Monday, November 24, 2025

Campaign Breakdown & Update
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

Ah, you want more detail from old Fizban? Very well, pull your chairs closer. There is much to say about the creeping doom, about how the darkness settles over the land like a shroud just before the true horror begins. The world of Krynn, my friends, is teetering on a knife’s edge, and you are standing right on the point.

It’s been a long three centuries since the gods abandoned us. Three hundred years of silence. We’ve grown accustomed to a world without miracles, a world where priests only offer comfort, not healing.

This silence has bred a generation of cynics and self-reliant survivors. People have forgotten the old ways, the old faiths. They look at the broken temples and the scarred earth and see only the judgment of a higher power that no longer cares. This absence has left a vacuum in the soul of the world, a dark space waiting to be filled.

And filled it is being. The darkness doesn't announce itself with trumpets and banners; it arrives first as a feeling, a dread in the pit of your stomach. Do you not feel it when you walk the roads? The lack of bird song, the way the animals seem skittish and quiet. The natural world knows something we are only just beginning to perceive. The chill in the air isn't just the change of seasons; it is the cold breath of the Dark Queen herself, stirring in her long-forgotten places.

The nations of Ansalon are fractured, broken relics of former glory. Take the Knights of Solamnia, those proud, armored fools. They sit in their grand castles, debating the minutiae of the Code and the Measure, while the world outside their walls burns with a slow, creeping fire.

They are so busy arguing about who should lead them that they fail to see the true enemy gathering right under their noses. They are a symbol of a world unable to unite, too blinded by their own pride and petty squabbles to face the existential threat.

The common folk, the farmers and merchants and village dwellers, they live in fear. Trade routes are no longer safe. It’s not just bandits and goblins now. No, the attacks are organized, brutal, and efficient. There are tales of strange, reptilian creatures, not just the usual cannon fodder, but disciplined soldiers with cruel, cold eyes. They leave no survivors, no witnesses. Just burnt out farms and an unsettling quiet.

The fear is a physical thing now, a suffocating weight that presses down on the soul, making every sunset a moment of silent prayer that the dawn will come. And the talk of drago . . . ah, that’s where the true gloom sets in.

We haven’t seen a proper, fire-breathing dragon in centuries. They were just stories, tales to scare children into behaving. But now, the stories are real. Whispers of massive, scaled wings blotting out the moon over the High Clerist's Tower, the lingering scent of sulfur in the air after a skirmish.

The return of dragons changes everything. It means magic is returning in a powerful, dangerous way, and it means the war ahead will be unlike any conflict this current age has ever seen.

Everywhere you look, the signs are there. The balance is tipping. The scales of good and evil are being weighed down heavily on one side. Even the weather is unnatural; harsh winds blow from the north, and the clear skies feel ominous rather than peaceful. The air itself feels charged, electric with impending violence. It’s a tension you could cut with a dull knife.

This is not a time for grand heroism yet, my friends. It is a time for survival, for quiet preparation, and for the dawning realization that the world you knew, the fractured peace you grew up in, is about to be utterly consumed by fire and darkness. You, a small band of people, find yourselves on the edge of this precipice, just weeks away from the moment the world finally notices it is at war.

You are the small sparks in an ever-growing darkness. Whether you will be snuffed out instantly or be the flame that lights a beacon of hope is yet to be seen. But the choice is yours, as always it is. The war is coming, fast and relentless, and it will demand everything of you.

So, listen to old Fizban. Watch the skies, trust no stranger, and keep your blades sharp. The time for tales of a peaceful world is over. The time for grim reality has begun. Now, if you’ll excuse me, I think I hear something interesting over that hill... probably nothing. Probably.

Thursday, October 9, 2025

Shedding Light on Hasbro/WotC & D&D
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

Recently, I watch this video from "Diversity & Dragons" and I never realized it was "this" bad. He might be a smaller content creator but he spits pure facts in this video.

This guy touched on a lot of stuff he pulled from Twitter and one thing I want to make clear, all of these people I am about to highlight are affiliated with Hasbro/WotC in one form or another . . . some are editors, writers, executives and content creators. They publically say stuff that is pure racist and WotC/Hasbro lets them get away with it, and as a matter of fact Hasbro/WotC does its best to go along with these people and what they say. It's disgusting and embarrassing.

These are just a few of the tweets that were found on Twitter. Dominique Dickey posted a couple of tweets here and here. How much of a racist can someone be?

Then you have Sadie Lowrie who assisted as a writer for Call of the Netherdeep making tweets like this. I send her a tweet asking her about her tweet and this is the reply I got from her. Instead of explaining herself, she blocks me. Typical racist hiding from what she has done. The exact same thing happened with Sarah Madsen . . . when I sent her a tweet about these tweets that she made and I got another reply just like I got from Sadie Lowry.

Lets look at Makenzie De Armas with her tweet or how the one and only Christopher Perkins tweeted this and to think, it pretty much all started with this from Kyle Brinks. Now the latest news is WotC is saying they are removing the Half Elf and Half Orc races or half ANYTHING from D&D because it's racist. It's just gotten out of control. I have been playing Dungeons & Dragons since it was called Basic D&D, hell . . . even before Basic, back when it was called Chain Mail and I've never been this dusgusted with a game, it's people and it's company than I am right now.

With that being said, I want to make one thing perfectly clear, I'll never buy another product from WotC. You know, back when we played classic edition Dungeons & Dragons, we didn't have all this drama, it was all about the game and we had one community that stuck together. It's simply not like that anymore.

Wednesday, October 8, 2025

Ready, Set, Go
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

I have some things that I would like to touch on with those of you that are first time readers on this blog. The first thing that I kind of want to get into is what many call the "Matt Mercer Effect". I think one thing we all can agree on is Matthew Mercer is ranked in the top level of Dungeon Masters.

The man knows his stuff, but it isn't just about Matthew, his players bring a huge part of what makes Critical Role special to the table. To quote an old saying ... "it takes two to tango", or in this case, it takes a Dungeon Master and a group of players to make a game special.

One thing I very much want to emphasize on is "I am not Matthew Mercer" and if you expect me as a Dungeon Master to be like Matthew Mercer then I would say "go find you another campaign to follow" because I am not on his level, nor will I even try to be and to be perfectly honest I am not sure if the world has a Dungeon Master that even comes close to his level of story telling "well maybe but I have yet to see one". I try to run a good game where my players have a good time (plain and simple) and in the past my players have all had a great time so I guess I am doing something right.

Critical Role is a staged game, with some scripting involved - Matthew and his players are all voice actors. When you watch his campaigns, this is not what Dungeon & Dragon games are really like. His campaigns are strictly constructed to bring entertainment to his viewers.

This campaign will have a set of house rules in affect that will be imported into our modified Old-School Essentials system, not many but a few. They are pretty generic and can be applied to pretty much any edition. Anyone that might think they are interested in joining us in future games should check this page out and everything about the campaign we are currently playing will be located on this page. Stay tuned, much much more is coming!

Tuesday, October 7, 2025

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, October 6, 2025

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

Sunday, October 5, 2025

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

Saturday, October 4, 2025

Merwellyn Wood
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

Merwellyn Wood is less a forest and more a suffocating tomb, its deceptive beauty a crumbling mask over a festering heart of decay. On its northern border, gnarled and twisted trees press against the blighted, fetid swamps of Xak Tsaroth, their moss-draped limbs like skeletal fingers, clawing at the sun to keep its warmth from penetrating the gloom.

Within, a pervasive and oppressive dampness hangs in the air, a humid weight that clings to a person's skin and clothes, never fully drying, and encouraging the earth itself to breathe out a thick, earthy vapor promising slow disintegration. Arrowgum branches twist into a claustrophobic maze, their dark, watchful intent mirrored by the coiling bellbird vines that twitch in the periphery like a waiting predator.

It is a place where ancient pines and oaks cast deep shadows that feel less like shelter and more like a malignant presence. In this morbid quiet, one can sometimes hear the restless sighs and echoing sobs of the dead—the ghosts of those lost to the Cataclysm's flood and the brutal Shadow Years that followed. These are not mere echoes, but spectral whispers that sometimes flicker just beyond the edge of sight, forever reliving their demise. This is not a place of natural peace, but an unnatural stillness so profound that the snap of a twig becomes an intrusion, a promise that your trespass has not gone unnoticed. The woods hold their breath, and so, too, does anyone with the misfortune to cross its grim threshold.

Instead of merely stating the forest's edge borders the fetid swamps of Xak Tsaroth, a description might offer more detail. The moss-draped trees aren't just trying to block out the light, but perhaps their twisted branches are like skeletal fingers, grasping and clawing at the sun, desperate to pull it into the endless gloom. The air near the swamp might taste of old decay and stagnant water.

The suffocating dampness can be further described using sensory imagery. Rather than just causing rot, the humidity might feel like a heavy, living thing that clings to a person's clothes and skin, never fully drying. The ground itself, perpetually moist, could be described as breathing a thick, earthy vapor that promises slow, steady disintegration.

The trees and vines could be further personified. Perhaps the gnarled roots of ancient vallenwood trees writhe across the forest floor like slumbering serpents. The bellbird vines, rather than just coiling, might twitch in the periphery, mimicking the slow, deliberate movements of a predator ready to strike. Even the ancient pine needles could seem to whisper ancient, half-forgotten secrets, carried on a cold breeze that smells of damp earth and decay.

The ghostly element could be intensified, moving beyond the simple mention of screams. The ghostly echoes could not only be heard, but their spectral forms might be glimpsed in the dappled shadows—flickering shapes of lost souls perpetually reliving their final moments. An unfortunate traveler might feel a sudden, inexplicable cold spot, as if a long-dead person just walked through them.

This unnatural quiet can be made more menacing by contrasting it with the normal sounds of a forest. The silence isn't peaceful, but heavy and expectant, as if the entire forest is holding its breath. The sudden, jarring crack of a twig underfoot or a bird's frantic cry for a split second becomes an intrusion, a signal that something has noticed your presence and is waiting. It's the kind of silence that makes one's own heartbeat thunder in their ears, each beat counting down to some unseen terror.

Thursday, October 2, 2025

The Cursed Lands
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 Cursed Lands surrounding Xak Khalan are a testament to the enduring power of rot and corruption, a landscape where even the memory of a thriving city has been suffocated by decay. The air itself, a humid, cloying weight, tastes of rust and sulfur, a constant reminder of the poisonous bogs that lie in wait for the unwary. Underfoot, the ground is a deceitful thing, appearing solid beneath a carpet of sickly green moss, but quick to give way into a sucking mire that threatens to claim any who stray from the few treacherous, half-submerged paths.

Here, the remnants of Xak Khalan's street grid are like a skeletal finger-work beneath a veil of grime, with ancient, waterlogged stones occasionally breaking the surface like tombstones for a forgotten civilization. The flora of this place seems as cursed as the land itself. Twisted, grasping "ironclaw" trees stand like skeletal guardians at the marsh's edge, their bark perpetually slick with moisture and their branches ending in menacing, hooked thorns.

Aggressive, fast-spreading marsh grasses choke the waterways and entangle the ruins, their pale, fleshy stalks promising only entrapment and lurking beneath the surface of the stagnant, algae-covered ponds are unseen, dangerous creatures, their presence only betrayed by the occasional ripple or the sudden, violent death of a bird foolish enough to drink from the corrupted water.

This is a land of morbid stillness, where the echoes of the Cataclysm and the corrupting presence of the black dragon Khisanth have left a lingering miasma of despair. It is a place where every shadow holds a threat and every step is a gamble against the grasping earth.

The Cursed Lands are a breeding ground for foul and dangerous creatures, corrupted by the lingering evil of the black dragon Khisanth and the ever-present miasma of the swamp. While the great dragon herself is gone, her influence persists, twisting the landscape and its inhabitants into hostile, venomous caricatures of their former selves. Draconic monsters like the greedy Baaz draconians are a common threat, often encountered alongside their reptilian kin, such as mutated lizardfolk tribes who perform brutal rituals in the deepest parts of the marsh.

Enormous and cunning giant crocodiles lurk in the fetid waters, while giant, venomous snakes and monstrous blood-sucking leeches inhabit the murky depths and dense vegetation, posing a constant threat to travelers. The swamp is also haunted by the restless dead, including ghosts and revenants of those lost during the Cataclysm, and the dark magic animating these lands has given rise to bog mummies—soggy, corrupted horrors that shamble through the ruin-choked mire.

In addition, cunning and predatory froghemoths, catgators, and swarms of stirges now thrive here, joining the ranks of disease-ridden animals mutated by the swamp's corruption, ensuring that the Cursed Lands remain a place of constant peril for any who dare enter.

The region surrounding Xak Tsaroth and Xak Khalan is known as the Cursed Lands due to a confluence of two cataclysmic events: the devastation of the world-shattering Cataclysm and the subsequent, prolonged presence of the evil black dragon, Khisanth. The Cataclysm brought with it a divine punishment that submerged much of the area in a great deluge, drowning the city of Xak Tsaroth and forever transforming the landscape into a putrid bog filled with the restless spirits of the dead. In the wake of this initial blight, the black dragon Khisanth established her lair within the submerged, cavernous ruins, infusing the already damaged land with her potent and corrupting dark magic for generations.

Her malicious influence twisted the flora and fauna, attracting wicked creatures like draconians and turning the swamp into a toxic breeding ground for monsters and disease. Thus, the name "Cursed Lands" is a bitter testament to the enduring scars of the gods' fury and the lingering evil of a black dragon, a name earned through centuries of decay, death, and relentless corruption.

Wednesday, October 1, 2025

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

Sunday, September 28, 2025

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 25, 2025

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 24, 2025

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 23, 2025

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 16, 2025

Hopeful
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
Hopeful is a small settlement in the grassy plains to the north of Tarsis. A high wall encircles the town, protecting the human and centaur residents against their enemies. The folk of Hopeful have some minor trade with the outside world, however they continue to remain fairly isolationist, choosing to deal with merchants from Tarsis and few others. The town is governed by an elected mayor, Ravvick Thorin, and loosely policed by a unified human and centaur militia.

Monday, September 15, 2025

Tantallon
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

Tantallon is a small remote town which lies northeast of Solace in the Eastwall Mountains. The town has finely cobbled streets, well-made houses and shops, and is dominated by Castle Tantallon, which lies just past the town.

From the castle, the ruling Solamnic lord governs the entire town. The Curston Family has ruled the town of Tantallon from their castle since shortly after the Cataclysm. Due to the remote nature of the town, it has been relatively peaceful and free of enemies since it was first founded.

The town of Tantallon had no internal functioning government, but the townsfolk welcome to protection and governing of Lord Curston. Lord Curston serves as a judge and mediator, and also kept the records that needed to be kept. Tantallon has three deep wells that are always maintained around the clock. The average population of the town of Tantallon is around 2,100. This depended entirely on the season of trade through the quite settlement, increasing slightly during the summer months wile decreasing slightly during the winter months.

Life is good for the people of Tantallon. The people of this town live a quiet, sleepy life free from outside influence. The majority of the towns population is human with a small group of Dwarves living here as well. Upon entering this town, one will notice right away some of the fine dwarven craftmenship. The towns population is proud of what they have accomplished and suspicious of outsiders. It's been quiet and peaceful in Tantallon for many years and the people wish to keep it that way.

Mighty granite walls rise into the sky of this fortress. Bright banners fly from the battlements high above. On the grasses below, the banners cast mournful shadows.

This castle houses Lord Curston, a knight of Solamnia, his son Rostrevor, and their mage, Balcombe. Tantallon Keep is more than just a castle. Beyond the walls, an entire village has sprung up and Lord Curston administers to the land with a firm but just hand. Rostrevor honors his father and seeks to follow in his footsteps, but he distrusts the wizard Balcombe.

Balcombe is in league with Hiddukel, the god of betrayal (but of course this is is a guarded secret of his). Lord Curston has his suspitions but as of yet the wizard Balcombe has shown no reason to not trust him. The tension between Balcombe and Rostrevor is apparent and easily seen by those who take time to observe the two when they are near one another.

Lord Cursten maintains a garrison of 42 guardssmen who are completely loyal to Tantallon. Tantallon Keep is well stocked and armed. If ever the town of Tantallon had to be evacuated to the keep, Lord Cursten has enough supplies to support the entire town for a quite some time. Patrols are made frequently to constantly maintain watch over his lordships lands and people. Personal stats on all major residents can be found in the Tales of the Lance box set on page 166.

Sunday, September 14, 2025

Saughton
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
Southeast of Crossing is the minor port town of Staughton. On the eastern coastline of Abanasinia, directly across the Straits of Schallsea from the Schallsea Isle itself, the port town sees a bit of traffic. Other than a few stores and a series of docks, there is little of note in the cozy town.

When Staughton was founded following the Cataclysm, only two hundred people lived in the city. By the time the War of Souls ended, the city had expanded to a population of six thousand. The city has two city walls; the first surrounds what is called Old City and the second city wall surrounds New City, or "newer" as some people simplify it.

The more popular god of the city is Zeboim, and each spring they have a festival called Spring Dawning. During this festival, they have a dance called the Flower Dance.

Saturday, September 13, 2025

Crossing
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 town of Crossing sits on the northernmost point of Abanasinia. It is a port town founded by Caergoth merchants. As such the town is run by merchant princes and policed by the armed contingent of the Scales Society. The Scales Society ensures that every tradesman and merchant in Crossing contributes to the defense of the town, allowing for a coast guard and city guard to defend the town. The Scales Society effectively rules Crossing, and is made up of two factions. The Cloth Hats are the wealthy and influential merchant princes, whilst the Black Nails are the hard-working and more numerous tradesmen.

Friday, September 12, 2025

North Keep
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
North Keep is a large fortress in an area known as Mantilla Vale in Abanasinia. The keep resides directly west of Crossing. The once impressive domain was a small fiefdom, ruled by the wealthy Mantilla Family. One of the family members lost her mind and practically brought down the family, over grief of the death of her lover. Since then, it is unknown what happened to North Keep.

Thursday, September 11, 2025

Bonfaire
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
Bonfaire is a small town that was only recently established. The town is ensconced on the sandy border of the Plains of Dust. Bonfaire enjoys increased trade as it sits on a large road that has an established trade route with other settlements in the region. Bonfaire has no established businesses at this time but at the rate that it is growing it will see begin to see them.

Wednesday, September 10, 2025

Dire Wood
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

Deep within the Dire Wood, the very laws of life and death are a sick, twisted mockery. The pervasive necromantic corruption does more than just kill; it sours and warps everything it touches. The petrified trees, once living and vibrant, now stand as black, bone-dry husks, their contorted branches reaching and clawing at the perpetual twilight that grips the sky. Moss and fungi cling to these dead monuments, not with the gentle green of new life, but with the pallid, sickly glow of death and disease.

The ground itself is a treacherous graveyard. Beneath the thin layer of rotting leaves and brackish water, the earth is saturated with the residue of countless souls lost to the curse. The bogs and mires do not merely trap the unwary; they are mouths of the forest, hungry for new victims.

Those who struggle in the muck find their energy and will drained away, their flesh beginning to decay before the chill of the water has even reached their bones. But it is the whispers that truly define the wood's horror. These aren't just the rustling of leaves or the creaking of branches; they are the mournful, pleading voices of the endless swarms of ghosts trapped here.

The spirits drift like mist, their vague forms coalescing into distorted, half-remembered faces that stare with hollow, tormented eyes. Some of them follow, silent and observant, while others scream soundlessly, their grief a palpable, psychic pressure that drives all living things toward madness. The air is thick with a sorrow so ancient and profound it can taste like ash in the mouth. It is the echo of a magical ritual gone catastrophically wrong, a cacophony of a thousand dying screams turned into an unending hymn of despair.

For those who enter, the Dire Wood is a living nightmare, its geography and scale shifting to disorient and mislead. What appears to be a day's journey can stretch into weeks, the same landmarks appearing and disappearing as the forest plays with your mind. It is an endless tomb, a trap designed not just to end life, but to consume hope and imprison the soul forever. This is why the barbarians call it "The Trap," for it ensnares body and spirit, and offers no release save a descent into madness or undeath.

Friday, September 5, 2025

New Sea
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
New Sea, or sometimes written as Newsea, is a shallow body of water in central Ansalon. It begins in the west at the Straits of Algoni, proceeds east to what is commonly referred to as "New Sea Proper" after Port O' Call.

It goes south to the Plains of Dust, and east as far as Sanction and Taman Busuk. Several bays are located in it including New Bay, Great Bay, Crusher's Bay, and Haligoth Bay.

Several rivers run into the sea including White-Rage River, Torath River, Lockspring, Blue Rage River, Ogre River, and the Stonecrusher River. There is only one island in the body of water, and that is Schallsea. When the Kingpriest of Istar made his demand of the gods, their response was the hurl the fiery mountain upon Ansalon. Lands raised, while others sank into the ground. The plain lands of central Ansalon were some of those that sank, and in their place the Sirrion Ocean rushed to fill the void. This rush of water killed thousands of people who had no place to go.

When people were finally able to collect themselves, they simply named the new body of water "New Sea" for its vastness. One thing the people found was that the ocean had a lot to offer the people of central Ansalon. Not only for trade, but it was rich in fishing.

After the Chaos War, many Dragon Turtles migrated from Ansalon's eastern oceans to the New Sea. This migration was caused by the creatures of Chaos. During the Age of Mortals, and the time of the Dragon Overlords, parts of the eastern side of New Sea became part of New Swamp. Since the demise of Sable, this swamp has begun to retreat from the sea.

Tuesday, September 2, 2025

Barter
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
Barter is a small town on the edge of the Plains of Dust . The town is located in the northwestern corner, and is perched at the eastern end of the River Swift. Barter is located near the base of the Highguard Range and sits on a road that has established trade it's neighbors in Bonfaire and their Kharolis neighbors in Swiftwater.

Barter was first established by Derkin Lawgiver following his escape and his people's from the Ergothian slave camp Klanath. He first established this settlement in a valley as a place of trade for any race to come to outside of the lands of Thorbardin. You could see Elves, Humans, Gnomes, Kender, and all sorts of different races coming to trade their wares to the dwarves and to each other.

Notable Locations
Inn of the Flying Pigs

Monday, September 1, 2025

Abanasinia
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

Abanasinia found itself near the shores of the New Sea, created after the Fiery Mountain struck Krynn. Perhaps the most relaxed region of Ansalon, the plains are home to numerous tribes of plains barbarians, as well as the settlement of Solace, and cities such as Haven, Gateway and at least one hill dwarf community. Whilst the region is best known for it's wide and verdant plains, it also has a number of city states dotted throughout. Those from Abanasinia are called Abanasinian.

Though many of the villages and towns of Abanasinia were destroyed during the War of the Lance, and again following the Second Cataclysm, the inhabitants continue to rebuild their homes. The tree town of Solace is perhaps the most significant village in Abanasinia, for here the legendary Majere Family lives among the mighty vallenwood trees. Here also is the Inn of the Last Home, the most famous inn of any sort on Ansalon.

North of Solace are the shores of Crystalmir Lake, and southwest of the lake are the boughs of Darken Wood, where the living dare not enter. Its borders are protected by a legion of undead soldiers, and the wood is governed by the mysterious Forestmaster.

To the east lie the grassy plains, home of the barbarian tribes. If one ventures eastward further, the plains gradually become a huge swamp, which houses the ruins of Xak Tsaroth. Abanasinia is perhaps the most sheltered of the many regions of Ansalon: with Thorbardin, the Kharolis Mountains and the Neidar Dwarf (hill dwarf) communities to its south, the swamps of Xak Tsaroth, the Eastwall Mountains and New Sea to the east, the Straits of Schallsea to the north and Qualinesti to the west, Abanasinia is well protected.

Prior to the Cataclysm, the land which would become known as Abanasinia was ruled by the tribes of the plains. Whilst the Cataclysm had very little impact, it did see the majority of the tribes turn from the gods and instead revert to ancestor and totem worship as their primary religion. Many towns were founded along the coastline of Abanasinia, and more extensive trade routes were established between the towns of the region.

Goblins and bandits preyed on merchant caravans, however an influx of mercenaries into Abanasinia, finally saw an end to their threat. The disappearance of the gods led to a new religion based on false gods known as the Seekers, which sprouted in Abanasinia. The Seekers formed a theocracy in the region and ruled several towns, basing their headquarters in Haven. However their reign ended with the War of the Lance.

The War of the Lance brought the Red Dragonarmy through Abanasinia, who conquered the region with Highlord Verminaard at their head. The army crushed the plains barbarians and subjugated the majority of the towns of the region to their will, enslaving many Abanasinia inhabitants in the mines of Pax Tharkas. However it was from this region that the Heroes of the Lance emerged and eventually defeated Verminaard and were the key to the end of the war itself.

Settlements
Ravenvale
Digfel
Gateway
Esker
Solace
New Ports
Windy Vale
Haven
Qué-Teh Village
Pax Tharkas
Tantallon
Staughton
Crossing
North Keep

Notable Locations
Eastwall Mountains
White-Rage River
Gateway Pass
Sentinel Peaks
Darken Wood
Prayers Eye Peak
Merwellyn Wood
Cursed Lands
Dire Wood

Ruins
Xak Khalan
Xak Tsaroth

Tuesday, August 19, 2025

Digfel
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

To describe Digfel as uninteresting would be an understatement. The town consists of only 150-160 people and is most famous for its alehouse, the One Eyed Goblin. With little "real" value this town has been widely considered a forgettable community.

The small mining town of Digfel is located south of Gateway and Que-Shu in Abanasinia. The town's human residents have some minor trade with their dwarven neighbors to the south, but otherwise keep mostly to themselves. The minor town has little of note, other than an alehouse and a smattering of houses and shops, including a prominent general store that stocks items for travelers.

On the Market Green the occasional travelling merchant lays out their goods, pig and sheep-herders drive their animals into pens, tradesmen meet to buy materials and sell their wares, and the local gossips gather to trade tales. Trade with other settlements of the region is not a common event but usually once a week the market opens and for that day it is a bustle of business and trade.

A Dusky River runs to the east of the town flowing down from the Eastwall Mountains. On the couple of jetties that poke out into the river, fisher-folk mend their nets, carve out new log boats, and tar their coracles in readiness for the fishing season.

The houses in Digfel are all well built structures, with sloping shingled roofs. Those with business on the hill are allowed into this settlement, strangers are thoroughly scrutinized and even questioned. Well-trained working dogs can be seen around the village, the Woodsmen being masters of hounds that are kennelled at the north of the settlement watch for any threat from the forest and mountains. Occasional excited barks can be heard. The sound of timber being chopped can also be heard at times.

Digfel is governed by a Council of Elders consisting of a body of three village elders—Elrick Sandoren, Beren Tallison, and Mara Wescott. All council meetings are held within the richly decorated Great Hall located atop the central hill of the settlement. Inside this great hall, is a large hearth for feasts, multiple long tables and it is well lit with candles.

The settlement has a standing population of around 150-160 people during the warmer months of the year. This settlement was partially built upon great platforms amongst the trees in the finest tradition. Digfel mostly consists of locals but does have a few that are not native to the region. The locals have close ties since, they live near to one another amid many dangers of the region.

The woodsmen and fishermen of the region consist of a hearty folk with many strong warriors. The settlements community is made up of friendly folk but they always seem to have there guard up during these troubling times. These people understand the trouble is brewing in the distant and they might be forced to defend themselves or others whom they are allied with but regardless, life goes on and even though they stand ready to fight, these people still live a normal life.

The climate tends to be cool during the summer but winters are usually very cold with much snowfall in this region. Fishing and hunting are the common trades of the region, along with trade coming into Digfel. Exports mostly consist of furs and pelts along with fish and meat from hunting within the surrounding area. Centuries ago, the mines to the east within the Eastwall Mountains were being mined, but those mines have been abandoned for many years.

Points of Interest
One-Eyed Goblin
The Great Hall
Market Green
Blacksmith's Shop
The Rolling Wheel
Chissa's Patisserie Shoppe
The Shrine
General Store

Notable People
Elrick Sandoren
Blake Drender
Harlen Raskin
Chissa Topknot
Beren Tallison
Mara Wescott

Notable Locations
Eastwall Mountains
Dire Wood

Friday, July 18, 2025

General Store
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

Virtually all sorts of saleable goods are offered here. Rare and/or unusual items might be obtained at a price and in time (and will often be spurious or faulty). Magical items are NOT sold here ever! The current stock is limited due to this location being in a small village. The store itself is medium sized at best. This business is owned by an eldery lady, Mara Wescott who has lived in Digfell all of her life.

1. Clothing and Packs: peasant equipment is about 90% of list price, rounded down; dungeoneering items are 100% rounded up.

2. Footwear, Gloves & Belts: Prices to adventurers is 125% of list, 80% to villagers.

3. Lighting Equipment: Tinderboxes, candles, oil, lamps, wicks, lanterns etc are 110% of list, rounded up.

4. Hand Tools: Hammers, adzes, planes, nails, saws etc. A file sells for 1sp and up. Saws cost cost about the same as a hand axe or hatchet.

5. Food & Herbs: Rations packed to go are 120% of list, and herbs are 150% of list.

6. Ropes, Chains & Dungeoneering Gear: (including writing materials and religious items) 110% of list. 7. Polearms & Shields: 110% of list.

8. Other Weapons, Missles and Associated Gear: 120% of list.

9. Armor & Helmets: Padded, studded and leather armor are in stock. There will be a 70% chance that ring mil is currently in stock, 50% for scale mail, 30% for chain mail, and 10% for a set of banded mail. These are all 150% of list. All orders will be at 200% of list. (use d6, 1 being to small, 6 being too large and other rolls will fit).

10. Tack, Harness, Wheelbarrows & Dungeon Carts: All in stock will be at 75% of list.

Thursday, July 17, 2025

Chissa's Patisserie Shoppe
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

Chissa's Patisserie Shoppe is a bakery and home of Chissa Topknot. It is owned and operated by a rather "somewhat domesticated" Kender by the name of Chissa. This Kender has lived in the village of Digfel for just over a year, having settled down to the quiet life, Chissa has chosen Digfel as her new home and the people of this quaint little settlement adore her "in her mind" but do not for a moment think Chissa has been domesticated, Wanderlust is a real thing and Kender are well known for being affected by it.

The shop stands next to the One-Eyed Goblin Alehouse which gives this establishment a lot of business and is open from sun-up until just before noon. Chissa is oddly enough, a very good baker, much to the surprise of the community of Digfel and the people living here have grown to accept Chissa as one of their own.

The building is a small bakery, and is surprisingly well stocked for a settlement of this size, with the front of the shop facing the main street that goes through the center of Digfel. It has a small cellar for storing supplies, with the ground floor given over to the business and upper floor used as the family home.

The ground floor has two main sections. The front of the building is the store and is open to the public. Here, a counter rings the room with large cabinets displaying the day's wares; there is also a bread bin. A corridor leads to the back of the the building. The cellar of the building is used for storage, holding ingredients. At the rear was the kitchen and preparation area, with a large oven, cooling racks, and work bench. The oven is a larger sized over that takes up most of the kitchen. The bakery has a small dining room at the front of the shop. Upstairs is a small living area, furnished with two couches, rug, and bookcase with a small bedroom in the back.

Off of it is a bathroom with a bathtub and wash basin. The shop as a whole is very cosy and confortable and it very popular with the residents of Digfel. At times the shop has been known to have customers from outside Digfel . . . the bakery name has a long reach across the region.

BREADS
• Cheese Loaves: 7sp
• Wholemeal Loaves: 4sp
• Kibble Loaves: 6sp

SMALL CAKES
• Fruit Slices, with Apple, Cherry, or Apricot: 2sp
• Cup Cakes: 1sp
• Cream Puffs: 3sp
• Dwarven Rock Cakes: 8cp
• Cream Cheese Rolls: 1sp
• Elven Mini Sponge Cake: 2sp

LARGE CAKES
• Banana Cake: (When in Season): 2sp
• Chocolate Layer Cake (Wild Cherry Filling): 1stl
• Vanilla Layer Cake (Buttermilk Icing): 1stl
• Orange Cake: 1sp
• Walnut Crunch Cake: 5sp
• Five-Layer Black Forest Cake (with Rum Soaked Cherries): 1stl
• Lemon Chiffon Cake (Lemon-Strawberry Glaze): 1stl

PIES
• Apple Pie: 5sp
• Cherry-Walnut Pie: 6sp

COOKIES
• Sugar Cookie: 2cp
• Frosted Sugar Cookie: 5cp
• Spice Cookie: 2cp
• Orange Almond Cookie 2cp

DONUTS
• Cherry Donut: 1cp
• Blueberry Donut: 1cp
• Apple-Spice Donut: 2cp
• Powder-Sugared Donut: 1cp
• Cinnamon Donuts: 1sp

Wednesday, July 16, 2025

Market Green
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 market is a modest affair. The scent of fresh earth and ripe produce drifts in the air as farmers from the surrounding fields proudly display their harvest. Wooden crates overflow with vibrant vegetables. A few stalls sell jars of honey, freshly churned butter, and wheels of creamy cheese, while others showcase bundles of culinary and medicinal herbs hanging to dry.

"On any given day, there is a 15% chance that items from the adventuring gear list in the Player’s Handbook are available for sale here." Adventurers will almost never find armor, weapons, implements, or magic items in the market square, however.

Tuesday, July 15, 2025

One-Eyed Goblin
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

Elrick "Rick" Sandoren opened the One-Eyed Goblin Inn 10 years ago. In the old days, he was an important figure in the region. The One-Eyed Goblin quickly grew in reputation as a place of great comfort and quality, but one whose patrons should expect to pay well for the excellent service and fine food and lodging. Elrick is close friends with his neighboring Kender Chissa Topknot and the two are often seen sharing a meal together in the One-Eyed Goblin. He has grown rather fond of the Kender, looking at her more like a daughter.

Nowadays, Elrick takes it easy, enjoying the life of an innkeeper and an honored citizen of the small settlement of Digfel as best he can. Elrick has slowed down over the years and his health has degraded somewhat but he remains the same good spirited fellow he has always been and he maintains a well ran establishment even to this day.

His heart is weak "probably due to his weight gain", but he is always on duty at the One-Eyed Goblin when the doors are open, always welcoming patrons with a hard "welcome friends" and a grand smile on his face. Relithor, a Human Bard entertains the clientele, but is slightly incompetent as a musician. Most people don’t think much of him. (Elrick allows him to perform in exchange for a meal and a room, but this is really charity). The Inn houses and employs two full time serving girls, Kassie & Kitain. The dining room, well-appointed if a little old, is clean and quiet. The clientele of the One-Eyed Goblin are well-mannered folk who enjoy fine food and drink. Drunkards and louts are not welcome. They are dealt with quickly but it has been quite some time since anything like this has happened in this establishment.

Two private dining rooms "which get little use" exist for meetings or distinguished guests. The kitchen beyond is spacious, with steps leading down into the cellar and up into the Sandoren's private chambers. A small stable is on the side of the inn that can stable up to ten horses.

This large structure is the center of the settlements life, bustling with visitors from morning to night. The food is good, with specials such as poached salmon and stuffed pheasant and trout. Most locals can be found here at various times. Candles have been place throughout the dining area which keep the bottom floor well lit. Bar stools have been placed at the bar itself.

The inn is clean and very well maintained, you can tell Elrick takes great pride in his business. At most times during the day, one or two waitresses can be seen waiting tables and Elrick himself is usually here as well, standing behind the bar or walking around speaking with customers which he loves to do.

Prices at the One-Eyed Goblin are reasonable and the meals that are prepared here make up for short comings the Inn might have. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant and boiled crayfish in drawn butter are just a few of the delights which are served here. The inn may be slightly smaller than most inns but it is well ran and has earned its good reputation it currently has.

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 One-Eyed Goblin.

(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: 3cp
Boiled Goose Eggs: 4cp
Chicken Eggs: 2cp
Fruit and Cheese: 3cp
Beef Steak: 2sp
Fried Potato Wedges: 2cp
Pork Sausages: 1sp

AFTERNOON MEALS
Beef Stew: 1sp
Boiled Crawfish with Drawn Butter: 1sp
Poached Salmon: 8cp
Spiced Sausages: 9cp
Stuffed Pork Chops: 1sp
Stuffed Black Trout: 1sp
Steak and Kidney Pie: 2sp
Venison Steak: 2sp
Stuffed Pheasant: 1sp
Roast Duck with Apples: 1sp
Roast Goose: 1sp
Cheese rolls with a Filling of Nuts, Honey and Vegetables: 9cp
Smoked Salmon Salad: 9cp
Apple Stuffed Mushrooms: 5cp
Roast Beef with Cranberry Sauce: 9cp

BEVERAGES
Whiskey: 6cp
Rum: 7cp
Beer: 2cp
Heavy Beer: 3cp
Ale: 4cp
Spiced Ale: 7cp
Mead: 9cp
Local Wine: 9cp
Fireamber Wine: 1sp
Local Brandy: 1sp

The upper rooms are very clean, and all of the rooms are heated and with the inn only having seven standard rooms and seven private suites, 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
(12) Standard Suite: 8sp

Sunday, July 13, 2025

Blacksmith's Shop
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
A man named Blake Drender owns this smithy. People can purchase a variety of mundane wares here, including spikes, weapons, heavy armor, and so on. Simple weapons are readily available, but military weapons require one day to complete, and superior weapons require a week of work.

Saturday, July 12, 2025

Solamnia
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

Solamnia is a human nation in northwestern Ansalon. Solamnia has just about every geographical feature: fertile plains, three mountain ranges (the Vingaard Mountains, Dargaard Mountains and the Garnet Mountains), the longest river, the Vingaard River, and the Northern Wastes. Not a perfectly flat land, has ridges, gullies, dry creek beds, small stands of trees, mostly a grassy steppe land.

People from Solamnia are referred to as being Solamnic or Solamnian and they speak Solamnic or some of the Knights speak Old Solamnic. Slavery is outlawed in Solamnia, and if you are caught having slaves, the punishment is very severe. Solamnia's chief exports are grain and cattle. The provinces that make up Solamnia are Coastlund in the west, Palanthas east of that, Hinterlund on the border with Nightlund, Plains of Solamnia also on the border with Nightlund, Elkholm and Heartlund south of Plains of Solamnia, and Southlund southwest of Heartlund.

In Southlund, in the area are Caergoth, the area is known for very violent thunderstorms. From Coastlund in the west, to Hinterlund in the east, live a variety of people—mostly humans, but small bands of ogres and draconians are far too common. Originally located in the center of the Ansalonian continent, Solamnia is now very much a sea-going state because the Cataclysm dumped three oceans around its borders.

Solamnia was rescued more than founded by Vinas Solamnus during the Rose Rebellion in the years 1799 PC - 1791 PC. When the provinces rebelled against the Empire of Ergoth for excessive taxation and other crimes against them, the Emperor dispatched Vinas to squash any resistance and to hang everyone involved, even some not involved. Vinas finally came to the end of his campaign when he laid siege to Vingaard Keep. After a few days of the siege, the commander of the rebels, an Antonias Leprus, invited Vinas in to listen to their crimes against Ergoth.

After doing so, Antonias had his servant slit his throat. Vinas asked his generals who wanted to join with the rebellion, and most did. After a few more years of the Rose Rebellion, Solamnia had its freedom. The lands of Solamnia bordered Hylo, Empire of Ergoth, and Qualinesti in the west, Kharolis in the south, and Silvanesti and Taman Busuk in the east.

In the year 1775 PC, Vinas Solamnus created the Knights of Solamnia so that honorable warriors would come to guard not only Solamnia, but all of Ansalon. With the Knights help, Vinas created the city of Palanthas in 1773 PC and had the High Clerist's Tower built in 1772 PC in the only strategic pass leading to Palanthas.

From the time of the Knights of Solamnia had been established, they quickly grew into an unrivaled power on Ansalon. The prosperity of Solamnia has become only second on Ansalon to Istar in the east. This would all come to a quick end though.

In the year 1060 PC, the Third Dragon War came upon Solamnia. Takhisis decided to attack the powerful human nation first. The human lines of the Knights of Solamnia were quickly overrun until they had reached the gates of Vingaard Keep where a final battle was to take place between the Knights of Solamnia and Takhisis's evil forces.

If not for a young Knight of the Crown named Huma Dragonbane, all would have been lost for Solamnia and quite likely the rest of Ansalon. He was able to acquire a dragonlance of myth and to stab Takhisis with it, making her promise to leave forever from Krynn. She agrees and Solamnia is free from her evil forces, but at the cost of Huma's life.

Thanks to the help of the dwarves of Thorbardin, Solamnia grants them mining rights in the Garnet Mountains. There the dwarves create the kingdom of Kayolin and the capital of Garnet in 980 PC. Also sometime during this timeframe, the kender of Hylo allied themselves with Solamnia. Official date is unknown.

Due to the nature of ogres, they began to give Solamnia some problems on their trade routes between Thoradin and Istar. The first instance was in 910 PC - 825 PC, so called the Ogre Wars, the Knights of Solamnia assist the dwarves of Thoradin in driving the ogres from their land. Then had some more problems with the ogres from 530 PC - 522 PC, the Knights of Solamnia along with their allies drove the ogres back into isolation.

When Istaran trade began to reach the its highest levels ever with Solamnia in 490 PC, raids began to come from the Estwilde. Istar convince Solamnia to attack and destroy the raiders, which Solamnia did, then to resign the Swordsheath Scroll in 476 PC. Then almost 100 years later in 280 PC, Solamnia approves of the new title of Kingpriest in Istar and the promotion of good that he will bring to Ansalon.

In the weeks before the Cataclysm strikes Krynn, a knight by the name of Loren Soth is tried and convicted of killing his wife, Korinne Gladria, in order to have an elf maiden, Isolde Denissa, as his wife. He is freed by Knights loyal to him, and the Knights of Solamnia pursue him to the lands of Knightlund and banished to them forever. Just before the Cataclysm strike Solamnia, huge dust storms whip through the plainsland in warning of what is to come. When the Cataclysm finally strikes Ansalon, the lands of Solamnia suffered greatly.

The northern coast of Solamnia is where seas rose up and coming inland. New Sea sprung up in the middle of Ansalon, effectively cutting Solamnia's southern fiefs from the north and drowning the central regions under the new body of water. In present day Solamnia it is bordered by the Turbidus Ocean to the north and west, New Sea, Kayolin, and Lemish to the south, and Estwilde and Throtl to the east.

In the years following the Cataclysm, the commoners of Solamnia blame the Knights of Solamnia for the Cataclysm. Some Knights go into hiding while others throw down their sword and armor to leave the Knighthood forever. These are the dark ages for Solamnia and the Knighthood. In the year 334 AC, peasants led by Ragnell revolted against the nation, leading to the destruction of some major castles and death to a few prominent Solamnic families.

In the year 351 AC, Dragonarmies invade eastern Solamnia, quickly overrunning the Knights of Solamnia there and pushing them all the way to the High Clerist's Tower by 352 AC. Solamnia is also betrayed and Dragonarmies are allowed to invade from the south, but thanks to Solamnia's allies of the Kayolin dwarves, the dwarves are able to hold the invaders until the Knights could regroup and hold the Dragonarmies in the south in a stalemate. During a Whitestone Council between Solamnia's allies, the allies begin bickering over who would control a just found dragon orb.

A kender by the name of Tasslehoff Burrfoot saw this, and destroyed the orb so they would stop fighting over it. A smith named Theros Ironfeld brings fourth the newly forged dragonlance that will allow the Knights of Solamnia to ride forth and destroy the dragons of evil.

Following the victory over the Dragonarmies at the High Clerist's Tower, Lauralanthalasa Kanan is named the leader of all the forces of the Whitestone Council by Lord Gunthar Uth Wistan, who has become the the nominal Grandmaster over the Knights of Solamnia. In the summer, Laurana embarks on a campaign to rid Solamnia of the Dragonarmies, her lightning attacks and fast moving army is able to drive them out of mostly out of Solamnia and reclaim all the lost lands. Another year passes and Solamnia is completely free of all Dragonarmies forces, but the Knights continue to go after the Dragonarmies wherever they find them.

There wasn’t any major battle in Solamnia until Kitiara Uth Matar brought her forces into Solamnia and attacked Palanthas. Loren Soth, the Death Knight, kills many people and the flying citadel causes great destruction, but in the end the Knights and defenders of Palanthas are able to throw back the invaders once Lord Soth disappears with the body of Kitiara.

In the wake of what is being called the Blue Lady's War, it is found out that Raistlin Majere was trying to draw out the Dark Queen so he may defeat her and become a god. In the end, he holds her back in the Abyss so that she won't enter the mortal plain, and Solamnia is free again.