of the Last Home all built high in the branches. It is a peaceful settlement where the people are kind and welcoming but during these troubling times, the people of Solace have become suspicious and untrusting and look upon newcomers with suspicion.

Settlements
Inn of the Last Home

Sunday, September 29, 2024

Inn of the Last Home
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

The Inn of the Last Home is a tavern in Solace that is famous for its wonderful food and ale, as well as being the meeting place of the Heroes of the Lance. It has seen several owners and a number of incarnations, but is still one of the coziest and most welcome inns for anyone wandering through Abanasinia.

The Foundation of the Inn
When Solace was first founded following the Cataclysm, it was only a few short years before a powerful man known as Krale the Strong, decided to build an inn. In these early times of the Age of Despair, desperate marauders would come through the village, prompting the residents of Solace to build their homes in the trees. Krale built the base of the inn from one giant stone, which he raised into a great vallenwoods tree through a winch system. Thus suspended and secured forty feet above the ground, he built the rest of the inn into the tree and around his base with the staircase running around the tree. As one would enter the inn they would see a large bean-shaped common room with the only stonework being the fireplace.

Within a few years, the inn was built. Krale built the inn to last, as he considered the vallenwoods to be the "last homes of Solace". After Krale, the inn saw a number of different owners through the next several hundred years, and by the time a young adventurer named Otik Sandath came along a decade or so before the War of the Lance, it was already run-down and in bad repair. The floor and ceiling was supported by the vallenwoods's smaller limbs. There was only one other exit to the building, and it was a hole in the kitchen that a rope dangled from.

Otik's Ownership
Before young Otik came into Solace, the previous owner had let the Inn go somewhat. The walls were grimy, the building itself was shabby and in need of extensive repairs. The Inn was known for serving watered down ale and food that was barely edible. When Otik offered to purchase the inn, the previous owner practically leapt at the chance and offered it to the young adventurer for a "kender half-penny", according to the saying.

Over the course of the next few months, Otik repaired the inn to become a lovely and cozy place, hiring some new staff, including a wonderful cook, and developed his own fine ale and spiced potatoes. In a short time, the Inn of the Last Home became a famous stop for travelers through Abanasinia and gained a good reputation far and wide.

Otik himself became fast friends with the residents of Solace, who knew the man as a cheerful soul, and the townsfolk were mostly all regulars in the inn. Amongst the folk who almost lived at the Inn was a circle of friends, all of who later became Heroes of the Lance. During the War of the Lance, the Dragonarmies attacked and devastated Solace, destroying most of the buildings in the town. The Inn was one of the few places preserved, however it was lowered to the ground and the great vallenwoods on which it was perched, was burnt to the ground. The Inn was then effectively taken over by the Dragonarmy forces, until they were later driven out of Solace and the Whitestone forces reclaimed it. Otik continued serving even the Dragonarmies through the war period, but once they were gone from his inn (and he'd scrubbed everything clean thrice!), it resumed operation and his old regular patrons returned.

At the end of the War of the Lance, Otik planted a vallenwoods sapling in the ground where the old former vallenwoods had been, so that in generations to come, the inn could again stand in the trunk of another great tree. Rumors purport that a certain gray-robed wizard was seen talking to the tree after the war, and that the tree then grew extremely fast and far larger than anyone expected. It was just after this point in 353 AC that Otik retired and handed over management of the Inn to Tika Waylan Majere, whilst still remaining as the owner.

Caramon and Tika
Tika and her husband Caramon Majere operated the inn for Otik for five years from 353 AC to 358 AC, until they had saved enough purchase to make Otik an offer. The kindly old man gladly sold the inn to the couple, remaining a regular patron of his former inn. Once purchased, Tika and Caramon undertook reconstruction the inn in the new vallenwoods tree, so it could be raised above the ground once more. The Inn was fully completed in 363 AC and reopened once more in the trees with an Opening and Consecration ceremony, which was attended by many of the most influential folk in Ansalon.

Caramon and Tika ran the Inn successfully throughout the rest of the Age of Despair and into the Age of Mortals. In 388 AC, at the beginning of the Dragon Purge, warring dragons fought over Solace. Several green dragons knocked the Inn of the Last Home from the vallenwoods tree it rested on and sent it crashing to the ground. The inn was devastated once more and was rebuilt once again, where it was raised once more into the mighty vallenwoods trees.

To this day the Inn of the Last Home is still notorious for its fine dark ale, spiced potatoes, and warm hearth.

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach)

BREAKFAST MEALS
Peppered Bread: 12cp
Oatmeal: 8cp
Chicken Eggs: 5cp
Fruit and Cheese: 10cp
Balifor Sausage: 6cp
Pork Sausages: 5cp

AFTERNOON MEALS
Otik's Spiced Fried Potatoes: 1sp
Shrimp & Noodles: 8cp
Fireball Chili: 12cp
Gnome Chicken Plank: 7cp
Venison Stew: 1sp
Beef Stew: 1sp
Palanthas Potatoes: 9cp
Wilder Elf Bean Stew: 3cp
Flamestrike Soup: 7cp
Spinach Pie: 4cp
Baked Squash: 5cp
Stewed Woodchuck: 9cp
Stag kabob: 1sp
Baked Yams: 5cp
Jetties Fish Wraps: 4cp
Parsnip, Mutton & Nettles Soup: 1sp

DESERTS
Cloudberry Pie: 8cp
Sour Cream Walnut Cake: 9cp
Kender Granny Bread: 3cp
Nuitari Cookies: 3cp
Lunitari Cookies: 3cp
Solinari Cookies: 3cp
Kiffle Cake: 2cp
Old Granny's Cinnamon Apple Pie: 15cp

BEVERAGES
Pear Cider: 6cp
Apple Lemonade: 5cp
Tasslehoff's Celebration Punch: 4cp
Goat Milk: 2cp
Cloudberry Cider: 2sp
Ashbrew Bitter: 2cp
Dulwich Local Ale: 3cp
Wild Strawberry Black Tea: 2cp
Apple Lemonade Juice: 5cp
Ashbrew Stout: 2cp

TRAVEL RATIONS
Dried & Smoked Meat, Goat Cheese, Dried Berries, Oats and Honey (wrapped in waxed paper): 2sp

The upper rooms are very clean, and all of the rooms are heated. Each room has a fine bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
Guest Room: 6sp

Thursday, September 26, 2024

New Ports
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Shortly after the Cataclysm, a fleet of ships landed on the site of New Ports, on the south-eastern coast of Abanasinia. The ship captains founded the town and set up a number of guilds.

Over time, these guilds became more established and the town began to operate under a bartering system. Each guild has its own shops and residential district, which barters and trades with the other guilds of the city.

No singular party rules New Ports, but various merchant lords rule each guild. Naturally this makes decisions that affect the entire town difficult to make, as everything must be decided before a council of merchants. The city of New Ports was founded by a Merchant Lord in the years following the Fall of Istar and currently holds a population 3,219. The harbor was a perfect port for trading with the elves of Qualinost, and before long a fleet of ships had made port there. The city itself is run much like a ship. There are a number of different guilds in the city that each claim to have a “captain” and a “crew”.

There is no central authority and each guild maintains a section of the city where their goods and services are offered. There is no central residential district as each guild maintains a number of homes within their section of the city. Each guild barters with one another for their needs. This makes it difficult for New Ports to respond as a city to any outside threats as each guild is mostly concerned for their own welfare, but in times past the guilds have been known to join together against a common enemy.

Occasionally a merchant lord with enough influence over multiple guilds will attempt to rule over New Ports as a self-styled Merchant Prince. Currently there is no central power however.

Geographical Locations
New Sea

Wednesday, September 25, 2024

Windy Vale
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

In the high mountains of the Sentinel Peaks, lies the small village of Windy Vale that is surrounded by mountains and dense woodlands. The village is surrounded by a natural barrier consisting of mostly mountains and large natural rock formations with the parts not having this natural defense, the settlement has built a stone wall where the open sections are, which protects them from the wolves and ogres in the valley around them.

The settlement has a single entrance that exists between two rockfaces that is watched at all times. During the War of the Lance, Windy Vale was governed by the Seekers, however it is now governed again by an elected mayor, Manus Riker.

The good folk of Windy Vale welcome any travelers during the day, but admit no one into the village after dark. Only around 160 people live within Windy Vale. It is a small, quiet community that keeps to itself. A small amount of trade goes in and out of this quiet settlement and the village has multiple hunters that go out daily to hunt for food, this along with fishing from the river allows these people to live a comfortable, peaceful life.

Windy Vale has no local militia to speak of, just mostly the more sturdy men that reside here stand to protect it's people. With the natural barriers being as sturdy as they are, Windy Vale has little trouble from the outside world and the foul things that reside within Gateway Pass. The settlement also has a local priest, Brother Temias and offers guidance to the villagers on matters of faith and morality. Although no temple or church exists in the village, Brother Temias mostly roams about the settlement and it's people checking on the ones in need. The mountains, stretch along the pass giving a nice backdrop to the fading sun as it drops behind the distant mountains in the evening times.

Windy Vale sees an abundance of rain and during the winter months sees heavy snowfall. For the most part, the weather is stable and pleasant with a steady breeze that seems to always blow through the pass.

Notable Locations
The Frosty Tankard

Tuesday, September 24, 2024

The Frosty Tankard
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

This spacious inn and tavern serves as the public eating house for the settlement. Like alehouses everywhere, the Frosty Tankard offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are available. A crowd of villagers gathers each night to drink, gossip, sing, and play games of chance.

In addition to village residents, any travelers passing through Windy Vale are found here. The owner and proprietor is a male human named Tobias. He employs several waiters, waitresses, and cooks. Tobias is friendly and open, quick with a smile and a warm welcome.

The Frosty Tankard is decorated with curios, salvage, and relics from across Abanasinia from years past. An old statue from a beloved fountain stands in the corner, the planter boxes of a Windy Vale wineseller are mounted on the walls and filled with flowers, the privy door sports the doorknob and knocker from a noble's house, and unbroken panes of stained glass were hung from the ceiling and loaded with hundreds of candles for use as chandeliers. It all appears tasteful rather than tacky. The patrons of the Inn believe this is a proper way to honor the past days during the height of the settlement.

The walls are thick, the better for privacy. Overall, the Inn is clean and comfortable - having a rather worn look to it. The inside is bright and welcoming, with live music and lots of light. The décor includes elements modeled on flowers, seed pods, and leaves. The furniture was carved of wood.

Mounted on the wall just as people walk in is a job board that usually has several job requests for others to accept. The establishment is a nondescript everyday Inn one might find in any mid-sized town or village. The main floor in the inn consists mostly of open area filled with square tables with chairs and a medium sized bar located along the far side on the main floor as you enter the establishment. The meals served at the inn are well prepared and the rooms on the upper floor are clean and comfortable.

Meals are served on pottery or pewter or copper services according to the customers order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for the beverages. The locally brewed ale and beer is supplemented by brews from other places, and wine, mead and brandy from all over the region make their way to the boards of the Frosty Tankard.

(All full meals served with bread and honey, potatoes, and string beans, yams, rum-boiled artichokes, potatoes, and string beans, yams, rum-boiled artichokes, cabbage, carrots, or spinach.)

BREAKFAST
Peppered Bread: 7cp
Oatmeal: 3sp
Boiled Goose Eggs: 4sp
Chicken Eggs: 2sp
Fruit and Cheese: 3sp
Fried Potato Wedges: 3sp
Pork Sausages: 5sp

AFTERNOON MEALS
Beef Stew: 4sp
Beef Steak (with all the trimmings): 1stl
Boiled Crawfish with Drawn Butter: 4sp
Poached Salmon: 4sp
Spiced Sausages: 6sp
Stuffed Pork Chops: 6sp
Stuffed Black Trout: 6sp
Steak and Kidney Pie: 4sp
Venison Steak: 9sp
Stuffed Pheasant: 5sp
Roast Duck with Apples: 6sp
Roast Goose: 7sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 6cp
Smoked Salmon Salad: 3sp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 5sp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3sp
Ale: 4cp
Spiced Ale: 7cp
Mead: 1sp
Local Wine: 8cp
Fireamber Wine: 2stl
Local Brandy: 5sp

The upper rooms are very clean, and all of the rooms are heated and with the inn only having four rooms, they are easy to maintain and keep comfortable for the guests. Each room has a bed, many covers & blankets, a wash stand, chamber pot, towel, pegs for garments, and several chairs and stools.

ROOM NIGHTLY PRICES
Standard Room: 9sp

Monday, September 23, 2024

Xak Khalan
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Just north of Xak Tsaroth lies the ruins of Xak Khalan. The smaller sister-city of Xak Tsaroth. These ruins lie on the eastern edges of Abanasinia, and are one of the few visible testaments to this once great trade empire. The ruins are home to all manner of dark creatures, and little else.

These magnificent ruins hold deep secrets and dangers of the long forgotten sister city to Xak Tsaroth. Once a beautiful thriving city of commerce flourished ages ago. Now, time has gone by and nature has found its way into it, perhaps too much nature. A band of Ogres has been seen within the ruins in the recent past and when night falls, much darker creatures are said to walk the ruins.

The Xak Khalan that remains today "whats left of it after the Cataclysm", is mostly at the bottom of the Newsea or buried beneath the surface. A small portion of the ruins still lies above ground. It is rumored that an extensive underground complex lies beneath the remaining ruins. Rumors also tell of a terrible evil lurking through the halls of the lower levels. It was once considered by many to be one of Krynn's pinnacles of shared knowledge, culture, and civilization, as well as a beacon of serenity and solidarity in Ansalon.

It was estimated that over half of Xak Khalan was swallowed by Newsea during the Cataclysm. What remains is a shattered shell of it's former self. Those who venture within these ruins tell dark tales of horrors dwelling below the ruins. Shadowed lands surround these ruins with jagged hills and swamp lands along with Newsea to the east. Many fell creature lives in this region, nothing seems to grow here ... it is as if the land itself is cursed.

Before the Cataclysm, Xak Khalan was a medium-sized free city known for its academic and religious scholarship. it was known for a large amount of dwarven built structures above and below ground. Sister to the powerful mercantile city of Xak Tsaroth to the south, Xak Khalan was a place of peace and learning. Tree-lined streets spread in a spoked-wheel pattern from a central plaza surrounded by impressive government buildings. Various city sectors were occupied by universities, libraries, temples, museums, cathedrals, shrines, and institutes studying magic and technology.

A bustling theater district dominated the city's northern region, and shops throughout the city traded in books, scrolls, and ancient knowledge. Xak Khalan's scholars and experts were without peer throughout Ergoth and Solamnia, and even in Istar they were greeted with respect. For a thousand years, Xak Khalan stood as a shining monument to the power of learning and advanced thought, until the Cataclysm wiped it from the face of Krynn.

Like its sister city, Xak Khalan slid slowly into decadence and rot in the last few centuries of its existence. Where the people of Xak Tsaroth became greedy, hedonistic, and cruel, the scholars and sages of Xak Khalan became obsessed with hoarding knowledge and magic. The city government cracked down on heterodox speech and thought, true teaching gave way to pedantry and simple rhetoric, and much of Krynn's knowledge was hidden, locked away in massive library vaults accessible only to the privileged few.

Knowledge and education were pursued for their own sake, as trophies and marks of status rather than to be used for the greater good of society. In the end, just weeks before the Cataclysm, the city's head librarian destroyed millions of books, scrolls, and ancient tablets rather than let a restive public seize them from the library.

When the fiery mountain struck Istar, the entirety of Ansalon shuddered in pain. While Xak Tsaroth was consumed by the deluge of water rushing in to fill the basin of Newsea, Xak Khalan was destroyed by a raging fire and hundreds of devastating earthquakes. Survivors fled into the Sentinel Peaks and Solace Vale with only the clothes on their backs and whatever they could carry. Within a decade, most of Xak Khalan had returned to nature, consumed by fast-spreading marshlands and aggressive ironclaw trees.

Today, little is left of Xak Khalan. Much of the street grid survived, but it's buried under feet of bog and mossy, saturated ground. Few intact buildings remain but most are shells of what once existed, and they have been thoroughly looted over the past four centuries. Like Xak Tsaroth, Xak Khalan is said to be haunted and is currently inhabited by various dangerous creatures.

Rumors persist of vast underground vaults full of treasure and the accumulated knowledge of all the people of Ansalon up to the point of the Cataclysm. If these vaults do exist, their contents have surely been looted or destroyed by encroaching water by this point.

Sunday, September 22, 2024

Haven
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Haven arose in Abanasinia from the ruins of an elven city that was destroyed in the Cataclysm several centuries ago. Over the years it has grown into a central hub for Abanasinia as a focal point for trade and commerce. Merchants from Haven utilize the river for shipping commerce in and out of the city as well as merchant wagon caravans.

The city seems to grow in size with the passing of each day. The largest city in Abanasinia, the Lordcity of Haven is a farming comunity centrally located between Solace and Gateway. Haven has been declared a Lordcity by its inhabitants, who naively believe their city rivals the great Lordcities of Solamnia. Still, Haven is an important hub of activity in Abanasinia. Its fertile farmlands yield many crops that help sustain the local people. In the past, even the Qualinesti elves purchased their grapes from Haven vineyards, making a wine that became famous throughout Ansalon.

A number of human families built the city with the aid of the elves and set themselves up as the rulers. Many laws and privileges were created at the whim of the founders, and any person who wishes to have any say in the Lordcity of Haven, must be able to trace their lineage back somehow to the city founders. The mayor who governs the city is of foremost importance in being able to do this.

During the War of the Lance, rule of the city was taken by the Seeker priests, who set themselves up as the Council of Highseekers. The Seekers' headquarters was erected in Haven and they setup their own militia, using the mayor of that time as their puppet. After the death of Verminaard in Pax Tharkas, Haven was made the new headquarters of the Red Dragonarmy. Beggars, casualties of the war, started to line the roads leading into Haven begging for food and coin.

Although Haven is geographically large, its population has been relatively small in the past, numbering around five thousand people. However, with refugees flooding the city, the population has swollen to just under fifteen thousand. With such a massive influx, thieves and other people of dubious profession walk the streets. Holy Guards are stationed throughout the city, viewing everyone with suspicion. The city is surrounded by a low marble wall that was originally constructed to keep out wildlife. A guardhouse stands at the city gates, which until recently were left open during the day, welcoming people from across the land. With the strange weather changes, the gates remain closed and anyone entering the city is thouraghly looked at and interviewed.

With the fall of the Seeker religion, rule again passed back to the mayor, and the city has continued to grow and develop through extensive trade and commerce.

As civilized humans entered the world and most elves receded into the woodlands, Haven gained more importance as a trade port on the Haven River "which empties into the White Rage River.

Thus began a new period in the history of the region, in which the people of city worked to improve and grow the city of Haven into the city it is now, not beholden to any greater power.

The trade city might have fallen from the gaze of history if not for it's development. The city of Haven is bordered to the west by the Haven River, slightly north west the White Rage River. Haven is bordered to the east by Darken Wood and due north it is protected by a series oh hills leading into a small mountain range. and the lands of Dyvers.

Over the many years, the city has grown into a beautiful, bustling city, full of life. It is on good relations with the surrounding region. The city of Haven controls much of the mining trade from various mining outposts from the nearby mountains.

It also has a large fishing economy. Haven trades mostly with the nearby cities and towns in the region. One of Havens true assets is its importance as a center of craftwork, learning, and mechanical innovation. Merchants and crafters usually practice their works in buildings dedicated for such tasks. Street vendors were rarely seen in Haven but they do exist to a lesser extent.

As part of the building and expansion efforts the city is focusing much of his resources to increase trade the neighboring cities and such and to contract crafters to help increase the city's infrastructure. The city of Haven has flourished over recent years, extracting taxes from the trade and occasionally caravans particularly those coming with silver ingots found in the hills to the north.

It is a walled city with a population that is growing to 14,889. The streets of Haven are mostly paved and cobblestone. The city has been significantly refurbished over the years, and many of its structures are made in stone by the dwarves from years past.

Saturday, September 21, 2024

Qué-Teh Village
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman
One of the oldest of the barbarian tribes, the Qué-teh have for countless generations been living in harmony with the land. As a people, the plainsmen bear the hardships of the plains well, and flourish in it. Like all nomadic tribes, the Qué-teh are weary of outsiders but generally tolerate them and have even been known to invite them to a tribal dinner if food is in abundance. The Qué-teh are a common folk with common ways, and they believe they should not bother those who do not bother them.

Friday, September 20, 2024

Pax Tharkas
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

The fortress of Pax Tharkas resides on the border between the realms of Qualinesti and Thorbardin, and was erected as a symbol of peace and unity between the elves, humans and the dwarves. The name Pax Tharkas translates into Common as "Peace among Friends" or "Citadel of Peace" and symbolises the alliance forged by Kith-Kanan, leader of the Qualinesti, with the dwarves of Thorbardin and the humans of Ergoth in the Age of Dreams.

Pax Tharkas is situated in a mountain pass and prevents travellers from heading southwards into Thorbardin or northwards into Qualinesti, without traversing past the fortress first. Above the northern valley floor around the fortress lie two great walls, which had steep ramps that led to open gates that allowed the only access through the walls. Beyond the two walls lay the fortress itself, which housed two monstrous towers and were separated by a large wall manned by two large gates. Past the gates, an open courtyard opened up and extended to the very cliffs of the Tharkadan Mountains. Openings within the cliff face led into the Iron Mines of Pax Tharkas.

After years of fighting between the elves, humans and dwarves during the Age of Dreams, which culminated in the vicious Kinslayer Wars, a treaty was finally called by Kith-Kanan, leader of the Qualinesti elves.

The humans of Ergoth and the dwarves of Thorbardin met with Kith-Kanan and the elves, and formalised the treaty, forging what became known as the Swordsheath Scroll. In 2072 PC, construction began on a new fortress on the border between Qualinesti and Thorbardin, which would become the great fortress of Pax Tharkas. The fortress blocked the only pass between the two nations, and served to create a trade route for the two nations.

Elves and dwarves manned the fortress for the Age of Dreams and all through the Age of Might, however the Cataclysm brought great changes with it. The elves left Pax Tharkas to the dwarves and withdrew into the forests of Qualinesti, as they blamed the other races for the disappearance of the gods. The dwarves continued to maintain Pax Tharkas on their own, guarding the mountain pass into their realm.

Following the Cataclysm and the defeat of the dwarves who occupied Pax Tharkas by the Army of Fistandantilus during the Dwarfgate War, Pax Tharkas was left abandoned for some time. During the War of the Lance it was claimed by a wing of the Red Dragonarmy who used it as a staging ground to launch campaigns into the settlements of Abanasinia, the elven realm of Qualinesti and also into Tarsis. The Dragon Highlord Verminaard turned Pax Tharkas into his personal headquarters, and in the early part of the war, it was here that he was defeated by the Heroes of the Lance, who infiltrated the fortress, freed the slaves and killed the highlord.

With the freeing of the slaves and death of the commanding officers of the Red Dragonarmy, Pax Tharkas was again left abandoned. The fortress bore considerable outer structural damage following the dragon fight between Matafleur and Ember, however it remained intact overall.

Secret tunnels were built by the Daergar in order to smuggle iron ore and weapons out of Thorbardin in a deal between the Red Dragonarmy and the Thane of the Theiwar. These tunnels allowed the transit of goods and people between the fortress and Thorbardin in less than a couple of hours. Just before the Battle of the Temple of the Stars, dwarves from the Klar clan found some of the entrances and collapsed them. The rest were sealed up by the retreating Red Dragonarmy.

Areas of Pax Tharkas
Art Gallery
Chamber of the Chain
Chamber of the Nursemaid
Ember's Lair
Iron Mines of Pax Tharkas
Kith-Kanan's Burial Chamber
Lord Verminaard's Chambers
Sla-Mori
Fortress Towers
The Great Wall

Thursday, September 19, 2024

Qualinesti
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

After more than half a century of fighting, the Kinslayer War had finally come to an end. With the war ending in somewhat of a stalemate, both the Empire of Ergoth and the nation of Silvanesti turned inward to lick their wounds. For the elves, it became apparent that life would never quite be the same for them.

Those elves that had fought on the western frontier of Silvanesti felt different as though they had become detached from the eastern part of their nation. Over the last half century, families all over the western frontier had become married and interbred with their Ergothian neighbors; a fact that seemed to disgust their eastern countrymen.

By the time war broke out, many families were not sure which side to fight on. This also led to some resentment on the part of the western elves since they had no choice but to fight for their home nation, the same nation that now seemed to turn their back on them following the war.

In time, the western elves sued for change. Prince Kith-Kanan, who had led the western elves throughout the Kinslayer War, appealed to his brother King Sithas for western soverignty. Agreeing with his brother that change was needed, King Sithas granted the western elves independence from the nation of Silvanesti. Kith-Kanan, now the new king of the western elves, bid his brother farewell and with his followers left in peace.

For 67 years, the western elves lived on the plains and tried to rebuild their war-torn lands. Life was difficult for many, especially for those that had lived in the great forests of Silvanesti and were used to the opulence of their former nation.

Once again, war broke out further to the west. This time however, it did not involve the elves. The Empire of Ergoth and the dwarven nation of Thorbardin became engaged in a major land and mining dispute known as the War of the Mountain. Knowing of his great diplomacy skills, the emperor of Ergoth summoned Kith-Kanan to his imperial court in Daltigoth. There in the capital city, Kith-Kanan was able to help the Emperor negotiate a peace treaty with the dwarves. Known as the Swordsheath Scroll, this treaty would create a new nation for the western elves while at the same time creating a buffer between the Empire of Ergoth and the nation of Thorbardin. With all parties satisfied Kith-Kanan returned to his people.

Over the next few decades there was a mass migration as Kith-Kanan led his followers off the plains and into the forests. There he founded the new capital of Qualinost and the surrounding nation of Qualinesti. Immediately upon establishing the capital, Kith-Kanan charted for trading posts to be set up all along the nation’s borders. In time, the new nation of Qualinesti was able to join in a trading triangle between itself, Ergoth and Thorbardin. Continuing his efforts to unify the surrounding nations, Kith-Kanan appeals to men, dwarves and elves to raise the massive fortress of Pax Tharkas as a monument of peace. Upon its completion, the fortress becomes a major trading post garrisoned by both elves and dwarves, and serves as a constant reminder of the nations' friendship and trust in one another.

Throughout the rest of the Age of Dreams and the Age of Might, Qualinesti was able to prosper. The nation grew strong and was recognized as one of the leading nations on Ansalon. Wars would come and go drawing the nation into the conflicts however they generally did not affect the elves within their homeland. The Third Dragon War brought conflict to Qualinesti's very gates however the nation was able to hold out throughout the course of the war with most of the fighting being centered at Pax Tharkas in the south. Within a few years after the war, Qualinesti was able to once again able to reestablish trade and flourish.

Although Qualinesti fared better than most nations during the Cataclysm, it too shared the destruction and after effects of the disaster. Most of Qualinesti's northern forests and towns disappeared instantly as tidal waves swept them away into the New Sea.

Disease and famine soon swept through land taking its toll on the population. As lawlessness erupted across the lands, raids became frequent. Large bands of starving humans invaded Qualinesti, pillaging and looting anything they could. With most of the outlying communities being destroyed, the Speaker of the Sun (King) Solostaran ordered the border nations sealed. All humans were expelled from the land and the elves set up a defensive perimeter to their lands. Any non-elves entering the land were killed on site. With this act, Qualinesti turned away from the world.

As the War of the Lance erupted across the continent, Qualinesti once again faced a great threat. Due to their isolationist attitude, the Qualinesti nation was unprepared for the war that approached their lands. With the reappearance of dragons and the massive armies forming on their borders, the elves knew they would not survive the coming invasion. Weighing their limited options, King Solostaran ordered the complete evacuation of Qualinesti. The population fled westward across the Straits of Algoni while the elven rear guard protected their retreat and cut the last few remaining bridges into Qualinost.

Those that remained were never seen alive again; however it was said that as the dragonarmies invaded, the last of the elven guard made them pay for every step taken into their lands. Leaving from Porliost, the final refugees witnessed the horror as great dragons swept over the land burning the towns and massive tracts of forest. The elves that had inhabited this land for thousands of years were now exiles.

Notable Locations
Qualinost

Arriving on Southern Ergoth, the population of Qualinesti joined their eastern Silvanesti cousins who were also forced to evacuate their homeland. Here the populations of both former nations tried to survive. Prior to the evacuation, King Solostaran had ordered for the construction of refugee city. Living in their new home of Qualimori, the elves eked out a humble existence.

Even after the war had ended, it would be ten long years before the Qualinesti would attempt to return to their former homeland. Upon arriving, the first scouts were horrified at what they found. Great regions of the forest were devastated. Even using woodshaping magic, it would take decades to restore the woodlands to their natural state. Upon arriving in Qualinost, their hearts sunk upon seeing the city. A good portion of the city was in a state of ruin.

With the bridges cut, the invading army was not able to make it across the ravines; however the dragons wreaked havoc upon the ancient city. Two of the great arched bridges that spanned alongside the city had collapsed. Fragments of rose quartz which once formed some of the taller buildings lay scattered about. Portions of the streets were gouged up and the trees were burned. Reporting back to the Speaker, the elves knew it would be a long time before Qualinesti was ever restored.

Over time the elves returned and they rebuilt their war-torn lands. The capital was restored to its former glory and the forest began its healing process. Throughout the land rejuvenation came about. The Qualinesti nation reestablished ties with their dwarven neighbors to the south. Trade that has not been seen since before the cataclysm emerged between the nations of the region. As the decades passed, the elves were once again able to prosper.

Wednesday, September 18, 2024

Qualinost
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Qualinost was the former capital of Qualinesti, and was located on the eastern border of the Mithranhana Forest, on a defensible plateau surrounded on three sides by the White Rage River and on the south by the Tharkadan Mountains. Four towers rose from each corner of the city, crafted from stone of brilliant white marble and gilded in silver and crystal. Graceful sweeping metallic arches connected one tower to the next.

The arches appeared so delicate as to look as if they may bend, but created by ancient dwarven metalsmiths to be strong enough to hold the weight of an army. The arches high above the city formed the only man-made boundary of the city as the elves preferred to leave their city open to nature.

The buildings of Qualinost sought to enhance nature, not overpower it. Homes and shops were crafted from rose-colored quartz. Gardens lined the sides and roofs of most buildings. Delicate towers of pink and ivory soared above ancient trees.

Following the signing of the Swordsheath Scroll after the Kinslayer War, Kith-Kanan took his followers west and founded the elven kingdom of Qualinesti. The architecture of the city was a mixture of dwarven craftsmanship and elven grace that enhance nature, but did not overpower it. Most of the buildings were crafted from rose-colored quartz, that were surrounded by gardens.

Qualinost is the largest elvish community in region. It is located in the immense forest known as Qualinesti. The popular saying amongst most Qualinesti elves who live in Qualinost is "The Stars Protect Us". There is a long, slender bridge, created by uncountable interwoven branches and flowers.

During autumn, when the leaves change colour, the entire bridge turns dazzlingly shade of red. This has been the home where some of the members of the Heroes of the Spears were raised as well as Tanis Half-Elven and Princess Laurana Kanan.

Tuesday, September 17, 2024

Forests & Woodlands
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Qualinesti

Monday, September 16, 2024

The Plains of Dust
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

The Plains of Dust are located east of Thorbardin, north of Icewall Glacier, and southwest of Silvanesti. The lands are nothing more than desolate deserts, plains, and badlands now, that are very harsh to all who try to cross it. The center of the Plains of Dust has a blood-red clay that forms a sort of sea of rock.

Due to Beryllinthranox and Onysablet changing the landscape, the lands are commonly of tough grasses, indomitable shurbs, & cold-hardy cacti. The Plains of Dust is known to have fierce warriors, having many centaur tribes in the north and plainsmen in the east.

Created in the aftermath of the Cataclysm, the Plains of Dust is a vast expanse of at wasteland covering much of southern Ansalon. So named for the fine sands that cover the region, the Plains of Dust begin at the edge of the Kharolis Mountains in the west, spreading east across the continent and south to Icewall Glacier.

Once, lush and verdant farmlands covered this area. Now, it is desolate and inhospitable. As travel is long and treacherous here no matter the season, few adventurers venture into this wasted land.

Travelers should be prepared to encounter varying sorts of unpredictable weather when venturing into the plains. Summers here last only two months. Even in the summer time, the days are barely temperate, and the nights are extremely cold. Harsh winds sweep over the region year round. Summers are dry and dusty. Strong winds swirl the ne dusts and blast dust storms across the land. The winters are bitterly cold with heavy snowfall that hardens to early in the season. The winds continue through the winter months, feeding blizzards and whipping snow. Adventurers may be forced to seek shelter more than once before they’re journey ends, or risk death from exposure to the elements.

The temperature on the Plains is likely only to be of concern to anyone at night, when it plunges below freezing and the wind chill causes surfaces to ice over. Sparse vegetation dots the plains. Lucky travelers may find some wild game, including rodents and the large, flightless birds peculiar to this region. Travelers should be wary of the large cats that hunt the plains wildlife. The plains are also populated by stinging scorpions and venomous snakes. Plains fruit grows out of the brush. This bush bears fruit that is said to provide the nutrition needed for an entire daythough it rots quickly once picked, giving off a pungent odor.

Although some nomadic peoples, both human and centaur, manage to eke out a meager existence here, the Plains of Dust are mostly uninhabited. Those individuals that people may meet on the Plains are refugees, nomads, or patrols from the White or Blue Dragonarmies. The onslaught of the Dragonarmies has brought disaster to the remote settlements that dot the landscape.

Notable Settlements
Tarsis
Hopeful
Bonfaire
Barter

Sunday, September 15, 2024

City of Tarsis
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Tarsis is a city in southern Ansalon, and the capital of the nation of Tarsis. The Tarsian people still rely heavily on trade. Tarsis was a port city until the Cataclysm reshaped the world. It still has a seawall and the ship hulls serve as homes for the poor and as refuge for bandits and the like.

Up until the Cataclysm struck Krynn, Tarsis was a thriving port city, but once the Cataclysm struck the ocean receeded and Tarsis became a land-locked city. In the Pre-Cataclius Ansalon, Tarsis was a respected Lordcity of the realm, which was located in the forested region to the east of Kharolis and the west of the Silvanesti nation.

The minor town and settlements around Tarsis all benefited with the large trade that the lordcity did with the other nations. Before the Cataclysm, Tarsis was one of the most important port cities of Ansalon. With an extremely powerful navy, they were able to barter a commercial agreement with the Empire of Ergoth and the kender nation, Hylo. However, when the Empire was able to split the pirate forces found in the near areas and create their own navy, Ergoth invaded Tarsis and forced them to surrender. Tarsis continued to be a wealthy city, although a good amount of their profit was sent to the Empire. Its strategically situated port made it a usual resting location for ships coming from several different areas. This fact allowed it to create an extensive library, rival to the Great Library of Palanthas.

When the Cataclysm struck, the waters were drained from Tarsis coast. Thus, the whole geography changed, and the port city suddenly found itself without a sea to navigate. Now landlocked in the newly risen Plains of Dust. The nation once known as Tarsis ceased to exist at this point, and the city of Tarsis became little more than a dusty husk of it’s former self that was considered part of this arid realm. The Lordcity was once a fortified city with a 20-foot high wall surrounding it on three sides. Towers, 50 feet in height, were built into the walls, overlooking the three gates in the north, south, and east, as well as other points along the city’s boundary.

The harbor was the city’s only real weak point, featuring a breakwater little else; after the Cataclysm, this became a much bigger problem since the waters of the harbor retreated 40 miles. The harbor became a dry seabed, and there was nothing to stop armed force from crossing into the city from the west. A 5-foot tall wall was built along the breakwater but in time the people of the city realized there wasn’t threat. The money had run out, and there were more important things to do than erect defenses.

Tarsis maintains a token defensive force at all of its gates although the towers show signs of major disrepair. The streets, buildings, and plazas are similarly showing a lack of attention and proper maintenance. Rubble is piled along the side streets, alleys are blocked off by broken wagons and carts, and vegetation has taken hold of some of the city. For instance, in the Upper City’s once-magnificent residential area, there are places where trees have sprouted through the cobblestones, and whole avenues are overgrown with weeds. Most of Tarsis’ population lives around the marketplace and near the waterfront.

A considerable number of people live in converted ships or lean-tos out on the dry harbor bed. The Lordcity has had over three hundred years to get used to this, all out of sight and mind of the rest of the world.

Saturday, September 14, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Friday, September 13, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Thursday, September 12, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Wednesday, September 11, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Monday, September 9, 2024

Classes
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Acrobat
Barbarian
Beast Master
Cavalier
Cleric
Druid
Fighter
Knight
Ranger
Rogue
Thief
Warden
Wizard

Sunday, September 8, 2024

Races
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Gully Dwarf
Half-Elf
Half-Kender
Hill Dwarf
Human
Kagonesti Elf
Kender
Mountain Dwarf
Qualinesti Elf
Silvanesti Elf

Saturday, September 7, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Friday, September 6, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Thursday, September 5, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman

Tuesday, September 3, 2024

Ready For Content
The Cataclysm & The War of the Lance
The current year for our Dragonlance campaign is set during 351 AC "After Cataclysm".
Inspired By Trampas Whiteman