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Surrounded by the Lords of Doom, Sanction sits as a testament to endurance. It has been held by every major faction in Krynn's history, so let's take a deeper look at this integral port city. You can buy Age of Mortals here: https://www.dmsguild.com/en/product/557/age-of-mortals-3-5?affiliate_id=50797 https://youtu.be/9bMF0ncsuv0 Transcript Cold Open It was once held by the Dragonarmies and even features three temples and volcanoes, but in the Age of Mortals, it has taken a drastic turn. Intro Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Sanction. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron, you can even pick up Dragonlance media using my affiliate links in the description below. I am referencing The Atlas of the Dragonlance World, the Tales of the Lance Boxed Set, The Dragonlance Fifth Age Dramatic Supplement Game, and War of the Lance & Age of Mortals sourcebooks for this information. If I leave anything out or misspeak, please leave a comment below! Discussion On the northeastern shores of the New Sea, ringed by the jagged Khalkist Mountains and overshadowed by three howling volcanoes, stands a city whose very foundations tremble with fire. A city of lava-choked streets, ancient temples, hidden tunnels, and the beating heart of the Dragonarmies. This is Sanction—the City of Doom. Long before its name became synonymous with darkness, Sanction was a sturdy mountain town guarded by cliffs and blessed with a natural harbor sheltered by stone. It served as the eastern anchor of the Solamnic trade road, moving granite from its quarries and tar from its pits to the wider world. The Khalkist Mountains hemmed it in on three sides. Only two passes were widely known: North, through the plains of Estwilde, and East, along the road to Neraka. Yet mountain villagers whispered of a third path—a hidden trail climbing high across the shoulders of the peaks later known as the Lords of Doom. But everything changed when those mountains awakened. After the Cataclysm, the land convulsed. New chasms tore open. The sea surged inland to create the New Sea itself. And three monstrous volcanoes burst from the earth: the Northwest peak, Mount Thunderhorn, the Northeast peak, Mount Ashkir, and the Southeast peak, Mount Grishnor. Together, they towered nearly 4,000 feet above the city and even above the local Doom Range of the Khalkists. By 287 AC—sixty-five years before the War of the Lance—they were already active, spewing ash and fire into the sky as the stolen eggs of the metallic dragons were secreted into their fiery bowels. Whether the Cataclysm awakened them or created them outright remains a mystery. But their presence reshaped the city—and doomed it. By the time the Companions arrived, Sanction was a furnace. Widening streams of lava threaded directly through the city. Stone bridges arched over molten rivers. The air grew thick with fumes—hot enough that breath itself burned. What little flat ground remained was packed with misery and desperation. The streets were a maze of twisting alleys lined with: ancient warehouses near the docks, hastily built structures toward the east, brothels, slave markets, and slums, and rotting timber houses beside smoke-scoured stone. The central district—split in half by a major lava flow—was a sprawling slum and a favored haunt of the Dragonarmy troops. And above it all, three temples loomed on the volcanic slopes like the dark gods watching their sacrifice. When the Dragonarmies seized Sanction, they expanded far beyond the city's limits, raising three enormous military encampments on the mountainsides to the east: The Southern Camp with around 6,000 goblins, hobgoblins, and humans, and 500 tents. It was Hellishly hot, overcrowded, and chaotic. The Eastern Camp featured approximately 820 ogres, minotaurs, trolls, and hill giants, and 120 large tents, and it was a brutal, dangerous, but less crowded force. The Northern Camp featured approximately 3,000 draconians, and 230 tents, and was strict, orderly, and disciplined. These forces more than replaced the half of Sanction's original population that fled the volcanic devastation. The city was now the principal port and fortress of the Dragonarmies, surrounded by a ship blockade and fiercely guarded passes. And the true heart of that dark power lay within the three temples. On the slopes of the volcanoes stood three massive structures, each rising above the slums and smoke: The Temple of Huerzyd — The White Temple in the Northwest. It was the only pre-Cataclysmic temple in Sanction that was dedicated originally to the true gods. It was abandoned, neglected, and avoided by the Dragonarmies. It was secretly the heart of Shadowpeople culture. And below the temple, the Shadowpeople carved a labyrinth of rooms featuring 12 chambers, the great Shadowhall, six clan caverns, mushroom farms for sustenance, and three trapped tunnel passages extending under Sanction. These hidden ways allowed them to spy, assist prisoners, and ultimately save dragon eggs from corruption. The Temple of Duerghast — The Black Fortress in the Southeast, was dedicated post-Cataclysm to a false god of human sacrifice. Its upper levels included an arena, cages, and bloodsport chambers. The lower levels had cells, torture rooms, and execution chambers. The Dragonarmies repurposed it seamlessly. Shadowpeople carved tunnels behind one row of cells to rescue captives. Duerghast was a fortress of cruelty—perfect for tyranny. The Temple of Luerkhisis — The Dragon's Head is in the Northeast. It is the largest and most infamous temple. It is cut into the volcano in the shape of a vast dragon's head. This was the center of Takhisis's power in Sanction. Ariakas resided here during the War of the Lance, in a suite complete with a map room. After Ariakas's death, Kitiara took over his chambers and command. The upper levels held worship halls, libraries, and quarters converted for military use. But its darkest secret lay hidden in the bowels of the temple: The Chambers of Corruption Here, in five guarded rooms, the eggs of good dragons were perverted through dark rituals. In the sixth chamber, amid roaring firepots, stood the Altar of Corruption itself—the cradle of the draconians. And from here, a tunnel—known only to the Shadowpeople—crossed a bridge above the volcanic fire into the Cavern of the Old One, eldest and wisest of their race. Without these tunnels, the metallic dragons would never have been freed. Even after the war, Sanction remained a desperate, volcanic ruin filled with criminals, mercenaries, and the stern memory of tyranny. But after the Chaos War, a stranger arrived. A man cloaked in secrecy and resolve: Hogan Bight. Through means never fully explained—magic, pact, or sheer audacity—he calmed the volcanoes. Eruptions lessened. Lava flows shrank. And Sanction slowly became livable. Bight united wharf rats, ex-soldiers, sailors, and desperate citizens into a disciplined force. He brought law, order, and the beginnings of prosperity. Until Mina and the One God swept across Ansalon. Sanction fell again. Bight vanished. And the people suffered under divine tyranny. When the War of Souls ended, Hogan Bight returned—alive but changed—and resumed leadership of the battered, resilient city. Modern Sanction is a contradiction: It was born of fire, yet clinging to hope. It's surrounded by mountains, yet tied to the sea. It was defined by tyranny, yet strives for freedom. And it is scarred by tunnels, temples, and molten rivers, yet continuously is rebuilt. Its harbor remains fortified by natural cliffs. Its streets still wind through ash and stone. And the Lords of Doom continue to watch, eternal and ever-threatening. But Sanction survives. It always survives. From a peaceful trade town to a volcanic wasteland…from the laboratory of the Dragonarmies to the refuge of the Shadowpeople…from tyranny to reform, from fall to rise, again and again…Sanction endures as one of Ansalon's most dramatic stories of destruction and defiance. In the shadow of the Lords of Doom, The City of Doom refuses to die. Outro And that is all I have to say about Sanction. What do you think of this port city? Will evil ever reclaim it? And finally, will it have any import in the years following the Age of Mortals? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: Come along, Solostaran, I'll help. We old men have to stick together. Too bad you're such a damn fool.
Join me as I review The Search for Magic edited by Margaret Weis and Tracy Hickman live! Share your thoughts on this first Tales of the War of Souls anthology, released by Wizards of the Coast on October 1, 2001. You can buy a copy here: https://amzn.to/3LVbXrD https://youtube.com/live/JZ6gg6EWS2I About The Search for Magic This is the first anthology to tie in to the bestselling War of Souls trilogy by Margaret Weis and Tracy Hickman. It contains 11 stories, written by well-known Dragonlance authors, that elaborate on the characters and locations from the War of Souls trilogy. The stories link to the ongoing saga through the time frames of the main characters. Contents: Introduction “All for a Pint” by Brian Murphy “The End” by Nancy Varian Berberick “The Lost Sea” by Linda P. Baker “Some Assembly Required” by Nick O’ Donohoe “Go with the Floe” by Paul B. Thompson “The Great Gully Dwarf Climacteric of 40 S.C.” by Jeff Crook “Bond” by Kevin T. Stein “A Twist of the Knife” by Jean Rabe “Hunger” by Richard A. Knaak “Product Given for Services Rendered” by Don Perrin “Dragon’s Throat” by Donald J. Bingle Review Intro Welcome to another DragonLance Saga review episode. It is Kirinor, Frostkolt the 3rd. My name is Adam and today I am going to give you my review of The Search for Magic edited by Margaret Weis and Tracy Hickman. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review All For a Pint by Brian Murphy Stynmar, wizard, White robe Grantheous, wizard, Red robe Fetlin, apprentice Gerald, archmagus, Black robe This was a delightful tale about two mages, former white and red robes, who decided to make a profile, and improve the nature of those who consumed it, by casting a spell on beer. This spell is meant to improve one’s disposition, but they had to test various strengths of the spell. One had minotaurs tickle fighting each other. Another had a aman mooning them then running down the street. They finally perfected the spell, and it was stolen from them that night! THey chased who they believed stole it and it led to a warehouse where the thief talked with a black robed wizard and entered it. The two wizards and their apprentice went into a nearby tavern and had a frew pints before bursting into the door, but the beer they were drinking was their own. They felt wonderful, and after kissing the barmaid, they left ready to break down the warehouse door. As they charged the door, the wizard opened it, causing them to run and roll into the warehouse. The old wizard ended up being their former master, and he scolded them for using the remaining magic to effect beer. To punish them he cast the spell over Palanthas' well, and the entire city had a full day of peace, happiness, and brotherly love. The two mages seemed to learn their lesson, and that was the story. It reminded me of an old short story from the original Tales collection where a kender puts a love potion into Otik's ale and it ends with a love fest in the Inn of the Last Home. It was a nice entry into this collection. The End by Nancy Varian Berberick Jai Windwild, apprentice librarian Annalisse Elmgrace, librarian Marshall Medan Gilthas, puppet king Emeth Windwild, Jai's father, member of the resistance Marise Windwild, Jai's mother Stanach Hammerfell This is about the final days of the Qualinesti. It is focused on a librarian’s assistant Jai, who has spent his young career reading and cataloging the histories of the Quelinesti nation. His master, librarian Annalisse, sees Jai as the best of her assistants. He leaves one night for dinner when his father tells him that they must leave Qualinost. Their relatives are dying and they should all travel to them. In truth, he is part of the resistance and the Dark Knights are close to capturing him, so he arranged this trip. Jai doesn't want to go, but sees no option of staying because he would be caught, tortured and killed. He returns to this library and tells Annalisse where he’s going but that he will be back. When they leave that night, they are stopped as a Dark Knight is waiting on the road. They are teleported and wake in a dwarven tunnel. Stanach Hammerfell greets Jai and leads him down the tunnel toward Thorbadin. He is alone, and doesn't know where everyone else is. Stanach tells him they are with the dwarves, and explains these tunnels were the idea of the Thane and Gilthas. Qualinost is going to fall, sooner rather than later, and the people need safe passage out of Qualinesti. Jai doesn't care and insists on leaving to record the end of Qualinost. Eventually Sanach relents and lets the young elf go, as they are nearing the exit of the tunnel, Annalise's voice is heard directing Dark Knights. It turned out that she bargained for the safety of the library and gave up the plan of the elves leaving and the tunnels under Qualinesti. Stanach and Jai fight them, capture Annalisse and Stanach says that he will wait for Jai. Jai ends up heading home. It reminds me of World War 2 when Nazi Germany was rounding up Jews, Gays, Blacks and anyone they deemed weak. That is what the Dark Knight represents and while going back to Qualinost to witness its end sounds like the height of foolishness, I can understand one’s passion for their home and wanting to be there, even as the world falls apart. The Lost Sea by Linda P. Baker Captain Effram I am torn about this story. For one, it’s written really well. But for another, I don't like the main character at all. This is about Captain Effram, he lives in Tarsis and has built a boat. Tarsis has been landlocked since the Cataclysm, so he is ridiculed by everyone in town for building a ship. The children come and taunt and tease him, and he runs them off, further ruining his reputation among the townsfolk. Then one day a storm came, and it kept raining, and only Effram wore the appropriate clothing for a rain storm and was mocked for it. Then the water began to build on the ground, and soon his ship began to float! He took it out in this massive blinding night storm and was nearly swept out to sea, but managed to turn it back toward Tarsis to see people climbing the ships in the old bay that were repurposed for homes, trying to survive the weather and oncoming seawater. They leapt down toward Effram's ship, and slowly, reluctantly, he turned to bring more people onto his ship. Even as there were more to save, he raced the boar to the docks, and in the massive storm told them to get out. When he turned back to the sea, he saw a woman leap into the ocean, screaming for help, he turned away from her, and sailed into the sea. This character who wanted to be respected and appreciated by the townsfolk, didn’t even want to save them, then abandoned others. His cruelty in their fate was less human and more monstrous. Something I didn't enjoy reading at all. The strength of our species is that when push comes to shove, regardless of any other factor, we help one another. Survival is built into our DNA. It is the aberrant among us that would turn and walk away from someone facing death, when you could save them, yet Effram did just that. The people jibing him did not equal a justified death, and it simply bothered me. Some Assembly Required by Nick o'Donohoe Sorter, gnome Franni, kender The story begins with a gnome named Sorter working in the great repository, sorting the thousands of volumes of gnomish manuals. It showcases a typical day in Mount Nevermind for gnomes, and leads to a Kender named Franni asking a series of questions to Sorter about the books. Later there is a book avalanche and they are afraid the kender was under them, but after clearing it up, they saw no kender, but a few books were missing. So Soter decided he would go after the Kender. He packed traveling clothing and headed out to the closest town with smoke ascending to the sky. A warehouse was burned down and children who were working the warehouse were having a grand time. THey said a Kender came by and burned the warehouse down. The elders told him that the kender left toward their neighboring town, and that the kender should stay there. The gnome went on to the next town which was covered in mud. Its children were also enjoying the destroyed warehouse. Apparently there is fierce trade competition so all these villages suggest visiting the next, to recreate the destruction they experience. The gnome continued on to find the kender in the third village constructing a siege machine. The gnome ended up helping him and it summarily destroyed the town, as all gnome inventions are prone to do. The town leadership paid them to go to the next few towns and create some machines for them and off the gnome and kender went with an idea for a massive Solamnic knife machine. It was a silly story that illustrated the dire consequences of gnomish technology and the curiosity and free spiritedness of Kneder and the wildly dangerous combination of them both together. Go with the Floe by Paul B. Thompson Raegel Mixun, mixundantalus Balic Persayer, captain Wheeler, gnome Slipper, gnome Excellent Continental Ice Project Artagor, pirate captain This was a fun story about two snake oil salesmen who regularly conned people and were caught in a con by a ship captain and marooned on the icewall. Destined to die there, with the cold nearly doing the task, they were awoken by the terrible and loud sound of gnomish machinery! The gnomes took them aboard their great ice cutting wheels and entered Nevermind South. A temporary camp where the gnomes could cut miles of glacier ice and transport it to Sancrist. Stunned by the audacity of the gnomes but happy to be alive, the two men go with the gnomes. They end up breaking the miles size glacier off and use the wheel machines to paddle it north. As they pass Enstar, pirates come about and try to rob them, but the gnomes have no treasure, only tools and the two con men have nothing of value. Frustrated, the pirate captain decides to kill the two, but a cyclone is building off the coast and hits suddenly. The iceberg is dashed to the shore of Enstar and breaks to pieces. Ruining the gnomes’ plans, but industrious as ever, they get back to work, collecting gear and coming up with new plans. The con men approach a town, talk about the ice that’s on the shore and sell it, and they convince the people to pay for the ice! Then they decide to help the gnomes and make a living selling ice across Ansalon. Again, just a silly and fun story that was way more entertaining than I expected it to be. The Great Gully Dwarf Climacteric of 40 S.C. by Jeff Crook Dr. Palaver, gnome Morgrify Pinchpocket, kender Whortleberry Pinchpocket, kender, Morgrify's cousin Gulps Bulps Shadow Dragon The story begins with two Kender running from a mob. They break into the gnomish district and burst into a gnomes home where he was staying late. The gnome, Dr. Palaver is asked to cure Morgrify's cousin, Whortleberry. He is an afflicted kender and it seemed to have come upon him very recently in a tunnel under Palantha filled with Gully Dwarves. The gnome said that he can cure his cousin but they need to face the fear that caused the affliction. They must return to the sewers post haste! The kender and gnome all head to the sewer. They eventually discovered gully dwarves and a massive hole that was supposed to be scary, but it just contained another gully dwarf from the Bulp clan, rather than the Gulps from earlier. He led them to the scariest place he knew of, a shadow dragon! The dragon had been making the Aghar make smoke for it to consume, or it would consume them. It breathed its terrifying smoke, blinding and disorienting everyone, and the kender quickly had Whort drink the heroic potion that doctor gnome said would cure his fright. He drank it and sunbeams, rainbows and spring flowers sprang from every orifice on his body, forcing the dragon back into its lair. He began taunting it finally able to speak, and his fear subsided, he dragged the gnome and Mordrify to the surface, but the spring scented flowers were too much for the Aghar and they fled in mass into the city, killing pets and one homeless man before running off into the docks, sinking ships and killing themselves and fish. It was a massive cacophony, and in the end Whort brought the gnome doctor and his uncle to another gnome doctor to cure their blindness. This was a silly story, but I am now thinking this whole collection is just about Kender, Gully Dwarves or Gnomes. Bond by Kevin T. Stein Karn, scout Blood, Karn's Wulfbunde Brek Arana Canus, bond between wolf and man Jaren Syllany The Forsaken, former Wulfbunde from previous story This is a disjoined tale that is a sequel to an even more disjointed tale about the Wulfbunde, apparently in the Age of Might, The Dark Queen gave power to men who followed Canus? And could form bonds with wolves. In the aftermath of the Chaos War, they hunted teh agents of chaos. The previous story has a Wulfbunde kill his wolf rather than see him consumed by Chaos and he became The Forgotten, though in that story he was condemned to the Abyss, if memory serves. Now he is out and terrorizing the land around the Lords of Doom. The five scout Wulfbunde are now hunting him, though he is incredibly powerful. We are presented with Karn, a scout and his wolf blood. They have an uneasy relationship, and he actually beats the wolf, which bugs the shit out of me. If you share a bond with something, you don't physically assault or abuse that something. Period. And in general, violence against animals is verboten for most people. So they go after the Forgotten, have bunch of awkward moments between Blood and Karn that I do not fully understand as the writing is not much better than the last short story, and Blood ends up breathing in The Forgottens face, making him kinda go crazy then start crying, I imagine for the absence of his wolf. And Karn reflects that the Dark cannot break the bond between a man and his wolf. This could all have been so much better if they were more clear in the writing about what the hell is going on. It's frustrating. A Twist of the Knife by Jean Rabe Shiv, male assassin, Safford Risana, woman, Solamnic Knight Redlant Fever This is a wonderful short story about an assassin named Shiv that was hired by Dark Knights to find and eliminate a Solamnic knight that is healing plagued villagers around Neraka. The former knight, a woman named Risana, actually deserted the knights after they were ambushed by dark knights. She was thought to be killed, and just walked away. Decided to heal others rather than kill them. This however created a myth in the area about Solamnic Knights and has some locals leaving to join them, and turn against the Dark Knights. So Shiv was t o eliminate her. He saw her tend wounded and saw that she truly cared about this, and it endeared her to him. They continued from village to village traveling together, even fighting off assassins that were sent to kill her, thinking Shiv was dead or taking too long. He would fight for her at first because she was his mark, but later because he respected her. In the end, he deserted his contract and swore to protect her until he died. I really loved that this old assassin could be touched by a woman who had a singleminded purpose, not for gods or oaths, but because it’s what she was passionate about. I really enjoyed the story. Jean Rabe is really growing on me with these short stories of hers. Hunger by Richard A. Knaak Master Brudas, Bozak Ruins of Krolus Sable, Black Dragon Drek, Baaz Molgar, Baaz Gruun, Baaz Oh man, this was fun. It's about the souls of the dead who were stealing magic from magical items and casters before the War of Souls on behalf of Takhisis. A Bozak and three baaz were searching for magical artifacts for Sable, the black dragon overlord in a sunken ruined city of Krolus. The Baaz were excavating the site as the Bozak was dreaming of finding items of power that he could leave Sable’s service. He tries to emulate the Aurak draconians he admired and relished his ability to cast spells even though they have been failing recently. The bozak returns with knowledge of a cavern and Brudas the bozak goes to investigate. He finds a bracelet of Chemosh with two black gems. It allows him to see the undead ghosts that are all around him, begging for power. Over the next few days it drives him near insane. Whenever he tries to cast a spell to banish or dispel the undead, they take the power, ruining the spell. He orders the Baaz to throw the gems away that were in the bracelet and it makes him unable to see the ghosts. But he can still imagine them, and feel them. How oh so many of them were around him, pleading. He chases the gems down and drowns. The baaz return to Sable and deliver the bracelet, and Sable is pleased, but cannot see the hoards of spirits around her, taking her magic as well as the bracelets. It’s so wonderfully creepy to think of the unseen spirits stealing your essence, and that of your items. Such a cool set up for the War of Souls. Knaak did a great job with this story. Product Given for Services Rendered by Don Perrin Gnash, dark knight brothers, disserters Yarl, dark knight brothers, deserters Flannery, old man in robes Digger Cutterstone, dwarf This was a wonderful tale about two brothers who turned in their parents, who were clerics of Paladine, to the Knights of Takhisis and came upon an old man in robes and a dwarf. They were burying the dead and taking their weapons and armor. They offered to share their supper with the brothers and told them that they commended the souls of the dead to the gods and in return took the swords and armor and melted them into steel coins for the bank of palanthas. They wanted to do the same for the Knights of Takhisis but did not know the burial rites. The brothers pulled weapons on them and started to rob them, but the old man offered to split the money with them if they helped by telling them how to comment the souls to Takhisis. The brothers flippantly told them, and then the priest did it to them, and they dropped dead. It turned out that they were skeletons the old man was trying to destroy and take their armor. Once he learned the rite, he could do the same to others. Such an interesting twist and tale about the aftermath of battle and the creation of steel as a currency. Dragon's Throat by Donald Bingle Finderkeeper Rumpleton, kender Gimmie Glacier Vern Hasterck, Knight of Takhisis Commander Bodar, Ice Nomad Thrak D.Nar, Ice Nomad Garn, Ice Nomad This is an interesting tale about the Icewall Glacier being the primary character, and everyone else secondary. The glacier grows north, then melts south revealing objects that were left in the ice from wars or travelers who never made it across. This ends up being a pilgrimage site for Kender, but in the Age of Mortals, Dark Knights also would travel the area in southern Plains of Dust. One day a kender named Finderkeeper Rumpleton passed through and found a strangely shaped object, instantly claiming it as Irda Magic. This sent the other kender in a frenzy of questions and nearby Dark Knights demanding the object. THey chased the Kender across the glacier till he believed he lost them, and stumbled across an ice nomad and his sons who were hunting wooly mammoths. They helped the kender for the night then when the dark knights showed up again, helped him run from them. They led them to a valley that would floor periodically and one of the sons went to help it along as the Dark knights were camping in the valley during their pursuit. It flooded the valley, consuming the son as well, but the Dark Knight Commander escaped and continued pursuit, eventually catching up to the kender and nomads. They fought as best they could but the Dark knight overwhelmed the nomads, killing them, but eventually got stuck in some mud, freezing to death as he was trying to cut his own legs off to get out. This was all relayed to the nomad clan by a bard, who was the kender. It’s more of an environmental tale of the natural dangers of a living glacier, and I for one enjoyed that approach. This was an interesting collection, with a few really good stories. If you are a Dragonlance fan, I would recommend you taking the time to read this anthology. Outro And that's it for my review of The Search for Magic edited by Margaret Weis and Tracy Hickman. What did you think of the anthology? Did you connect with any of these stories? And finally, what is your favorite anthology in Dragonlance? Feel free to email me at info@dlsaga.com or leave a comment below. I would like to thank Creator Patron Aaron Hardy and Developer Patron Chris Androu! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Let's explore Godshome deep into the Khalkist Mountains, where mist-choked vales and impossible geography hide this sacred and dangerous location on Krynn. You can buy The Atlas of the Dragonlance World here: https://www.dmsguild.com/en/product/182424/atlas-of-the-dragonlance-world-1e?affiliate_id=50797 https://youtu.be/7Hq7F2dGtOo Transcript Cold Open Today we journey deep into the Khalkist Mountains, where mist-choked vales and impossible geography hide one of the most sacred—and most dangerous—locations on all of Krynn. Intro Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Godshome. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron, you can even pick up Dragonlance media using my affiliate links in the description below. I am referencing The Odyssey of Gilthanas, The Atlas of the Dragonlance World, and War of the Lance sourcebooks for this information. If I leave anything out or misspeak, please leave a comment below! Discussion In ancient ages, “Godshome” referred to two different sacred sites: the first was The City of Godshome. A vast pilgrimage center, a city-within-a-city, shaped like a great wheel of fifteen districts. Each district served the worshipers of a different deity, all radiating outward from the enormous Great Temple of the Stars, which contained cathedrals for all twenty-one major gods. Before Istar's rise, every devout worshiper in Ansalon dreamed of making the pilgrimage here at least once. Each district was self-contained—with its own inns, temples, shops, and residences. But access was tightly controlled: one gate in the outer wall, and passage between districts only through the Great Temple—and only with approval from its high priest, the Worshipful Master of the Stars. Yet not every deity maintained a district. The gods of Nature—Habbakuk, Chislev, and Zeboim—kept their holy sites elsewhere, far from the city's walls. The gods of Magic likewise had no temples here, for every journey to a Tower of High Sorcery was a pilgrimage of its own. The second reference was Godshome Vale. Hidden deep in the Khalkists, this secret valley was the true holy site. Only those chosen by the gods—and approved by priests in the city—could find the trail leading to it. Even then, the path would twist back into the foothills unless the gods allowed the pilgrim to pass. For the worthy, the gods themselves administered tests—tests of devotion, character, and divine purpose. Many died attempting them. But those who survived emerged in a bowl-shaped valley surrounded entirely by sheer cliff walls. At its center stood twenty-one colossal stones representing the gods, encircling a perfect disc of polished black stone that reflected the sky, constellations, and moons of Krynn—regardless of the time of day. This was the place where the gods revealed themselves. As Istar's Kingpriests grew in ambition, they sought to centralize all worship in their gleaming capital. They taxed the pilgrim roads to Godshome, let banditry flourish, and built temples meant to overshadow the Great Temple of the Stars. In the final century before the Cataclysm, the propaganda campaign succeeded. Many now viewed Godshome as corrupt, fraudulent, or blasphemous—though it was Istar's own meddling that created this perception. Finally, the Kingpriest ordered the legions of Istar to march on the city. For nearly twenty years, the priests and holy warriors of Godshome held out, uniting across pantheons in a desperate defense of their sacred home. And then—one night—they vanished. Every one of them. Without a trace. Istar's armies entered the silent city at dawn. Hours later… the Cataclysm struck. A fiery mountain struck Ansalon causing tidal waves and massive earthquakes. The city collapsed, thousands of soldiers died, and only a handful survived to speak of what became of Godshome. Since that day, the city has remained a haunted ruin. Ghostly soldiers wander the shattered districts, eternally searching for their vanished priests. Adventurers report treasures scattered through the rubble—but none of the great sacred artifacts have ever been recovered. While the city lay in ruin, the true Godshome, the vale hidden in the mountains, remained a place of divine power. When the Heroes of the Lance journeyed toward Neraka, the befuddled wizard Fizban led them through the Khalkists, where supernatural wonders lurked: ancient bridges of vallenwood, miraculous golden spans of magic, and yes—entrances to the legendary Glitterpalace, the fabled home of Paladine. Within its crystal-walled halls were the three great divine tests: first, The Test of Wisdom, in the heart of a volcano, second was The Test of Valor, in the ghostly remains of Vingaard Keep, and third was The Test of the Heart, on a moorland plateau overlooking Kalaman. Each test revealed merely a possible path to defeating Takhisis—not the path they would ultimately walk. Whether or not the Companions took that road, they eventually reached Godshome Vale. And here they witnessed revelation. The polished black stone reflected the sky, moons, and constellations… including those normally invisible, like Nuitari. All except the constellations of Paladine and Takhisis, which were absent. As the party reached the center, the truth was revealed: Fizban vanished, and the constellation of Paladine appeared. The god stood among them. And here, Flint Fireforge's journey ended. Flint died in Godshome Vale and Paladine escorted him personally into the afterlife. Godshome is woven into some of Krynn's greatest myths: Huma Dragonbane once brought the first Dragonlance here to be blessed with the divine power needed to oppose Takhisis. Many Solamnic traditions record Godshome as a place of hope, prophecy, and revelation in dark times. In the Age of Despair, it stood as a solitary note of divine presence when the gods were thought gone forever. And in every age, explorers whispered of a hidden entrance to Glitterpalace somewhere within Godshome itself—a shifting doorway that appears only to the favored of Paladine. After the Chaos War, everything changed. The gods departed. And Godshome Vale… broke. The evergreen forests blackened. The moss turned to ash. The sacred stones vanished. The polished black disc cracked like broken glass. And yet—the surface still reflects a distorted image of the new moon that rose after the gods' departure. It is a place of memory, of echoes, of a severed connection between Krynn and the divine. It is also a place of sorrow. When Jasper Fireforge and Iryl Songbrook sought evidence of the gods' return, Godshome nearly broke Jasper's spirit. In the shattered valley they confronted grief—and a doomed Knight of the Skull who sought to restore Takhisis through honorable combat. No blessing came. No voice whispered from the heavens. The gods remained silent. Godshome had become a grave. Today, whether in the Age of Mortals or after the gods’ eventual return, Godshome remains one of the most sacred and enigmatic places on Krynn: A valley of divine reflection, A site of revelation and death, A place where mortals saw the gods face-to-face, The threshold of Paladine's Glitterpalace, And a ruin haunted by both spirits and memory. Few find it. Fewer survive it. But all who stand in Godshome stand in the shadow of the gods themselves. Outro And that is all I have to say about Godshome. What do you think of this home of the gods? Have you ever included it in your home campaigns? And finally, do you think it still holds power after the War of Souls? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: I know now, after I've had time to think, that what Laurana did was right. She had to go, or her love would have been meaningless.
Join me as I review Rebels and Tyrants edited by Margaret Weis and Tracy Hickman live! Share your thoughts on this final Tales of the Fifth Age anthology, released by Wizards of the Coast on April 1, 2000. You can buy a copy here: https://amzn.to/4ryRLMz https://youtube.com/live/IlyYZdCxJBw Tanscript Intro Welcome to another DragonLance Saga review episode. It is Kirinor, Darkember the 26th. My name is Adam and today I am going to give you my review of Rebels and Tyrants edited by Margaret Weis and Tracy Hickman. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review Est Sularis Uth Mithas by Scott Berachuski This is a tale about a Solamnic Knight racing to free his beloved from the grip of a Green Dragon. He keeps flashing to her face and memory as he charges toward the dragon. The encounter is brief, and the knight plunges his sword into the dragon’s heart as the dragon closes its mouth around him. He mutters the Oath and hears his wife tell him that she loves Ulrick, the knights. It's a quick story, gets right to the point, but it offers nothing other than the faith this knight has on facing seemingly insurmountable odds for honor. I am left feeling nothing about him, the woman the dragon had, or the dragon. Freedom's Pride by Paul B. Thompson Vitrad, Commander, Lord, dark knight Lord Livskil, Lord of Qualinesti, dark knight, lord of the black hall Loren Swamp Adder, ship Mercenaries Lioness, Zoran, Caravel with Gnomefire, Qualinesti This is the story of Lord Vifrad, a Knight of Takhisis who is summoned to Lord Livskil's audience in Qualinesti. Apparently some elves who were to hand over their treasures fled the forest./ Vifrad was assigned to find them and bring them and their wares back. He left, and found the elves fleeing with mercenaries who turned on them. The knights fought off the mercenaries and chained the qualinesti to their oars. They began to return when another ship started pelting them with Gnomish Fire, basically greek oil I believe. They were forced to surrender to this ship, and it ended up being the lioness, who now is qualinesti not kagonesti I guess. She took the elves and rewarded the knights with their lives for saving the elves. Then she gave a flag with a lion on it and the words freedom’s pride beneath, wrapped around a cannon ball. I assume this story is connected to another story I have yet to read. For when Vitrad returns it to his Lord Livskil and reiterated what happened, he is assigned to hunt down and capture the lioness. It was an okay story, I wish there was more character to the characters. They all felt like cutouts of bad guys rather than individuals. Sargas' Night of Revenge by Don Perrrin Lord Trenak, Minotaur Vras, died Lekras, female minotaur Emas, having affair, married to Lekras Vromas, Vras' dad This was a fun story about clan Trenak, minotaurs who on Sargas' Night, ended up betraying one another and killing each other. Sargas was so upset by their actions and dishonor, he cursed them to repeat the act every year on Sargas' Night. They were tormented for a thousand years, until the chaos war, and one night Sargas didn't return. They slowly learned that he wouldn't return and were led by the grandson Vras in recognizing why they all turned against one another, his mother killed his father for having an affair, and that made fighting inevitable. They all realised they didn’t have to repeat this act, and began enjoying themselves, learning to accept that which they cannot control, and broke the cycle of violence. It was a fun story, and boy are they going to get a surprise when Takhisis starts commanding the dead, and Sargas eventually returns! Sharing the Luck by Linda P. Baker Grako, old man, tophite Risha, male Meryl Ark Lyric, old man This is an interesting story about two thieves who begin the story by killing a mountain dwarf and robbing him. They return to an inn to split the goods, and one of them, Risha, is wearing a bracelet from their robbery. The other Grako begins to distribute the loot but Risha seems disinterested, acting very strange. Then he leaves and Grakop decides to test him, thinking he is going to try to kill him and take it all. But Risha really is disinterested and this change in behavior is worrying Grako. Then the next morning Risha is gone, and Grakjo goes after him, certain he is being swindled somehow. He finds Risha talking to an old wizard, and Grako demands to hold the bracelet, Risha refuses and a struggle ends in Risha’s death. Grako dons the bracelet and its power begins to work, making him whole. Meaning, a whole thoughtful and respectable person. He planned on killing the mage, but instead thinks he will let him go. This is interesting to me because we never really discuss what makes a thief or murderer a thief or murderer. It's really because there is something broken in them, something that they either never had or lost, a semblance of humanity. This bracelet restores that, and it's a crazy interesting item to consider dro[[ping into a campaign and seeing it play out. The War Chest by Kevin T. Stein Sir Dammerman, Knight of Solamnia, teacher Sir Ray Stick Man Hourglass – glory forever Abraxis, warrior – dark knight This was a story about glory, and the seeking of it even when you are past your prime. Sir Dammerman is a Solamnic Knight who teaches the younger generations. The young knights grow restless and ask about glory and riches. The knights end up sharing some loot acquired in battle against ogres. Dammerman sees a chest and instantly, as if in a dream only he experiences, a stick man appears offering him glory in battle against Abraxis, a renown Dark Knight warrior. At first he refuses, then through cajoling, he relents and says that he is interested. He is shown an hourglass with sand the color of the Abyss. He is presented with a bargain, the chance to find glory against Abraxis before the sand drains. He accepts the bargain and wins in battles, making him seem a true hero with endless energy and strength. His knights cheer his anime and he has glory. Finally it comes time to face off against Abraxas and he is defeated. Stick man appears and tells him that he tricked him into taking his soul, and he will fight in the abyss for eternity never knowing rest now. He will also offer it to his son, as he has offered it to many knights before Dammerman. As he was dying in defeat he tells his son not to make bargains for glory, and dies. It’s a long winded story that I enjoyed, though I wish they would have named the Stick Man. It addresses our innate capacity vs our desires, and in fantasy there is always a price to be paid if we are to exceed our ability. Flight of Fancy by Jeff Crook Klaus, Solamnic, flying machine Professor H, gnome Bee Juice Extractor This was a silly story about a human named Klaus who was piloting a gnomish flying machine toward Sancrist when he crashed. He was saved by gnomes who brought him to Mount Nevermind, and introduced him to famous gnome inventors. THey explained the machine was a bee juice extractor not a flying machine and they were perplexed on how a human could have repaired a crashed Bee Juice extractor in Solamnia. Pyrothraxus heard through the grape vine that a Solamnic was in Mount Nevermind and insisted it must be aspy, and that the gnomes should turn him over. They decided to make improvements to the bee juice extractor and fly Klous home instead. Pyrothraxus left the mountain and started chasing them when the gnomes decided to dump the honey to increase their speed. It fell into Pyrothraxus' mouth and when he breathed fire, it exploded in his face, sending them crashing into Solamnia, where they found another human inventor who said he may be able to fix the fBee Juice Extractor when a fully bandaged up Klous came in insisting he should not repair the ship, clearly traumatized both physically and emotionally by the experience. And that was it. It was the best case of a gnome story, short, silly, and done. The Deep, Deep, Dark, Dark Place by Kevin James Cage Glug, gully dwarf male Blurd, gully dwarf female Raddoc Stonebuilder, dwarf Thurgood Strongarm, dwarf Warden What!? This story was crazy. So two gully dwarves, Glug and Blurd are in a deep deep dark dark place when they hear singing and commotion. They investigate to see dwarves mining and talking about unionizing. They decide the dwarves are looking for treasure and they think they can lead the dwarves, but they don't want to be seen in case they are mean. So they use their stick which makes them invisible, but it doesn’t, and they start helping the men by throwing gems at them. The dwarves see the Aghar but don't want to engage with them, so they pretend they can’t see them, only pick up the ems. Then one time the Aghar directs them to the treasures cave, and the dwarves all go to it, only to be consumed by a stone dragon or sorts. The Aghar thank their pet treasure for getting rid of the dwarves. That was the story, the gully dwarves were working with the dragon to lure the dwarves to their deaths, it made a whole new view of the symbiotic nature of gully dwarves with the denizens of the deep, and recontextualized the whole story from the beginning. It was a lot of fun. Catch of the Day by Jean Rabe Redge, kobold, fishing Malay, kobold Scar Chest, Bugbear Bear Snout, Bugbear One Eye, Bugbear Ettin Brown Spider What an unexpected story. This begins with a pair of kobolds who are fishing. They say that they took the magic fishing pole from some gully dwarves they killed, consuming one of them. Then three bugbears came upon them, and killed some of them, but the bugbears also wanted to fish. Next came an ettin who attacked the bugbears and killed them, then began fishing as well. Finally a brown spider climbed onto the ettin and bit it, poisoning the ettin, which died and sank beneath the river. The fishing pole floated down stream, then turned around and came back upstream. The whole story is about one creature consuming another all the while each were the catch of the pole's itself. It's a very odd, quick little tale that subverted all expectations. Lost Causes by Nancy Varian Berberick Usha Majere Haria, elf Maddoc Aquestos, mage Eline Carowel Take her to haven, white rush river Taria, elf What a beautiful story. Usha Majere is needing someone to escort a homely woman named Eline to a to-be husband in Haven. A handful of elves and a mage named Maddoc accepted the task. Usha gave Maddoc a charm to give to the husband. Maddoc looked at this homely girl and reflected how ugly she was, she should feel lucky to have any husband. As they began to travel, they were set upon by brigands. The elves and brigands were all killed, and Maddoc was swept away by the White Rush river. He was awakened by Eline, and they realised they were safe, they began preparing to continue the trip to Haven, when they saw a Qualinesty man and woman enter a boat with their baby, and arrows reach them from the shore. THey were fleeing for their lives, but went under the water. Maddoc and Eline ran to the river as the mother tried to pass off her baby. Before they could get to it, they were swept away, and so they hid from the archers on the other shore. They eventually left and Eline was sobbing as if the baby were her own. It was relayed that Eline was marrying the old man so he would fund her fathers efforts at saving others from the Dragon overlords and Dark Knights. Then Maddoc looked at the necklace and was overcome by love for this homely girl because he finally saw her inner beauty. They made love that night, and the next morning Eline was distant and demanded Maddoc take her to Haven. He didn’t want to, he wanted her, but she insisted it was the only way to help others, which is all she cared about. While this made Maddoc love her more, he relented and delivered Eline. He left and began returning to Usha in Solace. It was such a beautiful story that is so similar to a ton of 80's films I watched as a kid. In the end Maddoc was the lost cause, not the girl, for he only saw outward beauty until Eline. Blood Ties by John Brown Elium, brother, older, dead Oleth, brother, younger 15 Tylor Hunchback/Spawn of Onysablet Fessik Father dead Mother, 2 sisters wounded This was a touching story about two brothers, Elium and Oleth, who were out hunting and chased by a Taylor. Once the creature passed them, they raced back home to find their family gone. They asked the neighbors and a slave came and took many of the villagers. The brothers chased down the wagon and attacked the hunchback wagon driver, let out their family and neighbors, but their father was dead. Many of the family members were hurt. The older brother nearly killed the hunchback wagon driver but Oleth talked him down from it. They left, only to have the hunchback catch up and attack them, revealing himself as a Dragonspawn of Onysablet. He killed Elium, the older brother, and Oleth wrestled the spawn, throwing him off the wagon over a bridge and it smashed on the rocks below. Then he collected his brother’s body and set it on the seat next to him. It is just a brutal tale of two brothers trying to do right in a cruel dystopian world. I enjoyed it. Shard's Memory by Chris Pierson Morovik Narrowchap, male dwarf 5 years after Chaos War Shard Ironsmelt, female dwarf Shadow Wight can return memory Severus stonehand Skree, tavern owner This is set 5 years after the Chaos War. The dwarves who now call themselves the twice born, after having forgotten all of the dead in Thorbardin, are reclaiming the kingdom, and cleaning it up. However there are still random shadow wights roaming its halls. There is also a rumor that if you capture a shadow wight, it can tell you about the dead, those who were wiped from memory. We start with Morovik and Shard, two dwarves who have found each other, as they repopulated the kingdom and have started connecting on a romantic level. Shard however is obsessed with her past, as she cannot recall any of it. In fact, only the etchings of buildings are left to tell of who was lost in the war. She believes she is of the ironsmelt clan, but has no proof, as that entire clan has been wiped from memory. Then she overhears of a shadow wight in deep tunnels from a bartender friend, and plans to go find and trap it so she can learn who she is. Morovik is trying to talk her out of it due to its inherent danger and wants to leave Thorbardin with her and start a whole new life as Morovik and Shard. But she cannot move past her, well past. She leaves and he goes with her as he loves her and wants to protect her. They find the shadow wight and discover that there are two! They engage in battle, and she accidentally kills the one she is fighting. Then Morovik is wounded and close to dying from a wound. She tells the shadow wight she will kill it if it doesn’t tell her who she is. It says that it can tell her, if she watched her lover die. All she has to do is nothing, and she will know her past. But that is more than she can do. Content, finally, with who she is rather than who she was, she kills the shadow wight, and saves Morovik's life. It’s a beautiful story about love conquering all. And the notion that your past is less important than who you are now, and where you move into the future. It again, reminds me of the film the Iron Giant and that wonderful phrase, you are who you choose to be. Tactics by Richard A. Knaak Sir Tempian, Knight of Solamnia Lord Cornwell, Knight of the Rose Chieftain Geyver, male half-ogre half-elf This was an interesting story about the evolution of Ogres in the Fifth Age. The Knights of Solamnia under Rose Night Lord Cornwell decided to train the ogres to defend against the Knights of Takhisis, a sort of ‘enemy of my enemy is my friend' situation. The ogres are led by their Chieftain Geyver, a half elf, half ogre. The Solamnics don't trust the ogres but they continue to struggle to train them. Then it is noted that Dark Knights are in the area, the chieftain leads the knights to them, and they defeat them in battle, but one knight flees and they have to stop him, lest he tell others that the Knights of Solamnia are training ogres. This must be kept secret. When they give chase and catch him, the Dark Knight relays that they fight without honor and have killed their men, this leads Cornwell to realise Geyver has been double dealing and killing without the honor they were trained. Then the Dark Knight’s main force surrounds them as they try to flee. Suddenly, ogres hidden in the mountains above trigger massive rock slides defeating many of the Dark Knights, and they mop up the rest.Geyver tells the Knights that they have learned all they can from the Knights, but ogre tactics clearly win out against the Dark Knights. He lets them leave with their lives. This is a great story about the necessity of breaking conventions to live in the troubled fifth age of Krynn, and the lengths organizations will go to defeat their enemies. The Raid on the Academy of Sorcery by Margaret Weis Palin Majere Ulin Majere Lucy Thunder Powder Caramon Majere This final story is one I have read and reviewed on this channel before. Ulin Majere is frustrated at his progress in learning and mastering magic. In fact, all magic has begun to fail, even the wild sorcery. But this is affecting everyone, even the Dragon Overlords. Ulin is interested in a sorceress Lucy who thinks she will leave the Academy of Sorcery to go teach elsewhere, when word comes of an impending attack on Solace. Most of the town gathers together as they create a militia to confront the Dark Knight and Dragon Overlord forces coming from Qualinesti. Berylinthranox is slowly losing her magic and has set up this diversion so that she can have her forces assault the Academy to steal its magical artifacts. Ulin has created what he calls Thunder Powder, it's just black powder, and when they learn of the coming forces, they build aton of it, setting it up to explode if the dragon's forces reach the artifact room. As the forces invade, Ulin and Lucy try to ignite the powder to no avail, and flee before being captured. Simultaneously, the militia learns of the feint and Palin flees to the Academy. Then the draconian forces break open the door and it ignites the powder completely destroying the Academy in jets of flame. As the dragons flee wounded, they see Palin standing in shock at his beloved academy in ruins and capture him, bringing him to Beryl. This leaves Ulin scarred and swears of ever using the Thunder powder again. This was fun to revisit and reflect on how Palin was caught and how the Academy was destroyed, as this assets up the War of Souls wonderfully. Look, the collection wasn't the best, but it had some entertaining stories, and it just reinforces my love of reading rather than listening to these stories. The narrators do their best but frankly, it's never as good as it sounds in my own head. If you are a Dragonlance fan, definitely tread the collection. If you want a bit of a prequel of the War of Souls, it would also be worth a read. But if you are just a casual fan, I think you could skip this collection without missing out. Outro And that's it for my review of Rebels and Tyrants edited by Margaret Weis and Tracy Hickman. What did you think of the anthology? Did you connect with any of these stories? And finally, would you ever play a one shot facing off against the Shadow Wights? Feel free to email me at info@dlsaga.com or leave a comment below. I would like to thank Creator Patron Aaron Hardy and Developer Patron Chris Androu! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Let's learn all about the location and history of the heart of Takhisis' empire in Krynn, the evil city of Neraka. You can buy the Dragonlance Campaign Setting here: https://www.dmsguild.com/en/product/28592/dragonlance-campaign-setting-3-5?affiliate_id=50797 https://youtu.be/OB6Z2cN37Ag Transcript Cold Open In the shadowed heart of the Khalkist Mountains… where the land cracks open like wounds in the earth… lies a city whispered in fear across all Ansalon. Intro Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Neraka. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron by following the links in the description below. You can even pick up Dragonlance media using my affiliate links. I am referencing DL14 Dragons of Triumph, The Atlas of the Dragonlance World, Tales of the Lance boxed set, War of the Lance, and Dragonlance Campaign Setting sourcebooks for this information. If I leave anything out or misspeak, please leave a comment below! Discussion Neraka lies cradled in a high valley of the Khalkist Mountains, a region infamous for its barren peaks, volcanic scars, and broken, fissured plains. The Plains of Neraka stretch outward like a scar, a yellow-brown wasteland cracked with hundreds of crevasses. Some belch sulfurous smoke or even pillars of flame. Others simply yawn open into darkness. Even the roads leading to Neraka were carved by slaves—fine stone highways that bridge fissures and cut through the hostile terrain toward three major destinations: Sanction to the south, Estwilde to the north, and the scattered mountain tracks to the east and west. The mountains around the city are harsh and dry. Streams vanish into dust, thunderstorms turn the proud roads into rivers of mud, and the volcanic peaks sometimes smoke with an ominous glow. Travelers claim the very land seems hostile… almost alive. It's here—amid harsh rock and sulfur—where Takhisis chose to plant the seed of her empire. The name Neraka is older than the Cataclysm. Long before humans settled the valley, the High Ogres ruled a northern city called Narakid. Humans took the land long before 1300 PC… but when the fiery mountain fell during the Cataclysm, that early Neraka vanished beneath destruction. Centuries later—after the world was broken—settlers found something strange in an isolated glade: a twisted root of stone, all that remained of the Kingpriest's temple from Istar. When they built a settlement around it, they believed that they had rediscovered the original Neraka. But they were wrong. That root had been planted there—intentionally—by Takhisis. In the second century after the Cataclysm, the Dark Queen chose this glade as the birthplace of her return. From the stone root grew the Temple of Darkness, a sprawling, organic, unnatural structure that would become the beating heart of her new empire. And around that temple grew a new Neraka… the Neraka the world would come to fear. Neraka is divided like rings around a wound: 1. The Outer Bailey. The outermost ring is a maze of chaos—dense streets jammed with brothels, slave pens, ramshackle huts, open markets, foul-smelling alleys, and mobs of desperate or dangerous people. Goblins haggle with ogres. Human criminals brush shoulders with mercenaries. And the Dark Knights' barracks stand neatly just beyond the squalor, an unsettling reminder that order here comes only from fear. 2. The Inner Bailey. Inside the first walls, buildings press tightly together under the shadow of watchtowers. Smithies, supply stores, military workshops, and housing for the Dragonarmies fill these cramped quarters. Each army maintains its own heavily guarded district. Rivalries run hot, and even in the city’s prime, fights between soldiers were so common that Takhisis's personal troops often had to break them up. 3. The Heart of the City. At the center once stood the terrible Temple of Darkness—a massive, living fortress where the Dragon Highlords met under the watchful gaze of the Queen of Darkness. After the War of the Lance, the temple collapsed inward, disappearing into a vast sinkhole. Its blackened stones litter the southern valley, poisonous to life even centuries later. Nothing grows where the temple fell—just bleeding rock and sulfurous fumes, a wound on Krynn that refuses to heal. Beneath all three layers lies the Undercity: a spiderweb of caves, tunnels, sewers, and catacombs. It connects the outer districts, inner quarters, and even the forgotten dungeons beneath the Temple. Many use the Undercity to avoid guards—but horrors lurk below, remnants of experiments, monsters, and things twisted by the temple's dark magic. During the Age of Despair, Neraka became the shining—if grotesque—capital of Takhisis's Dragon Empire. Criminals, mercenaries, cultists, and the desperate flocked there. Under Ariakas, the Dragon Highlord, the first Dragonarmies took shape here. By 348 AC, the city pulsed with soldiers, draconians, ogres, goblins, spies, and slaves. Riches from early victories in the War of the Lance poured in. Streets overflowed. Crime flourished. Rival armies brawled openly. And yet—strict order remained whenever the Highlords commanded. This was the heart of the Queen of Darkness herself. The center of evil on Ansalon. And it all came crashing down in 352 AC. When the Whitestone Army closed in, the Heroes of the Lance infiltrated the city. They reached the Temple of Darkness… and destroyed it from within, triggering chaos. The Dragonarmies turned on one another in a frenzy for control, shattering the city in the process. Neraka burned. Its armies scattered. Its goddess vanished. After Takhisis's defeat, Neraka remained a haven for evil—but without unity. The Dark Knights, newly formed and led from Storm's Keep, mostly ignored the broken city. A Lord Mayor ruled for a time… until the rise of Mirielle Abrena. After the Chaos War, she seized Neraka by force, executed the mayor, and declared herself Governor-General. Under Abrena, Neraka again rose in power—until her assassination. Morham Targonne then moved the Knight's capital to Jelek, sending Neraka into decline. But after the War of Souls, the Dark Knights returned once more. Neraka is—once again—their seat of power, grim as ever. Neraka teems with factions: The Nerakan Guard, led by Captain Joras Gelt, maintains harsh order outside the temple grounds. The Red Watch, Blue Watch, Green Regiment, and Black Guard—elite units of sivaks, kapaks, and bozaks—defend the Dragonarmies' interests. The Hidden Light, an underground resistance led by Talent Orren and Lute the Pawnbroker, fights quietly against the influence of darkness. The population is a volatile mix: humans, draconians, ogres, goblins, dwarves, minotaurs, and even the occasional giant. Trade is thriving but grim—slaves, mercenaries, weapons, stolen goods, and black-market items flowing between Sanction, Khur, and Zhakar. Neraka remains a symbol of tyranny and ambition. Its streets are dangerous. Its politics are ruthless. Its shadow stretches across all of Taman Busuk. And yet… it is alive. A boiling cauldron of power, violence, and fear—waiting for history to turn once more. Where darkness gathers, Neraka stands. Outro And that is all I have to say about Neraka. What do you think of this center of evil? Have you ever played the War of the Lance campaign and invaded Neraka? And do you think the town will ever rise again as a center of evil might in the Age of Mortals? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: It is the spirit of the game, not the letter of the rules, which is important.
Join me as I review The Siege of Mt. Nevermind by Fergus Ryan, live! Share your thoughts on this fifth volume in The Chaos War series, released by Wizards of the Coast on September 1, 1999.
Join me as I review Reavers of the Blood Sea by Richard A. Knaak, live! Share your thoughts on this fourth volume in The Chaos War series, released by Wizards of the Coast on January 1, 1999.
Join me as I review The Puppet King by Douglas Niles, live! Share your thoughts on this third volume in The Chaos War series, released by Wizards of the Coast on February 1, 1999.
Join me as I review Tears of the Night Sky by Linda P. Baker & Nancy Varian Berberick, live! Share your thoughts on this second volume in The Chaos War series, released by Wizards of the Coast on October 1, 1998. You can buy a copy here: https://amzn.to/4md9N3b
Join me as I review The Last Thane by Douglas Niles, live! Share your thoughts on this first volume in The Chaos War series, released by Wizards of the Coast in 1998.
Das Wichtigste am Aufräumen ist das Anfangen.“, sagt Aufräum-Coach Vera Jansen-Cornette. Mit ihr sprechen wir über Strategien, die das Anfangen erleichtern. Wir klären, wie die innere und äußere Ordnung zusammenhängen warum wir uns nie hungrig dem Chaos stellen sollten.
These unholy versions of dragonlances, at times referred to as Darklances, were forged before the Chaos War at the request of Ariakan. Let's learn all about abyssal lances.
In dieser explosiven Folge enthülle ich die Geheimnisse, wie du das Chaos in deinem Leben besiegen kannst – und das ganz ohne ständig auf deine Willenskraft zurückgreifen zu müssen. Du wirst lernen, welche Fehler dir täglich passieren und wie du mit einfachen Gewohnheiten eine Ordnung in deinen Alltag bringst, die dein Leben verändern wird! Klicke jetzt auf www.eliasmünzel.de und trag dich ein für dein kostenfreies Erstgespräch! Wir gehen auf die größten Stolpersteine ein, die Erwachsene mit ADHS nur zu gut kennen: Warum es so schwer ist, Entscheidungen zu treffen, die Wege zu gehen, die nötig sind, und die einfachen Aufgaben zu erledigen, die wir immer wieder aufschieben. Und das Beste: Du bekommst konkrete Tipps, wie du mit diesen Herausforderungen umgehen kannst und endlich die Kontrolle über dein Leben zurückgewinnst. Klicke jetzt auf www.eliasmünzel.de und trag dich ein für dein kostenfreies Erstgespräch!
24 October 2023 12PM ET - This morning Joe and David are joined by guest Karl Gessler. Together they focus on God, faith and deliverance. Karl talks about demonic possession, and how we can work through our demons through deliverance in God. Joe raises some questions about apathy, righteous anger, and action. Reject the WHO! Send a message to Congress, linked below! Follow us on Social Media: https://libertylinks.io/ConservativeDaily https://libertylinks.io/JoeOltmann https://libertylinks.io/Apollo Message to Congress - STOP WHO's Power Grab: Reject the Pandemic Treaty & IHR Amendments - Support H.R. 79! - https://conservative-daily.com/world-health-organization/stop-whos-power-grab-reject-the-pandemic-treaty-and-ihr-amendments-support-h-r-79
The Quartering Live on Rumble Monday-Friday at Noon (Central Time) Episode originally aired on 10/19/2023 https://rumble.com/c/TheQuartering
Meaghan and John sit down to chat about “Dragons of Summer Flame” and the Chaos War. Buy Dragonlance: Shadow of the Black Rose Buy Tasslehoff's Pouches of Everything Revised Watch […] The post #142 – “The Chaos War: Dragons of Summer Flame” appeared first on The Dragonlance Canticle.
Artist Song Time Album Year Eloy Warning Signs 6:36 Echoes from the Past 2023 Hex A.D/ Murder in Slow Motion 5:04 Delightful Sharp Edges 2023 Agusa Så ock på Jorden 7:12 Prima Materia 2023 Chris Angels The Virus 4:32 Chaos (War of the Worlds) 2023 AVKRVST Anodyne 10:15 The Approbation 2023 Sirenia Nomadic 4:25 1977 […]
WAR!! --- Send in a voice message: https://podcasters.spotify.com/pod/show/anders-foutz/message
The Chaos War nearly destroyed Krynn, if it weren't for heroes willing to stand up to Ionthas, the father of all and nothing, and the gods finally accepting they are the true threat to their precious world. Let's learn more about the Chaos War.
The son of Tika and Caramon Majere, the nephew of Raistlin had a lot of dreams that were destroyed by the Chaos War. Let's learn more about Palin Majere.
To become a Breaking Points Premium Member and watch/listen to the show uncut and 1 hour early visit: https://breakingpoints.supercast.tech/To listen to Breaking Points as a podcast, check them it on Apple and SpotifyApple: https://podcasts.apple.com/us/podcast/breaking-points-with-krystal-and-saagar/id1570045623Spotify: https://open.spotify.com/show/4Kbsy61zJSzPxNZZ3PKbXlMerch: https://breaking-points.myshopify.com/Michael Tracey's Substack: https://mtracey.substack.com/Chris Miller Comments: https://www.defenseone.com/policy/2021/08/trumps-pledge-exit-afghanistan-was-ruse-his-final-secdef-says/184660/
On this week's episode, we're discussing found families! The tentpoles are “Stilinski's Home for Wayward Wolves” by owlpostagain, Monstrous Regiment by Terry Pratchett, and the pilot episode of Firefly. What We’re Into Lately The House of Sundering Flames by Aliette de Bodard An Artificial Night by Seanan McGuire Down to Agincourt by seperis Embers by Vathara (also on fanfiction.net) “Sunny with a Chance of Storms” by Mysecretfanmoments and SuggestiveScribe The Library of the Unwritten by A.J. Hackwith The Talisman Ring by Georgette Heyer Undiscovered Country by shysweetthing The Game of Kings by Dorothy Dunnett Gentlemen's Blood: A History of Dueling from Swords at Dawn to Pistols at Dusk by Barbara Holland Other Stuff We Mentioned The Temeraire series by Naomi Novik “Yellow Emperor” by WerewolvesAreReal In the Vanishers’ Palace by Aliette de Bodard Supernatural Persona 5 “Chaos War” by astolat Yuri!!! On Ice Inception Serenity Farscape The Magicians Mean Girls Leverage Ocean’s Eleven franchise Black Sails Lord of the Flies Band of Brothers Regeneration Unseen Academicals by Terry Pratchett Teen Wolf Run with the Wind Sam Hawke (who is a cool author and not some sort of frog hitperson as Macey seems to imply) Glee Yakitate!! Japan Great British Bake Off Haikyuu Prince of Tennis Hikaru no go Black Sails The Hunger Games by Suzanne Collins Leverage And I Alone Have Escaped to Tell You by astolat, and its sequel Champion @dynamicsymmetry’s twitter thread Harry Potter series by J. K. Rowling Geek Social Fallacies The Shoebox Project by dorkorific and ladyjaida For Next Time Gideon the Ninth by Tamsyn Muir Transcript The transcript for this episode can be found here. Thanks as always to our scribes, who have been part of our little podcast-family since the very beginning
Kesha Rogers, LaRouchePAC.com, Belt and Road OR World on Road to War and Hell, Trump Opposition to Bolton and Warmongers, NWO Chaos War Mongers Fight Trump, Mueller Criminal Pushes Impeachment, End of Democrats if Attemp Impeachment, Pelosi Loosing Her Party, Points for China to Get Trade, STOP North Korea and Venezuelan Support, STOP Car-fentanyl Opioid US Chemical Attacks, Protect US Patents, No Coersion US West Cos in China, STOP Spyin AI and Tech to China, Belt and Road Intl Not Chinese Only, No Nuke to KIm North Korea, Russian Nukes Out of Venezuela and Nicaragua, No More Social Media for 2020 for Russian Election Hacks, Threaten Banking and Action to Allies if Not Out of Iran Deal, Support Trump, Vote GOP Trumpers for House and Senate in 2020, Third Supreme Court for End of Roe v Wade, Babby Killing Economy Killing Control Freak Dems Demon-Rat Criminals, Dr Bill Deagle MD AAEM ACAM A4M, NutriMedical Report Show, www.NutriMedical.com, www.ClayandIRON.com, www.Deagle-Network.com,NutriMedical Report Show,Exonerate LaRouchehttps://action.larouchepac.com/exonerate_pamphletExpose The Big Lie Of “Russiagate“: NSA and CIA Experts Will Show Congress All The “Secret Intelligence’ Was Falsehttps://larouchepac.com/20190520/expose-big-lie-russiagate–nsa-and-cia-experts-will-show-congress-all-secret-intelligenceHelga Zepp–LaRouche in Chinahttps://larouchepac.com/20190525/zepp–larouche-china-highest-ideal-mankind-potential-future For information regarding your data privacy, visit Acast.com/privacy See acast.com/privacy for privacy and opt-out information.
Christi and Chris polish off Chaos War spiced with a unique blend of tie ins. Join us as we dive into Hulk's daddy issues, a budding father-son relationship between Galactus and Amadeus Cho, how no one else in the MU ever seems to know what the X-Men are doing, some fabulous SFX Theatre, puzzle over the fate and souls of dead dupes, and discover the Chaos King's true desire - a quiet place to read. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.
Christi and Chris polish off Chaos War spiced with a unique blend of tie ins. Join us as we dive into Hulk's daddy issues, a budding father-son relationship between Galactus and Amadeus Cho, how no one else in the MU ever seems to know what the X-Men are doing, some fabulous SFX Theatre, puzzle over the fate and souls of dead dupes, and discover the Chaos King's true desire - a quiet place to read. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.
Christi and Chris are your guides to the God Squad as we talk about our favorite chompy boy, Galactus, the surprising parallel between Nightmare and Drew Barrymore, Christi's dislike for Amadeaus Cho, Hercules penchant for solving problems with punches, and the beauty of a nicely formatted reading checklist. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.
Christi and Chris are your guides to the God Squad as we talk about our favorite chompy boy, Galactus, the surprising parallel between Nightmare and Drew Barrymore, Christi's dislike for Amadeaus Cho, Hercules penchant for solving problems with punches, and the beauty of a nicely formatted reading checklist. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.
T3 discusses a team battle they ran, a bit of hobby, two Mighty Empire campaigns our local club recently wrapped up, and the new Undead.
T3 discusses a team battle they ran, a bit of hobby, two Mighty Empire campaigns our local club recently wrapped up, and the new Undead.
The Fanholes each read a comic book crossover they were assigned and give their thoughts. Crossovers discussed- Chaos War, Break-Thru, The Janus Directive, and Secret Wars II.
Welcome to the Comic Shenanigans Podcast! For the fortieth episode, join Adam Chapman (comic reviewer for Comics & Gaming Magazine, cXPulp.com) and his guests Nathan Struk and Leon Orellana as they sit down to talk Heroclix. Besides recent heroclix news, we discuss our favourite Relics, go through Chaos War for a new segment of "Would You Rather", talk Chaos War's SR Loki and Galactic Guardians' Giganto for "Know Your Clix", and finally finish up with a new installment of "Comic Accuracy", focusing on Superman and Thor. This episode was recorded Tuesday January 1st 2013. Comic Shenanigans is now on Facebook! Got questions or feedback for Comic Shenanigans? Drop us a line at comicshenanigans@gmail.com
This week Steve and Gudda get together and talk about what they want to pull in that first Chaos War booster. Good luck opening your boosters!
Chris is off on a curling adventure, giving us the opportunity to fill the 11 O'Clock fort with all sorts of alcohol-fueled frivolity featuring Comic Art Magazine #3 and Savage Pencil, Annililation + Conquest + War of Kings, La Mano del Destino by the awesome Jason (J.Gonzo!) Gonzalez, Dark Horse's Vampire Boy by Carlos Trillo and Eduardo Risso (By way of the Venture Imprint and Video Noire), Vampirella #1 from Dynamite!, She-Hulks by Stegman and Wilcox, Pak and Van Lente's upcoming Herc, Xombi #1 from Rozum and Irving, Alpha Flight, Chaos War, a re-evaluation of Fables, Erik Larsen's Herculean, Machine Man by Defaclo, Trimpe, and Barry Windsor-Smith, Excalibur, Artifacts from Top Cow, the Image Explosion (50 Girls 50, Witch Doctor, Graveyard of Empires, Shinku, Butcher Baker, Marijuanaman, and more!), Oddville from Jay Stephens and AdHouse, Incognito: Bad Influences and Val Staples, Ultimate X from Art Adams and Jeph Loeb, and a whole mess more!
We plunge into voicemails and emails giving us a chance to talk about Chaos War, Secret Warriors, comics that make us cry, Mike Allred, getting back into comics for lapsed readers, a Book of the Month Club update, the return of Drunk Cap and more! (1:16:19)
This later-than-usual episode of the Awesomed By Comics Podcast is brought to you by at Rutgers University, which has an amazing comics collection for an ice cream parlor. Try the ABCP Double-Pie, which is not called that and they will look at you funny if you ask for it, but is a scoop of pumpkin pie and a scoop of apple pie. Big wins for Chaos War, Birds of Prey, and X-Factor. Some interesting stuff going on in The Occultist. Aaron flips through Superman: Earth One and spots a painfully stupid mistake. And, surprise surprise, we gush about The Unwritten. Taking a bit of a break from the regular show for a couple of weeks, but our annual year-end spectacular will be here soon to more than tide you over. Tell us what you think on and if you like the show!
New York Comic Con, Chaos War #1, Uncanny X-Force #1
New York Comic Con, Chaos War #1, Uncanny X-Force #1
Fan favorite, the Incredible Hercules is back, and this time he's a super-god and rallying the entire Marvel Universe of heroes against an impossible foe in Chaos War #1. Writer Fred Van Lente joins us to discuss this mega event that he's co-written with Greg Pak, with art by Khoi Pham and tells you what you need to know to pick this up. Luckily, you don't need to know much as this first issue lays out the stakes and the story for you, so it's the perfect jumping on point if you're looking for a big action packed super hero adventure!
Reviews: Green Arrow Vol 5 #1, Jurassic Park Redemption #1, Sea Bear & Grizzly Shark #1 The boys are melting in the studio due to the sweltering heat in NYC. They discuss the recent surge of digital comics and where it might go. Jimmy talks ABC's Scoundrels and starts gearing up for SDCC. News includes NYC's Midtown Comics opens another store, Jamie Smart's Fish-Head Steve on TV, Marvel brings Chaos War and invades Little Big Planet, Superman Across America, NFL cartoon debuts and more!
Cutting Through the Matrix with Alan Watt Podcast (.xml Format)
Seeking Truth: "Do you really want to know?" Global Plantation - Population Reduction, Africa, the West, Chronic Fatigue - Inoculations, "Breeders" of Viruses - Future Plagues - Food, Water Access - Living on Basics. Complicity and Acquiescence of General Public - Zbigniew Brzezinski - Jacques Ellul - Class System - Ancient Intelligentsia, School, Leisure Class. Political Wrestling Match, Sports Terminology. Bolsheviks, Britain, Revolutions, Lenin, Communist Party - Soviet Era, London - Putin - H.G. Wells. Young Turks, Young Hebrews, Young Italians - Ottoman Empire - Assassins, WWI - Royal Institute for International Affairs. Time of Chaos - War, Financial Collapse - Global Government - New Society with New Way of Living - China - Bertrand Russell, Credits replace Money. *Dialogue Copyrighted Alan Watt - Jan. 3, 2008 (Exempting Music, Literary Quotes, and Callers' Comments)
Cutting Through the Matrix with Alan Watt Podcast (.xml Format)
Major media's intent to terrify public in preparation for new system - Terror into submission - Intrusions into personal lives. ORDO AB CHAO - Order Out of Chaos - War to bring a World State - Born to serve state. Royal Institute of International Affairs - Council on Foreign Relations. U.S. military - Policeman of the world for 20th century. Boxer Rebellion of China - Bush and Gore family - Getting peasantry hooked on opium - Foreign camps in China for opium trading - Hong Kong and Britain. (BOOK: "The Fugu Plan"). Karl Marx "Communist Manifesto" and "Das Kapital" - 3 Trading Blocs under World Government. American Amalgamation - U.S. Troops on Canadian soil. Pacific Rim Amalgamation. The West financed Communist regime of Soviet Union. New elite cities in China to house bureaucrats and officials. SARS epidemic - China - Race specific viruses. Free Trade Area of the Americas - United Nations. Telling truths that cannot be denied - Fighting for individualism and right to conscious sentient thought. Cordoning off of "contaminated" cities - Killing of public who flee - Gunboats (with machine-guns) on Great Lakes. Dehumanization - Killing of children and babies (and elderly) - Abortion - Killing because it is "inconvenient" - Culling us off like animals. Standard indoctrinated slogans in response to taboo politically incorrect topics. Eugenics - Margaret Sanger: member of Nazi party. Forms of Tyranny - Public Executions - Goons in streets with machine-guns. Carroll Quigley - Parallel government over government.
Christi and Chris are your guides to the God Squad as we talk about our favorite chompy boy, Galactus, the surprising parallel between Nightmare and Drew Barrymore, Christi's dislike for Amadeaus Cho, Hercules penchant for solving problems with punches, and the beauty of a nicely formatted reading checklist. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.
Christi and Chris polish off Chaos War spiced with a unique blend of tie ins. Join us as we dive into Hulk's daddy issues, a budding father-son relationship between Galactus and Amadeus Cho, how no one else in the MU ever seems to know what the X-Men are doing, some fabulous SFX Theatre, puzzle over the fate and souls of dead dupes, and discover the Chaos King's true desire - a quiet place to read. Twitter: @ChrisesPod Facebook: @ChrisesPod chrisesoninfiniteearths@gmail.com Album Art by Kate Foray, cargocollective.com/kateforay Music Credits: > "Happy Alley" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > "Evening Melodrama" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ > Get Away by Scott Holmes is licensed under a Attribution-NonCommercial License.