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Issac

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Join date : 2010-02-18
Age : 40
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PostSubject: Alternate Timelines   Tue Apr 13, 2010 6:47 pm

I don't Know if any of you have picked up the book Legends of the twins, but it's a game sourcebook based on a time-travelling dragonlance campaign.

one of it's Alternate timelines is the Magocracy.

This is an Excerpt from Legends of the Twins By Marget weis productions.

59-21 PC - Kingpriest’s Envoy
Marwort the Illustrious, a White Robe, is assigned as envoy
to the Kingpriest. The position of envoy is traditionally
held by a White Robe, because of that Order’s association
with Solinari.
40 PC - A Test
A promising young wizard, Merroc the White, takes the
Test in the Tower of Istar. He is a favored pupil of Marwort.
28 PC - New Master of the Tower
Merroc the White becomes Master of the Tower of
Palanthas.
20 PC - Prelude to War
Marwort the Illustrious dies, and the Conclave of High
Sorcery assigns Leciane do Cirica, a Red Robe, to take his
place as envoy to Beldinas’s court. The institution of a Red
Robe in this position is taken as a sign of disrespect by the
Kingpriest and his council.
Highmage Vincil da Jevra is later murdered during a
meeting with the Kingpriest when a Black Robe assassin
makes an attempt on Beldinas’s life. Jorelia the Enchantress,
a White Robe, is chosen as the new Highmage, but cannot
stop the ensuing conflict from causing the Lost Battles. The
wizards of High Sorcery begin moving magical artifacts
from the Towers to Wayreth, Zhaman, and other secret
locations.
19 PC - The Lost Battles
The Lost Battles: Istar and its allies fight the Orders of High
Sorcery. Fistandantilus the Dark, in an effort to get rid of
other meddlesome wizards, secretly gives the Kingpriest
magical seeds that will let his armies pass through the
magical groves.
The Battle of Daltigoth is led by Duke Serl Kar-thon,
who uses one of the seeds to bypass the Kadothan Grove.
Rather than letting Serl’s armies gain access to their secrets,
the wizards destroy the Tower, leveling nearly half of the
city with it. Thousands die.
In Losarcum, Cathan Twice-Born, commander of
the Divine Hammer, mounts an attack of his own. As his
knights storm the Tower, the mages destroy it as well.
Losarcum is reduced to ruins. Leciane do Cirica, who is
present, flees the devastation rather than sacrificing her life
to save Cathan. The River forks, though the effects will not
reveal themselves fully for two decades.
A month after the Lost Battles, Jorelia hands the keys of
the Tower of Istar over to the Kingpriest, and dies shortly
thereafter. Merroc the White succeeds her as Highmage,
and relinquishes his key in Palanthas, but a Black Robe
wizard, Andras Rannoch, leaps from the Tower onto its
gates, cursing it as he expires. His death infuses the Tower
and its grove with a powerful, evil taint.
The remaining wizards retreat to Wayreth.
17 PC - New Plans
Listening to the counsel of Leciane do Cirica, who fears
what the future may hold for the Orders, Merroc the White
chooses not to let magic fade into obscurity. Heeding
Leciane’s dream of wizards returning to prominence, he
begins working on plans to present a new face for High
Sorcery.
9 PC - Plans in Motion
After almost a decade of campaigning, Merroc begins
to realize he is fighting a losing battle. Istar’s power
continues to wax while the Orders’ reputation diminishes.
Leciane suggests recapturing the Tower of Istar from the
Kingpriest’s clutches. Plans are set in motion.
0 PC - The Cataclysm
Merroc the White knows the end is coming. The time to
act is now. He and Leciane, now head of the Red Robes,
lead a band of powerful mages to Istar. They enter the
Tower on the day of the Cataclysm, and cast a spell tomove it, temporarily, to an alternate plane of existence.
As the fiery mountain falls, the Tower of Istar vanishes.
Tragically, Leciane is shut out of the Tower at the final
hour, and perishes in the Cataclysm.
Without Cathan to bear them to Xak Tsaroth, the Disks
of Mishakal are lost in the destruction of Istar. The chances
of the gods’ return are slim.
When the Lordcity has sunk beneath the waves, the
Tower reappears, floating above the swirling maelstrom of
the Blood Sea. A new age — the Age of Magic — dawns.
Anno Magus 1 - Magic Flows Forth
(Begins in O PC) Merroc commands his wizards to use
their magic to assist the people of Ansalon. The wizards
break Andras’s curse and retake the Tower of Palanthas.
AM 1-31 - Magic Rebuilds
In the decades following the Cataclysm, the Towers are
protected by the Orders of High Sorcery. Under Merroc’s
watchful eye, peace is reestablished, and stewardship of the
world is divided among the robes.
The Black Robes control their regions with threats, fear,
and harsh punishments. Bandits and thieves are publicly
executed. The wizards are harsh, but many folk feel safe
despite their dark rule.
The Red Robes rule with a gentler hand, encouraging
self-governing and using their magic to guide the leaders
of local communities.
The White Robes act as protectors of the people, and
are praised for their generosity and good works.
AM 32 - A Time of Mourning and Struggle
Merroc the White dies. The Highmage’s death sparks a
time of despair and struggle. Wizards battle to succeed him
when the Conclave fails to reach a conclusive decision.
AM 33 - The Solamnic Rebellion
The Knights of Solamnia gather to rise against High
Sorcery. They stage attacks on groups of wizards while the
mages are in disarray. This backfires as the threat brings
the Orders back together, and the wizards wage war against
the knights. Solamnia’s power base fractures, and many
knights break ranks to side with the wizards. The uprising
collapses.
In the wake of the rebellion, two major events occur.
First, the wizards of High Sorcery agree to reorganize
under new leadership. The Council of Three is elected:
Astathan of Qualinost represents the White Robes, Horal
Stonetooth the Red, and Vinuc Nightsong the Black.
Astathan is later noted as the wizard that did the most to
spread High Sorcery throughout Ansalon. He is quoted as
saying that “we must sculpt our Orders anew, and our clay
shall be the youth of Ansalon.”
The second major event is the formation of the
Knights of Huma. In honor of the friendship between that
legendary hero and the wizard Magius, the knights who
supported the wizards in the rebellion assume this new
mantle as defenders of wizardry.
AM 38 - The Dark One Defeated
Fistandantilus the Dark, traveling forward in time from
the Cataclysm, is surprised to find the Tower of Palanthas
retaken. Together, the wizards and the Knights of Huma
defeat him, and his soul is imprisoned within the very
stones of the Tower he sought to claim.
AM 40 - Wizards Rule
Ansalon has recovered from the Cataclysm. With the help
of the mages, crops do not fail, monsters and bandits are
rebuffed, and plagues are quickly contained. The people
honor the Council of Three, recognizing them as Ansalon’s
true rulers.
AM 42 - The Grand Conclave
Accepting the mantle of rulership, the Three send
archmages throughout Ansalon, each going to a different
nation or people. Henceforth, every ten years, this “Grand
Conclave” reconvenes at a different Tower. During the first
such event, the Knights of Huma are formally recognized
for their valor and courage during the Solamnic Rebellion.
The Three orders the restoration of the lost Towers.
AM 63 - Losarcum Rebuilt
The Tower of Losarcum is rebuilt, restored much to its
original form.
AM 94 - Daltigoth Restored
The Tower of Daltigoth is raised anew.
AM 112 - Towers Take Control
At the eighth Grand Conclave, the wizards redivide the
lands of Ansalon, basing the new nations around the five
Towers. The Master of each Tower will rule the lands
around it. While there is some resistance to this idea, in
the grand scheme of things the transition is surprisingly
smooth. The people want peace and stability, and the
mages provide it, backed by the Knights of Huma.
AM 141 - Dark Queen’s Return
The Queen of Darkness takes the Foundation Stone of the
Temple of Istar to Neraka, and plans to use it as a gate from
the Abyss to Ansalon.
AM 142-152 - Chromatic Dragons Wake
Takhisis awakens her dragon minions, whispering her
plans into their dreams and waking thoughts.
AM 157 - The Everman
A human named Berem finds the Foundation Stone and
pries loose an emerald from it. The stone embeds itself in
his chest, granting him immortality. Berem flees into the
Plains of Dust.
AM 176 - New Tower Constructed
A sixth Tower of High Sorcery is built at the border of
Silvanesti.
AM 182 - New Tower Ordered
The fifteenth Grand Conclave. The creation of a seventh
Tower is ordered in Sancrist. It is to become the main
training ground of the most promising of mages.
AM 184 - End of the Oath & Measure
War breaks out against the last, rogue Knights of Solamnia.
Outraged by the wizards’ trespass on Sancrist, the knights
make a suicidal attack against the overwhelming forces of
the Knights of Huma. They are slaughtered to a man. So
ends the legacy of Vinas Solamnus.
AM 210 - Dark Queen Blocked
Takhisis attempts to return from the Abyss, only to
discover that someone has removed a gem from the
Foundation Stone, barring her way.
AM 244 - Tower of Sancrist
The Tower of Sancrist is completed, the most magnificent
magical structure upon Ansalon.
AM 300-320 - Dark Queen Frustrated
Takhisis’s agents search for Berem, but cannot find him.
Angered at her minions’ failure, she explores other avenues
for entering the world. Her attention turns to the newly
built Tower of Sancrist.
AM 333 - Sancrist Destroyed
The Dark Queen’s agents infiltrate the Tower of Sancrist
and attempt to subvert it to their use. At the same time,
a gnome activates a magical item within the Tower. The
spells interfere with each other, and the Tower is destroyed
in a massive explosion. The isles of Sancrist and Cristyne,
are laid waste, and are known as the Blasted Isles. Magic
runs wild there.
AM 337 - Gray Robes
Trying yet a new avenue, Takhisis founds the Gray Robes.
Renegade wizards based in the nation of Blöde, they
focus their energy through the Dark Queen instead of the
moons.
AM 343-347 - Dragonarmies Form in Blöde
The dragonarmies slowly and secretly gather in Blöde. Evil
dragons, ogres, outcasts, and mercenaries band together
under the Gray Robes.
AM 347 - The Dark One Returns
Raistlin Majere takes the Test in Palanthas, and is
possessed by the spirit of Fistandantilus. He dons the Red
Robes, but already has designs on traveling back in time
to figure out why Fistandantilus’s plans went awry. No one
suspects the role he might play in future events.
AM 348 - The Present
Ansalon stands on the brink of a great and sweeping war,
as the Dark Queen prepares again to conquer the continent
and its people.
Locales
The lands of Anslaon are familiar, yet quite different under
the wizards’ rule.
The Nations of Ansalon
Ansalon under the Magocracy is quite different than the
main timeline, had Leciane died and Cathan lived. The
nations most people knew are replaced by vaster realms,
each ruled by one of the six Towers of High Sorcery. The
Masters of these Towers report, in turn, to the Council
of Three. The current Council consists of Par-Salian the
Black, Alfred the White, and Willim the Scarlet.
Palanthas stretches from the Straits of Algoni to the
Khalkist Mountains, and from the Turbidus Ocean to the
New Sea.
New Istar covers the land from the Khalkists to the
Blood Sea Isles, and from the Turbidus to the northern
edge of the Losarcum Peninsula.
Daltigoth consists of the isles of Northern and
Southern Ergoth, Enstar, Nostar, and the Blasted Isles of
Sancrist and Cristyne.
Wayreth is comprised of Abanasinia, Qualinesti,
Thorbardin, and the western Plains of Dust.
Losarcum covers the entire Losarcum Peninsula,
including the Kenderwood.
Silvanesti includes the old elven kingdom, as well as
Khur and the eastern Plains of Dust.
The Great Hall of the Three
The Great Hall the Three is located in the city of Palanthas,
not far from the Tower there. It is a huge meeting hall,
with corridors of offices on either side. These offices are for
general administration and small meetings. This is where
the private business of the Three is performed when it
cannot be completed at the Tower. The rooms are sparsely
adorned and functional.
In contrast, the Hall itself is magnificent in its splendor
and artwork. The walls are hung with intricately woven,
constantly moving tapestries that tell the history of many
of the courageous sacrifices that have been made to bring
Ansalon to its new golden age. The ceiling of the great
hall is a masterpiece mosaic honoring the three moons:
Solinari, Lunitari, and Nuitari. Some people travel to
Palanthas just to view the Hall’s artwork.
Once each month the Council of Three gathers in the
Hall to hear the petitions, conflicts, and questions of the
people of Ansalon. Disputes of all types are settled in the
Great Hall. The word of the Three is final. No petition is
too small to be heard, if the Three so will it. If the number
of petitions requires it, the Three will meet for up to three
days, from sunrise to sunset.
In order to be heard by the Three, the petitioners enlist
the month before the session with the Seneschal. Those
who have traveled the farthest are heard from first. After
that, it is first come, first served — unless a petitioner can
somehow convince the Seneschal of the importance and
urgency of her petition and its need to be heard earlier in
the session.
When the Council of Three is not in session, the Great
Hall is frequently used for lavish balls and celebrations
— for a modest fee, of course.
The Keep of Huma
The Keep of Huma is a no-nonsense, functional
building designed for efficiency and training. The only
real adornment is the bronze sculpture of the Order’s
namesake, with the words “Huma Dragonbane” above it
and “Est Sularus oth Mithas” below. Otherwise, it is a threestory
stone fortress built in the shape of a rectangle, with
an enclosed practice field in the center. This is the basic
layout of all the headquarters for the Knights within the
capital cities of each mage-realm.
The south wing is the only one accessible to visitors. It
holds the offices of the knighthood’s
leaders and administrators.
Recruiters, couriers, historians,
and commanders have
offices here. Also, the third
floor has temporary
lodging for visiting
knights.
The west and
east wings house the
knights in residence,
instructors, and
classrooms. Here,
knights and squires
alike learn history,
tactics, and philosophy.
The north wing is the
dormitory for the knights
in training. The competition to get
into the order is fierce, and once a candidate is accepted,
food, board and clothing are all provided by the order.
The rooms here are not fancy, but of good quality. Also,
the servants for the Headquarters are housed in the north
wing. The practice field is where the aspirant knights spend
most of their time. Rain or shine, the courtyard is rarely
empty. Even in the dead of night, training takes place, for
the Knights know that enemies do not always abide by the
courses of the sun.
Knights’ Fall
On a hill outside Palanthas, where the final battle
between the Solamnic Knights and the Knights of Huma
was fought, the commanders of each side met in single
combat. Johannes Stirn of the Knights of Huma fought
Gustav Flamefist of the Solamnic Knights; neither
survived. Each commander fought and died for the
Measure by which they stood. The Solamnic Knights
fought to the last man, and there were grave causalities
within the Knights of Huma as well. It was a terrible loss
for Ansalon.
To ensure that Stirn’s sacrifice was not forgotten, a
memorial was erected atop the hill overlooking the final
battle. It is a statue of Stirn mounted horseback, with hislance at the ready. The iron plaque reads “Knights’ Fall
— In Memory of Knight-Commander Johannes Stirn
and those who died fighting for what they believed in. Est
Sularus oth Mithas. Anno Magus 184.”
It is said that Knights’ Fall is a restless place, filled with
the spirits of the dead knights who are still not willing to
let go of the fight that ended their lives. Deep in the night,
faint sounds of battle can still be heard, and some claim
to see Johannes Stirn ever pacing as he gives his orders to
unseen men.
The Tower of Istar
The Tower of Istar should have been destroyed with the
rest of Istar during the Cataclysm. It was not, however, due
to the actions taken by a number of brave mages who had
secretly returned to the Tower. Forewarned by Leciane
do Cirica, the mages took action to save it from the
coming doom.
Through the quick work and coordination
of Merroc the White, the Tower literally
vanished when the Cataclysm occurred.
When it returned to its original home,
the mages found themselves on
an island floating over the newly
formed Blood Sea maelstrom.
Deciding this was not something
to be lightly dismissed, Merroc
and those mages who survived
the ordeal decided to leave the
island where it reappeared.
Today, the Tower of Istar
stands majestically on a shard
of stone, hovering hundreds of
feet above the maelstrom’s eye. It is
inaccessible, save by air or magic. It has been cleansed of
the Kingpriest’s taint and been restored to its rightful place
as one of the pillars of arcane might. The Balakan Grove
still surrounds the tower.
The Tower of Silvanesti
Built on the edges of the elven kingdom, the Tower of
Silvanesti is a beautiful and serene place, made of white
marble and silver that shines brightly in the sun. Often
called Elea’s Jewel, the Tower is a place of learning and
advanced magical research.
In the gardens before the tower stands a memorial
to the mages who gave their lives to calm the lands after
the Cataclysm. It is a statue of a Silvanesti wizard, Elea
Clearlight, holding an open book with her hand raised. The
plaque mounted on the stone at her feet reads “In memory
of the Great Sacrifice.” Then it lists the names of all the
mages who died to restore peace to Ansalon.
The tower and its gardens stand at the center of a
grove of whispering silverblades, thorny trees that bloom
fragrant white blossoms only at night. The protective spell
placed on the grove keeps an unwanted intruder lost until
he dies or one of the guardian mages sets him free. Those
who are welcomed by the mages have a pleasant stroll
through the grove to reach the Tower.
The Blasted Isles
What was once a beautiful land of forests and mountains
is now a twisted shadow of its former self. The flora and
fauna that thrive on Sancrist are warped shadows of what
they once were. Many have never been seen before and, the
fates willing, will never be again. Everything that thrives
on these islands is dangerous or predatory. Nothing is what
it appears to be. Flowers once known as for their sweet
smell have turned to deadly poison, while gentle woodland
animals run feral and vicious, covered with rock-hard
scales.
The rules of magic have also been twisted in
unexpected and inconsistent ways. A bit of Chaos has
taken hold here, and taints anything arcane it touches.
A spell that worked just minutes before may randomly
(often explosively) fail while magical artifacts inexplicably
activate. The closer one gets to the ruins of the Tower of
Sancrist, the worse these magical effects become.
The area around the Tower of Sancrist’s remains is
the most interesting and baffling to those mages brave
enough to venture there. A visible barrier exists, marked
by constant shimmer in the air as if a spell were hanging
there, unattended. Within the barrier, unusual scenes
appear and disappear. One instant, one sees what must
have been daily life at the Tower before its destruction.
Next, there appear people in strange garb who look as if
they are trapped and know it. Then, a creature not usually
seen on this plane shambles by without noticing the
observer. Some observers swear that they see friends and
family from distant places. No one has yet been able to
dispel the barrier, and while some brave (or foolish) mages
have stepped into it, none have ever returned.
Though not quite as bad as Sancrist, the Blasted Isle of
Cristyne is also mutated, with strange plants and animals
roaming the wilds. While it has neither the tower ruins nor
the unknown magical barrier, there is a place at center of
the island where explorers claim that their dreams have
literally come to life. This phenomenon is currently under
investigation.
The Plains of Dust
It is to be noted that, while claimed by the mage-nations
of Wayreth and Silvanesti, the Plains of Dust are, in truth,
a land unto itself. Harsh and blighted, with a meager
population, the Plains must more or less fend for itself.
Dry and dusty in summer and whipped with snow in
the winter, the Plains are a formidable obstacle to travel.
Year round, the climate is unwelcoming. Warmth lasts
for a mere two months, barely reaching comfortable
temperatures before plunging back into frigid cold.
Precipitation comes rarely, and mostly in the form of snow.
Only the Torath River valley escapes this aridity, its turgid,
dun-colored water flowing from run-off of the Icewall
Glacier. In the depths of winter, the river’s southern reaches
freeze hard enough to allow caravans to use it as a roadway.
Their hostility make the Plains a perfect home for those
who want to be free of the mage-controlled lands. Tarsis
has become a surprisingly large and profitable city. It is a
haven for those who wish for something more than whatthe mage-nations have to offer. Home to rogue mages,
displaced nobles, and renegade knights clinging to the
Solamnic tenets, Tarsis is the closest thing to a free city on
the continent. If you cannot find something in the rest of
Ansalon, there is a good chance you can find it in Tarsis.
This trade has given rise to a new sort of aristocracy,
but not one that has any interest in the common
appearances of nobility. Instead, this elite prefers the
respect of the underworld. These thieves and sellswords
deal in any trade, as long as one can pay their price. This
is not always money; sometimes it is slaves or artifacts.
Other times it is a nebulous future “favor.” This is often the
greatest cost of all.
The most well-established group is known as the
Keepers. Their symbol is a single closed fist grasping a key.
They are lead by the Claviger, who always wears a mask
and never gives his (or her, or its) name. The Keepers
are secretive, respected, and feared. No other group can
challenge their hold on the city. Even the pickpockets and
brigands leave those who bear the Keeper symbol alone.
It is said that if someone goes to the lower part of
the city while openly wearing a key on a chain around
his neck, he will be approached by someone known as
a Lock, who will question him with riddles. Those who
fail disappear, never to be seen again. Those who pass the
Lock’s test, however, are allowed to meet with the Keepers.
Blöde
While it is not recognized by the mage-nations or the
Grand Conclave, it cannot be argued that the nation
of Blöde does not exist. Blöde controls, the Khalkist
Mountains where the ogres and the ogre mages have dwelt
since the Cataclysm. No mage wishes to be responsible
for them, or the problems they bring. There exists a longstanding
disagreement between Palanthas, New Istar,
and Silvanesti on who is responsible for the problems
that come out of the Khalkists. Whichever nation is least
favored at the time is usually nation required to deal with
it.
This makes the Khalkist Mountains almost ideal
for those who wish to hide from mage rule without
being troubled by the dangers of the Plains of Dust. The
Khalkists have their own hardships, however, in the form
of the ogres and other monsters that dwell there.
Most settlements within the mountains are temporary
ones. Refugees from many walks of life come together
through the vagaries of fate to create these nomadic
mountain tribes. Unlike Tarsis, however, these bands of
people are not interested in the seedier side of life. They
simply wish to live a life away from the customs, laws, and
restrictions of the mage-nations and their leaders.
In recent years, new forces have begun to gather in the
valleys of Blöde: armies of dragons and men, following
mysterious wizards in robes of gray. The banners they fly
display an ominous symbol: the five-headed dragon of
Takhisis. At present, most in the mage-nations discount
tales of these dragonarmies, but the mages have begun to
worry, and the Three desire to know more.
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