Alternate Krynn: The Great War (Alternative to the First Cataclysm)

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#1

zombiegleemax

Jul 20, 2004 21:11:42
Because I was bored (and after reading the other Alternate Krynn threads and remembering Darklance) it just thought I'd put up the timeline I did for a campaign back in the "limbo years" of Dragonlance.
Note that much of the info pertaining to Ergoth came from the history of Ergoth found the "Hero's of Defiance" 5th Age supplement. Also note that I did this long before I ever read the Kingpriest Trilogy. That being said, this is for those who maybe interested in this. All three of you.

The Great War: Time Line

180 PCE: Ergoth breaks with Istar. Ergoth ends all cordial relations with the Empire of Istar when it declared itself the religious and moral center of the world, and installs the first Kingpriest. Emperor Gwynned II of Ergoth issues a counter proclamation that states that no single realm could be considered the moral center of the world. That the true center existed with the ‘gods.’
Unfortunately, Solamnia, the primary military power of Ansalon, approves of Istar’s efforts and Ergoth severed all relations with Istar. Over the next two centuries Istar would grow in wealth and power while falling deeper into the trap of corruption. Worse, the Kingpriest would gain more and more followers throughout Ansalon.

117 PCE: Istar threatens Thoradin. Istar demands the dwarves of Thoradin renounce Reorx, a god of neutrality, and pay homage to Paladin and the gods of good. The dwarves refuse and Istarian forces invade the Khalkist mountains only to be bonged down by the terrain and by stiff resistance.

118 PCE: The Proclamation of Manifest Virtue. This edict listed the evil acts and races to help preserve the good, and any of the listed races or persons committing the listed acts must be put to death or enslaved. Priests and clerics later start to lose the ability to cast divine spells.
One part of the proclamation declared the Emperor of Ergoth out of line for having a title greater then “king” and doing so insults the “Emperor of Dragons” as entitled to Paladin. Emperor Gwynned declares the Proclamation of Manifest Virtue invalid in the empire. However, Istar continues to gain followers, even in Ergoth.

89-82 PCE: Kharolis Defiant. The Queen of Kharolis, tired of the Kingpriest's proclamations (one in particular stating that women could not take part in “men’s” activities, and to do so is an affront to the gods of light), expels all Istaren clergy from her realm. Enraged, Istar sends it's legions against Kharolis and eventually besieging Purstal. In 82 PCE, the city falls and Kharolis is crushed by Istar. Tragically, no one knows whatever become of the Lady of Tarsis or the Queen of Kharolis.

41 PCE: The Turning Point. The Kingpriest begins plotting his own ascension to godhood.

39 PCE: The Vision. Ergoth’s priests of Good, Evil, and Neutral gods, receive a vision that predicts the fall of Istar due to it’s corruption. Afterwards, Istar and Solamnia threaten Ergoth for its “heresy.”
Ergoth’s Revival. Due in no small part to the defiant local clergy, the people of Ergoth gain a new sense of pride nationally and culturally. Interestingly, this new nationalism is centered not on emperors or generals but on the achievements of Ergoth as a nation.

19 PCE: The Siege on Sorcery. Urged on by the Kingpriest, people throughout Ansalon lay siege to the five Towers of High Sorcery, and nearly occupy those at the Ruins and Daltigoth. The mages within these two, destroy the Towers. Now fearful that rampant magic might arise if all the other Towers are destroyed, the Kingpriest grants the mages safe exile if they leave the other Towers intact. A Black-Robed wizard lays a curse upon the Tower at Palanthas: Falling from the tower’s top, and impaling himself on the front gate, barring all from the Tower until the “Master of the Past and Present” should return. The Kingpriest claims the Tower of Istar for his own while the Tower of Wayreth in Qualinesti remains in the hands of wizards.
Ergoth Defiant: With the destruction of the Tower of High Sorcery in Daltigoth (in Ergoth’s imperial capital), Emperor Gwynned VI declares open war on Istar, after calling the Tower’s destruction an act of war by Istar and it followers. However, because of trade sanctions imposed through Solamnia and Istar, Ergoth’s “war” remains little more then skirmishes along the border between Ergoth and Solamnia. Also, the Kingpriest declares the Emperor of Ergoth an agent of Evil, but is unable to act against Ergoth due to constant rebellion by various non-human races throughout eastern Ansalon which tie down Istar’s legions.

10 PCE: The Arrival. The Entente, an alliance between the non-human Carthens and the Mesakie (a surviving portion of the human Kyushu Empire) arrive on Krynn. The purpose of the alliance is for the Carthens to aid the Mesakie in finding a new home. A Carthen expedition in the Eternal Sea found the gateways into the world of Krynn through it’s oceans in 15 PC. Afterwards, a second expedition of naval and airships began probing a continental mass in Krynn’s southern hemisphere. For the next three years the Carthens observed and mapped the continent known by it’s residents as Ansalon.
The leaders on the Carthen home-world choose a diplomatic strategy first to secure land for the Mesakie, who insist on a homeland of their own. This, however, puts the Carthen Commonwealth Republic in a difficult position, for in order to give one people a home, they may have to take it from someone else. Even worse, the Entente would enter a world degrading into conflict and terror as the Empire of Istar and it’s repressive Kingpriest imposed more and more domination on the various peoples of Ansalon, in the “name” of Good.
The Mesakie lead by the imperial prince Issamu, sends a six ship envoy to Palanthas to announce their presence and need, while the Carthens remain out of site and unknown. The envoy and his representatives are seen most as exotic travelers for their strange appearance and customs, for humans like them have never been seen on Ansalon. However, it isn’t long before they are condemned by several ambitious clerics and others loyal to Istar. Not long afterward a riot breaks out and the envoy and his entourage are overwhelmed and killed when they are declared heathens and “worshipers of darkness,” by the Kingpriest’s clergy.
Carthen agents report the tragedy to Prince Issamu, who becomes shocked with grief for the lose of Kenda (the envoy’s leader), who was a friend and distant relative of the Imperial Family. He quickly has the Carthen agents then send for Air Marshal Voch to meet with him. This tragedy and the coming consequences will have dynamic results for Ansalon.

9 PCE: The Council. Carthen Air Marshal Voch arrives from the Eternal Sea to meet with the “soon-to-be emperor.” Against voices of the angered imperial court, Voch convinces the prince that one more effort be made to meet with the leaders of Ansalon to negotiate future of the Mesakie on Krynn. This time however, the Carthens themselves would be present at the next meeting. If the effort proves futile, then Voch declares that the Carthen’s will hold to their promise to aid the Mesakie, even through force of arms.
First Night of the Fireflies. With a flotilla of airships nearby, another envoy of the Mesakie tries to approach Istar directly through Karthay. Without even sending for the envoy, the Kingpriest orders him arrested and his companions imprisoned. The Carthens, seeing this newest aggression, move to rescue the Mesakie entourage during the night.
However, the effort to free the Mesakie envoy turns to chaos when one airship captain overestimates the difficulty and lowers his ship to open fire on Winston’s Tower. Though the Mesakie are rescued, the damage is already done, as soon afterwards, the Kingpriest rules the Mesakie worshipers of Darkness and their “demon” allies are then listed as one of the “Evil” races.
(Historian’s Note: It is somewhat puzzling that the Kingpriest didn’t take advantage of the Mesakie plight to begin with. A lost and wandering people would have presented the Kingpriest with thousands of possible converts if he helped the Mesakie and gained even greater power. Of course, whether Carthens would have stood by and allowed it, one could only guess at.)
Landfall. With no more resources to support their people on ships, the Mesakie land in the Nordmaar Isles in mass. Supported by Carthen forces, the Mesakie overwhelm the Nordmaar folk, who in turn become refugee themselves when many of them fleeing for the mainland. Istar declares the isles a new bastion of Evil and calls for it’s “eradication.” The Knights of Solamnia begin forming an army around the Lord City of Kalaman on the Vangaard River, while Istar readies a campaign to again invade the dwarven realm of Thoradin and also capture of the Holy City of Godshome and then ultimately, “push the heathens and their demon allies into the sea.”

8 PCE: The Coalition of Defiance. The Empire of Ergoth nears completion of it’s largest army since the Kinslayer War. Total War is almost possible as Ergoth will be able to strike at Solamnia and ultimately, Istar. Later on the dwarves of Thorbardin, and several goblin tribes agree to join with Ergoth against Istar and Solamnia as well.
Forging of Alliances. The Entente approaches the Emperor of Ergoth to form a partnership to defeat Istar and Solamnia. Also, after repeated “rude” trespasses into their country, the kender of Hylo join the Coalition of Defiance. Thoradin, aware that Istar will soon send it’s legions to invade again, secretly partners with the Coalition and allies with some of the ogre tribes in the Khalkist mountains.
Members of the clergy of Istar meet with the Knight’s Council in Solanthus to agree on a strategy to conquer the Mesakie and their “demon” allies. It is decided that Istar would first enter Thoradin, while Solamnia attacked the Nordmaar Isles directly, while holding Ergoth in the west.
The Council of Caergoth. Air Marshal Voch, the King of Thorbardin, Lord Nagumo and Emperor Gwynned VI of Ergoth meet to decide on a war strategy. They agreed that the quickest way to win was to defeat Solamnia, the greater military power. However, before beginning any offensive, the Entente must strengthen it’s position in the Nordmaar Isles first, then wait for the Mesakie to finish forming an army (which would take some time considering their need to organize and prepare). Meanwhile, A larger Carthen expeditionary force enters Krynn through the Eternal Sea to help guard the Isles.
Istar Strikes into Thoradin. Istar’s imperial legions invade Thoradin but the mountainous terrain and the ogre and dwarven ambushes and guerilla attacks slow the advance. Meanwhile, A combined fleet of Istar and Solamnia sails out to blockade the Nordmaar Isles and also any major ports of Ergoth to help reenforce a trade embargo. Istaren clerics and the knights and nobility of Solamnia hope to starve out the Entente and Ergoth through isolation and later invasion.
Solamnia Advances. The knights and army of Solamnia launch a limited invasion of Ergoth in the hopes that the people of Ergoth will rises against the empire, however few surprisingly do. Eventually, the advances are stopped short of forty leagues and an attempt to capture Caergoth is stopped cold by the guarding garrisons and a flotilla of Entente airships. The western front settles into a stalemate as winter approaches. The Entente doesn’t currently have the forces yet available to help Ergoth break the stalemate.

7 PCE: The Entente’s First Move. The Entente, using the largest force of naval and airships yet on Krynn, launch a series of assaults against Istaren forces on the north coast of Thoradin (still bogged down by the dwarves and ogres). Meanwhile, the blockading fleet of Solamnic and Istaren ships are attacked by Carthen ironclads just off shore in which a dozen “monitor” type ironclads destroy the entire blockading fleet. Meanwhile a force of sea-going ironclads and regular wooden steamships blockade Palanthas, the mouth of the Vangaard river and intercept and turn back all ships entering and leaving through the Straits of Karthay which links to the Bay of Istar.
Wolves of Winter. Carthen elite specialist and Mesakie ninja begin a series of punitive raids on Solamnic and Istaren outposts and garrisons. With the help of airships and with clever use of psionics and sorcery, no part of Ansalon is out of reach. The most well noted raid being on the High Clerist Tower itself, which cause the Knights to spread out the army. Meanwhile, Ergothen troops with goblin aid continue to tie down Solamnic forces along the western border.

6 PCE: Edict of Thought Control. The Kingpriest declares that evil thoughts equal evil deeds. Istaren Priests then use renegade mages to read people’s minds, and a reign of terror ensues.
Outraged by this sacrilege against freewill, the Carthens lose all reservations and self doubts about a war. What began with aiding a lost people, turns out to be something much more. Besides, the Mesakie could not be moved to another land on Krynn, let alone another world. There was little choice in the matter.

5 PCE: Wraith of Istar. Angered by the Coalition and the Entente, the Kingpriest declares the formation of “The Holy Alliance.” He then calls all remaining nations, kingdoms and all loyal to the Gods of Light to aid him. As the Kingpriest wields great power and influence everywhere on the continent he calls on the people rise in “Holy War” against the Evil invaders and their servants and allies. Their numbers are so large it makes many wonder if the Kingpriest is just too powerful by way of his influence, wealth and power and some doubt even if he can be stopped.
“It would take a falling mountain stop Istar,” noted a distraught dwarf from Thorbardin.
Dawn of the Wraiths. Carthen air and naval ships launch a series of raids along the northern coast of Istar, destroying the most important coastal fortifications. Catapult and ballista prove useless against rifled cannons and precision strikes using sorcery and psionics.
The strikes reach their height with an long range air attack on the garrisons closest to the Holy City of Istar. This causes the belief that Istar will be invaded. Which is what Lord Nagumo and Air Marshal Voch intends as the Holy Alliance pulls back forces to guard Istar’s northern coast.

4 PCE: Blind Faith. Revolts sprout again in Ergoth in support of Istar which would tie down Coalition forces and prevent a full offensive into Solamnia in the west, while the Knights send a series of limited strikes along the border. In order to relieve the pressure on Ergoth, the Entente begins planing a landing in northeast Solamnia, and a opening second front. Thorbardin also makes ready to enter the war.

3 PCE: Second Night of the Fireflies. Fearful of the Carthens “renegade” sorcery and technology, and the Mesakie’s own alien magic, the Wizards of High Sorcery organize a strike on one the Entente’s airships (one of flagships as it turns out). The engagement ended with the near destruction of the airship as well as many loses for both sides.
Giving the results the Heads of the Conclave calls a meeting with the Entente: In exchange for their neutrality, the Carthens would follow the good dragon’s example and depart from the world when the Kingpriest was defeated. After consulting with the President on the home-world, Air Marshal Voch agrees. However, only when the Mesakie were settled and could support themselves would the Carthens leave. Until then, the Carthens would gradually withdraw from Krynn, while keeping out of affairs not concerning the Mesakie. The issue of the magic used by the Mesakie themselves is unresolved.

2 PCE: Invasion: Solamnia. Supported by the 2nd Air Fleet and the Expeditionary Naval Fleet, the Carthen 9th Corps and a Mesakie army under to command of Lord Kenchi lands in the area near the mouth of the Vangaard River. As the Solamnic Knights and army are spread throughout the realm, there is little to stop the Entente from gaining a foot hold. Worse, with most troops pulled from Kalaman to help break the stalemate in the west, there is spares resources try to push the Entente into the sea.

1 PCE: A Knight’s Redemption? The Knight of the Rose, Lord Soth is given a chance for redemption for a pass crime by the Gods of Light. But in order to do so he must stop the Kingpriest, even if it costs him his life. He quickly strikes out for the city of Istar from Dargaard Keep in eastern Solamnia. With the help of a wondering “ronin” from the Mesakie, he races for Istar and avoids the Entente’s advancing picket forces.

All Quiet on the Western Front. The Imperial Army of Ergoth and Entente airships advances into Solamnia and eventually laying siege on Thelgaard and Solanthus in Solamnia. Meanwhile a combined army of humans and dwarves occupy Xak Tsaroth in the south and prepare to for an offensive across the Plains toward the Khalkist Mountains.
Istar’s legions march to take the holy city of Godshome. Unexpectedly, a force of Mesakie lead by Lord Oda, his samurai and six airships detached from a larger force, march to beat the legions of Istar to Godshome. As the Istaren legions start closing in to lay siege to the holy city, they are caught off guard by Oda, who despite his much smaller force routes the legions with his small but well trained army. The airships oddly never fire a shot, spending most of their time being scouts.

Night of the Long Knives. A troupe of elven women tries to waylay Lord Soth on his way to Istar. If not for his ronin companion’s sharp thinking and a chance meeting with a group of adventures, Soth may well have been fooled into turning back. Afterward, many unknown agents would constantly try to kill or turn him back.

Battle of Kalaman. Solamnic and Istaren force move to protect the trade city of Kalaman from the advance of the Entente, but are routed by a bombardment by the 2nd Air Fleet. The Istaren legion is devastated and shattered by the assault, while Solamnic knights withdraw into Kalaman and prepare for a siege. However, the Entente only places a guard on the city, while the bulk moves on through the Vingaard river region.

Battle of Vingaard Keep. The knights and the Solamnic army march from Vingaard and the High Clerist Tower to relieve Solanthus and halt the advancing Entente and Coalition. Solamnic forces as far south as the Silvanesti border and occupied Kharolis are also summoned north.

Solamnia Split and on the Defensive. Outside of Solanthus, Solamnia suffers its worst military defeat since the Third Dragon War. The Oath and the Measure seems useless against the power of technology and sorcery, having lost six out of ten troops in a defeat that would define Solamnia for the next generation. Interestingly, the Mesakie and the Solamnic never engaged in a head on battle since the Carthens took the lead in most engagements, while the Mesakie marched to link up with the Ergothen and Thorbardin armies. Thus Solamnia is now split in two, and the Solamnics withdraw to the High Clerist Tower and south into greater Solamnia, notably toward Sanction where many remnants of a few Istaren Legions assemble.

Siege of Sanction. The human and dwarven army from Thorbardin along with mercenary forces march across the Solamnic Central Plains toward Sanction to lay siege.

Istar Isolated and the Minotaur revolts. With Solamnia basically out of the war and the elven and kender nations to the south neutral, Istar is now isolated and threatened with invasion. To make matters worse, the Minotaurs rise in complete rebellion against Istar, spurred on by an offer of full independence by the Entente.

The Armada. The Carthen’s assemble the largest air force over the city of Sanction, ironically in the same sky that Dragon Queen’s dragons assembled in the last dragon war. The air fleet is so large it almost eclipsed the sun. Air Marshal Voch plans to use overwhelming force to end the war quickly, knowing full well that any more one sided “victories” like the one outside Solanthus in a prolonged war would leave the able bodied population of Solamnia decimated.

Strike Eastward. With Solamnia split and locked into the defensive, a combined army of Ergoth, the Mesakie, and the Carthens begins heading towards Istar. However, Emperor Gwynned VI dies suddenly and is succeeded by his son, Gwynned VII, who hates war and fears the Kingpriest. So just as Ergothen forces join the offensive to victory, he orders a withdraw.
Quick action on the part a troupe of adventures convinces the Prince of Thorbardin to break off the siege of Sanction and instead join the dwarves Thoradin so he can then combine with Lord Oda at Godshome. From there they would march with the Entente to strike at the city of Istar itself.
Entente naval warships and airships attack and defeat Istar’s Imperial Fleet within sight of Winston Tower. When the tower tries to aid the Imperial Fleet, it is destroyed by airships caring the huge solar and sonic “lances.” All opposition was eventually removed while Entente naval forces headed south to the city of Istar itself.

The Last Days. The Kingpriest tries to ascend to godhood and command the pantheon. Wrathful, the gods send thirteen omens over thirteen days as a warning to the people, but few even heed the signs.

The Last Day. Lord Soth confronts the Kingpriest and interrupting a ceremony. A full accounting of the confrontation has never been told. But what is certain is that during a struggle the Kingpriest was stabbed in the heart. No one knows if the Kingpriest was killed accidently or murdered by Soth. As Soth was killed by the Holy Guards in blind anger for the death of the Kingpriest, the truth may never be known.
Not even the Mesakie ronin, later revealed as Lord Oda’s brother, knows all that happened. Only that he staled the Holy Guards and the priests from interrupting Soth. Later the ronin escaped during chaos that followed the Kingpriest’s death and the beginning air and naval siege on Istar.
The remaining high clerics of Istar command the holy legions and the garrisons left behind to guard all approaches to the Holy City.

The Armistice. Voch sends a letter offering an armistice and a negotiated “peace without concessions” to the Grand Master of the Knights of Solamnia. Demoralized, the knight’s council agrees. However, another letter of offered negotiations to Istar is refused by that nation. In consequence the Entente and the remaining Coalition members make a joint call for the “Unconditional Surrender” of Istar.

Battle of the High Cross. The allied armies (the dwarf nations, the Mesakie, and the Carthen 12th and 17th Corps) approach the mountains surrounding the capital of Istar. With the garrisons guarding the mountain passes, the remaining legions of Istar march to face the allies. With the Carthen 12th and 17th Corps forming the center of the allied line, the Mesakie samurai and the dwarven and human armies form up at the north and south flanks.
Confident that the gods favor Istar, and knowing the devastating blows the Carthens dealt the Solamnics, the Istaren general orders a full assault on the hopefully weaker flanks of the allied line. However, the Carthen Corp commanders order the artillery to cover the approaches too both flanks, which resulted in braking the Istaren charge and opening the way for a counter-charge. Afterward, the Carthen artillerist turn their rifled cannons on the Istaren main body forcing them to pull back into the foothills or scatter

Fall of Istar. Bypassing the remaining Imperial and Holy Legions of Istar, the air and naval armada land forces in the holy city itself. With most of its garrisons outside the city guarding the passes in the mountains, the city surrenders with little resistance, in spite of the calls by Istar’ s clerics to the people to fight to the death.

The Night of the Comet. During the night a comet grazes the night sky, an omen for the nation of Istar, and the signaling the coming of a new age for Krynn. Minotaur pirates sailing east of the continent report seeing a very faint but onymous glow in the distant northeast. In the direction where legends told of a distant continent.

0 C.E. The Treaty of Karthay. The War Powers meet in the city of Karthay (within sight if the ruined of Winston Tower). Lord Oda and Admiral Sen representing for the Entente, General Grenius for Ergoth, King Durion for Thorbardin and Thoradin, while the Grand Master of the Knight of Solamnia represent Solamnia and the High Cleric of Karthay for Istar. With Lorac of the Silvanesti representing the neutral regions of Ansalon.

The Terms for Peace:
I) The establishment of a homeland for the Mesakie to be carved out from the north and northwest and western parts of Istar, while Karthay and the minotuars are awarded their independence in far eastern Ansalon (Protest by the various representatives over the creation of a minotaur nation are ignored by the Entente and Ergoth).
II) The abolishment of the title of Kingpriest as well as the separation of the church from the governing body of Istar.
III) The signing of a new treaty declaring slavery outlawed (Silvanesti, Istar and the Minotaur Empire would later refuse to sign).
IV) Remaining Istar (manly around the former holy city itself) to submit to occupation by Coalition and Entente forces for the next five years.
V) The Swordsheath Scroll will be reestablished with the Mesakie adding their signature (Istar and the reborn Minotaur Empire would refuse to sign).
VI) The borders of Solamnia to be respected with no annexations and only Kalaman and Sanction to be occupied (Ergoth would object, for it hoped to “reclaim” lost territory from Solamnia, but the young emperor of Ergoth will not press the issue fear reprisals by the Entente).
VII) The Carthen Commonwealth Republic plages to withdraw from Krynn when the Mesakie are fully settled. Estimated time of departure: 40 C.E.
VIII) Kharolis to be reinstated as a nation with the new Lady of Tarsis as the head of Ansalon’s first parliamentary republic.
IX) Istar to limit itself to army of 60'000 to guard Istar’s reduced territory.
X) The Carthen expeditionary forces to remain in Istar and the new Nippon Empire, and not to interfere in internal affairs of any other nation, kingdom or region in Ansalon.

(Daemon Angel: Although spared the “Atlantis” style of destruction of the Cataclysm, Ansalon would suffer the destruction wrote by people, in a “Great War” type of devastation not unlike Europe in 1914-18 and most certainly in terms of it’s aftermath and legacy.)
#2

zombiegleemax

Jul 23, 2004 11:22:34
How did your group enjoy this campaign?
#3

zombiegleemax

Jul 23, 2004 17:50:43
You didn't acknowledge THe Night of Doom, which I consider one of the most pivotal moments of the era leading up to the Cataclysm.
#4

zombiegleemax

Jul 23, 2004 23:49:22
Originally posted by Amaron Blackthorn
How did your group enjoy this campaign?

Of the 6 people who played this little "What it?" Adventure four of them thought is was pretty good. Hey more than half satisfaction is a good success. A couple of them thought that the oriental Mesakie should have had the lead with the Carthens (with their steam & sorcery/psionics) supporting them strictly behind the cutains though. Interestingly that alternate history saga kinda rekindled my old groups love of Dragonlance. Even after most of our group went our seperate ways, it kinda of keep their interest in DL alive just long enough for the offical DL stuff started coming out last year.
One of my gaming buddies thought I should use the Carthens again sometime but this time have them (or a faction of) in a crisis themselves and hidding (from an old enemy) on post War of Souls Krynn. I think the Worldcap Mountians are a good, out of the way place to hide, and theirs all those nice islands north and west of Ansalon. But my current group is finishing our first offical DL game with our PC group based out of Kalaman stopping a Lord Deamon of Chaos using a long forgotten item to smash the Worldheart in northern Ergoth. So anything with the Carthens in the background with have to be on hold until after our next run with the Key of Destiny.
#5

zombiegleemax

Jul 23, 2004 23:57:45
Originally posted by DmJoeSolarte
You didn't acknowledge THe Night of Doom, which I consider one of the most pivotal moments of the era leading up to the Cataclysm.

With the Entente in the picture in this alternate Krynn and the chance that the Entente and Coalition could stop the Kingpriest and Istar, I think the gods would have put the Night of Doom on hold.