Sunday, September 28, 2025
Thursday, September 25, 2025
Wednesday, September 24, 2025
Tuesday, September 23, 2025
Tuesday, September 16, 2025
Hopeful is a small settlement resting within the grassy plains north of Tarsis, far removed from the bustle of larger cities. Though humble in size, the town stands strong behind a tall defensive wall built to shield its people from raiders, monsters, and wandering threats. The settlement is unique in that humans and centaurs live side by side, sharing both the burdens and benefits of life on the frontier.
Despite maintaining some contact with the outside world, the people of Hopeful remain cautious and largely isolationist. Trade caravans from Tarsis occasionally arrive with supplies, news, and goods, but the townsfolk rarely seek deeper involvement with distant realms or foreign politics. Outsiders are welcomed carefully, though trust must often be earned over time.Hopeful is governed by an elected mayor named Ravvick Thorin, a practical and respected leader who works to keep balance between the settlement’s diverse inhabitants. Under his leadership, the town has managed to remain stable despite the dangers that surround the region. Thorin’s steady hand and fair judgment have earned him the loyalty of both the human settlers and the centaur clans.
Protection of the settlement falls to a combined militia made up of both humans and centaurs, who patrol the walls and surrounding plains together. While the force is loosely organized, its members are deeply committed to defending their home and preserving peace within the community. Their cooperation serves as a symbol of the unity that has allowed Hopeful to survive in an often dangerous land.
Monday, September 15, 2025
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.
Sunday, September 14, 2025
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
Friday, September 12, 2025
North Keep stands within the isolated region known as Mantilla Vale in the land of Abanasinia. Located directly west of the settlement of Crossing, the fortress was once considered one of the most impressive strongholds in the surrounding territory. Built upon a rocky rise overlooking the vale, the keep commanded both respect and authority throughout the region. Tall stone towers, fortified walls, and sprawling grounds once reflected the immense wealth and influence of the Mantilla Family that ruled there.
For many years, the Mantilla Family prospered as minor nobles who controlled a small but successful fiefdom. Merchants, travelers, and caravans passing through the nearby roads often found protection and hospitality under the family’s banner. The fertile lands of Mantilla Vale provided enough resources to sustain the household, while trade and careful political alliances helped the family maintain its position among the influential houses of Abanasinia.
Despite their success, tragedy eventually struck the Mantilla bloodline. One of the daughters of the family fell deeply in love with a man whose death shattered her mind completely. Consumed by grief and unable to recover from the loss, she descended into madness. Rumors spread that she began practicing strange rituals, speaking to unseen spirits, and wandering the halls of North Keep at night while crying out for her lost lover.As her madness worsened, disaster slowly overtook the Mantilla household. Servants vanished without explanation, trusted guards abandoned their posts, and whispers of curses and hauntings spread throughout Mantilla Vale. Some claimed terrible screams echoed from the towers after sunset, while others spoke of shadowy figures moving through the keep’s darkened corridors. Fear eventually drove many of the local people away, and trade to the region steadily declined.
Over time, North Keep fell silent. No clear account exists describing exactly what happened to the Mantilla Family or the fate of the woman whose grief destroyed the household. Some believe the family tore itself apart through betrayal and paranoia, while others insist darker supernatural forces claimed the keep entirely. Travelers passing near the ruins often report strange lights within the fortress during stormy nights, despite the keep supposedly being abandoned for many years.
Today, North Keep remains one of the great mysteries of Mantilla Vale. The once proud fortress now stands as a looming and haunted reminder of the Mantilla Family’s downfall. Many avoid the area entirely, believing the keep to be cursed, while adventurers and treasure seekers occasionally venture into the ruins hoping to uncover lost riches or discover the truth behind the disappearance of the Mantillas. Few who enter willingly speak much about what they find within the crumbling halls of North Keep.
Thursday, September 11, 2025
Bonfaire is a small frontier town that was only recently established along the sandy borderlands of the harsh and unforgiving Plains of Dust. Though still young, the settlement has already begun to attract travelers, merchants, and wanderers seeking opportunity on the edge of civilization. The town itself is modest, consisting mostly of newly constructed homes, temporary lodgings, and rough wooden structures built to withstand the dry winds that sweep in from the wastelands.
Despite its small size, Bonfaire occupies an important location along a major overland road that connects several settlements throughout the region. Caravans regularly pass through the town carrying goods, supplies, livestock, and news from distant lands. Because of this steady traffic, Bonfaire has quickly become a natural stopping point for merchants and travelers crossing the dangerous frontier territories.
The surrounding landscape is a mixture of dry grasslands, sandy terrain, and rocky outcroppings that gradually give way to the desolation of the Plains of Dust. Dust storms are not uncommon, and the people of Bonfaire have already learned to prepare for the harsh climate. Wells, water storage, and sturdy shelters are considered vital to the town’s survival, and nearly every resident contributes to maintaining them.
Although Bonfaire currently lacks any formally established businesses, signs of growth can already be seen throughout the settlement. Traveling traders have begun setting up temporary market stalls, craftsmen occasionally offer their services to caravan guards, and several families are discussing plans to open permanent inns, blacksmith shops, and supply stores. Many believe it is only a matter of time before Bonfaire develops into a thriving trade community.
The town’s rapid growth has also brought a wide variety of people to the area. Farmers hoping to tame the surrounding land live alongside caravan guards, adventurers, prospectors, and opportunists looking to profit from the expanding trade route. This mixture of cultures and ambitions has given Bonfaire an energetic and unpredictable atmosphere, where new arrivals seem to appear almost daily.
While Bonfaire remains small and somewhat rough around the edges, many locals believe the settlement has a promising future ahead of it. Its strategic location, growing population, and increasing trade traffic provide the foundation for what could someday become one of the most important settlements along the frontier road. For now, however, Bonfaire remains a young town striving to establish its identity on the edge of the wasteland.
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
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
The New Sea, sometimes written as Newsea, is a vast shallow body of water located in the heart of central Ansalon. Stretching from the Straits of Algoni in the west to the eastern reaches near Sanction and Taman Busuk, the sea serves as one of the most important waterways in the Dragonlance setting. After passing Port O’ Call, sailors commonly refer to the larger eastern portion as “New Sea Proper.” Its waters touch countless shores and settlements, making it both a center of commerce and a vital route for travel throughout the continent.
Several important bays and coastal regions surround the New Sea, each possessing its own dangers and significance. Among the most well-known are New Bay, Great Bay, Crusher’s Bay, and Haligoth Bay. Numerous rivers also feed into the sea, bringing freshwater and trade from distant lands. These include the White-Rage River, Torath River, Lockspring, Blue Rage River, Ogre River, and the Stonecrusher River. Despite its immense size, the New Sea contains only a single island known as Schallsea, a place often associated with mystery, learning, and seclusion.
The New Sea did not exist during the ancient days before the Cataclysm. Its creation came as a direct result of the Kingpriest of Istar’s arrogance and his infamous demand of the gods. In response, the gods hurled a fiery mountain upon Ansalon, forever reshaping the continent. Entire regions were destroyed as mountains rose and once fertile lands collapsed into the earth.
The plains of central Ansalon were among the lands swallowed by this devastation, creating a massive basin that the waters of the Sirrion Ocean rushed in to fill. The flood that formed the New Sea brought unimaginable destruction. Thousands of people living in the lowlands perished as the waters surged across the broken landscape with little warning. Entire villages and settlements vanished beneath the waves, leaving only ruins hidden beneath the sea. When the survivors finally gathered and attempted to rebuild their lives, they simply began calling the enormous new body of water the “New Sea,” both because of its recent creation and because no better name existed for the vast inland sea that now dominated central Ansalon.In time, however, the people of Ansalon discovered that the New Sea brought opportunity alongside tragedy. Trade flourished along its shores as ports and coastal settlements expanded. Merchant ships began transporting goods between distant regions far more efficiently than overland routes ever allowed. The waters also proved rich with fish and other resources, helping sustain nearby communities struggling to recover from the aftermath of the Cataclysm. Over the centuries, the New Sea became not only a symbol of destruction, but also one of survival and renewal.
Following the Chaos War, the New Sea faced new changes as Dragon Turtles migrated into its waters from Ansalon’s eastern oceans. These dangerous creatures fled westward due to the horrors unleashed by Chaos and soon established themselves within the sea. During the Age of Mortals and the reign of the Dragon Overlords, portions of the eastern New Sea were transformed into part of the dreaded New Swamp under the influence of Sable. Since Sable’s demise, however, the swamp has slowly begun to recede, allowing portions of the sea and coastline to recover once more from the corruption that consumed them.
Tuesday, September 2, 2025
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 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
• QuĂ©-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











