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Little White Dots: Lost Locations of Ansalon

D&D 3e (3.0/3.5) Rules

by Kipper Snifferdoo & Terry Doetzel


For those of you wondering what "Little White Dots" are they are referring to locations on the Continent of Ansalon Map from the Tales of the Lance boxed set that have little white dots and names, but no explanation for what they are.

The Burning Lands

Considered to be the most hellish and godforsaken place on the face of Krynn, this rocky plain is located in the deserts of Khur. The heat is just as intense as anywhere else, but what makes it particularly awful is that there is no wells to be found on this plain, making it a crossing that even the desert dwelling tribes of Khur would undertake only under the most dire of circumstances.

In the center of this place however is a location of great religious significance to the faiths of Shinare and Sirrion. As well as important religious shrines, and geysers of holy fire, one can also find a great well. This well is said to be so deep that it draws water from the primordial sea on which the very universe rests. While the learned scoff at such a thing, any man who has attempted to ride the bucket down to the bottom has been driven mad.

Castle in the Sky

Though cloaked in magic, this castle in the clouds is spotted occasionally by riders on dragon or griffon back. It is in fact the lair of the young dragon Sunrise, the last survivor of his family after the other gold dragons who used to inhabit the keep were slain by the dragon overlord Gellidus. Those who have attempted to fly towards the keep have found themselves chasing a ghostly mirage. The only way to access the keep seems to be by invitation, though many evil spellcasters have dreamed of dispelling the enchantments that obfuscate this place in order to gain access to the treasures within.

Cave of Meskle

There is a small cave entrance on the mountain range west of Castle Uth Wistan on the Isle of Sancrist. It is known as the Cave of Meskle. Prior to the Cataclysm Meskle Uth Wistan was once a proud member of the Uth Wistan line until he was cursed by a Black Robe. Unwilling to allow the curse to bring harm to his family Meskle left his home and took up residence in the hills to the west. He lived his life in secret from his family as a hermit, occasionally disguising himself and spying upon them from afar. The cave was recently discovered by a group of gnomes on an expedition from Mount Nevermind. The cave seems to be an entrance to a larger underground cavern system. They discovered his bones and the man's badly damaged journal. It's still unknown what lies within the underground complex or what the nature of his curse was but it is rumored he spent his life mining the complex for precious stones that have yet to be recovered.

City of Sun (Small City, 6,304)

This city is one of the wonders of Krynn, hitherto seemingly abandoned for hundreds of years. Some say the artifact in the center of the city (known as the lightwell) which converts solar energy into wild magic could only be a product of the age of dreams. Whatever its origin, the fate of its inhabitants is clear, as their scorched sillouettes can still be found on the ancient stone buildings. Recently, it has been resettled en masse by Solamnic political refugees of the Sunriser movement, who fled after the Solamnic Knights reclaimed their homeland. Realizing they would never be able to effect change without sufficient military power, they have delved into the "modern arts" of gnomish technology and wild sorcery with great zeal. It was this dedication to sorcery that unlocked the secrets of the lightwell and released the fiery energy that blasted the monstrous dragon Gellidus out of the sky.

Currently the city pays lip service to the Dictator of Daltigoth, not because they fear him or his armies, but because they would rather focus their attention on Solamnia. Thus they send gold, supplies, and agents to support revolutionary efforts in their homeland. They have also begun to send gnomish gunpowder weapons, which they have improved enough to prevent unfortunate explosions. They did this by strengthening the steel required to make the gun barrels, for the lightwell can create fires that burn hotter than any forge on Krynn.

The Deadlights

The ruins of Waw in Kharolis have an interesting phenomenon known to the people of Kharlois as the "Deadlights". The Deadlights are a celestial phenomenon of bands, curtains and streams of colored light that appear in the sky. Fascinating to behold, but terrifying as well, the lights are said to be the spirits of evil men that have passed on to the next world and not liking what they have found on the other side, are trying to find a way back to Krynn.

During the War of Souls this proved to be more fact than fanciful fiction. The area became a hotbed of activity for the lost souls of the Age of Mortals and magic was reduced to almost nothing in the region as the high concentration of spirits gathered around what must be some point for passing into the world beyond.

Faith's Challenge

At the southern most tip of the Kharolis Mountain range is a collection of jagged rock formations. The dwarves of the region claim that the rock formations are unnatural, bent and twisted by a magical battle dating back to the time of wild magic. The highest peak in the region is known as Faith's Challenge. For generations the visitors have been brought to the edge of Faith's Challenge and given the test of faith.

The individual to be tested is instructed to walk to the cliff's edge and look at the ground hundreds of feet below. Then they are told to turn around and close their eyes. Then they simply must fall backwards towards the ground below. Those that have faith in their god will be saved and those that do not will fall.

The truth of the matter is that the edge of the peak is actually invisible. The magical battle that destroyed the region also caused portions of the area to become invisible. The individual being tested will fall back onto the invisible portion of the rock.

Heaven's Claws "Furrows"

Three enormous trenches run for miles parallel to each other along the west coast of the mountainous region of Sancrist. The sides of the furrows rise a hundred feet on both sides of the trenches and seem natural enough if not for the fact that the channels are unnaturally straight running from south to north, as if designed with a divine measuring stick. The gnomes of Mount Nevermind use the furrows for their land speed tests, finding the long smooth passages suitable to racing rockets and other inventions that require miles of track to run.

Life's Spring

West of the Thorbardin is a spring that trickles down from the rugged Kharolis mountain range. It appears to be a mundane spring in every respect except the water of the spring is constantly white and clouded. The dwarves call the water the "Milk of the Mountains" and have collected it for centuries. They use it in the preparation of many foods and consider it a fine drink. They claim that those who partake of these waters are gifted with unnaturally long life and abundant health.

Weeping Earth "Volcano"

On the eastern shores of northern Sancrist lies a great rumbling volcano. The area surrounding it is known as the Weeping Earth. This ever changing landscape is dangerous to travel as the terrain surrounding the volcano is subject to tremors and sinkholes. There are an abundance of underwater streams that give rise to hotbeds of scaling steam and tears of dark waters filled with volcanic ash, giving the rocky crags the appearance that they are constantly crying. Even the gnomes of Mount Nevermind considered the area too treacherous to experiment in. Since the Chaos War the area has been settled by a collection of Salamanders that have made caverns near the core of the volcano their home.

Windweavers

North of Thorbardin and South-east of Skullcap is a small canyon known for an unusual occurrence consisting of an infinite whirlwind. It's unknown if effect is the result of some ancient magical battle or if it's simply a natural effect caused by the shape of the canyon, but a continual dust devil swirls at the center of this place. Most of the time it is merely felt as a draft and is only noticeable by the small leaves and twigs that are swept around the perimeter of the canyon floor. When the weather gets stormy the whirlwind will grow in intensity and any poor unfortunate soul caught within the canyon will be tossed around.

The Canyon is best known by the name for a group of bards that visit the site annually and perform artistic rituals by playing music and throwing colored powered dust and colored bit of cloth into the whirlwind wind to watch them dance in swirling patterns around the canyon.

Editor's Note: These sites were originally posted on the Dragonlance-L mailing list.

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