
Solamnia - Ergoth - Qualinesti - Abanasinia - Thorbardin - Taman Busuk - Sancrist - Silvanesti - Goodlund & Balifor - the Plains of Dust - Icereach - the Minotaur Isles - the Blood Sea of Istar - The Dragon Isles - Taladus
The continent of Ansalon is approximately 1,300 miles from east to west, and 900 north to south.
Solamnia
Solamnia is the heart of the continent of Ansalon. It covers just under half of the land
mass of Ansalon -- 500 miles worth. Solamnia has just about every geographical feature:
fertile plains, three mountain ranges (the Vingaard, Dargaard and Garnet), the longest
river (the Vingaard), and the most important city, Palanthas (also known as Palanthus).
From Coastlund in the west, across Gaardlund, Nightlund, Hinterlund and further east to
the Estwilde, live a variety of people -- mostly humans, but small bands of ogres and
draconians are far too common. Originally located in the center of the Ansalonian
continent, Solamnia is now very much a sea-going state because the Cataclysm dumped three
oceans around its borders.
Palanthas
The city of Palanthas was once considered to be the center of all learning. The city is
divided into two parts: Old City, the building contained within the spokes of the
protective wall, and New City, the buildings added when Palanthas grew out of its
walled enclosure. A port city built on the Bay of Branchala, Palanthas contains one
of the two remaining Towers of High Sorcery, this one protected by the Shoikan
Grove, as well as the Great Library of Astinus.
Palanthas was the only city that was truly spared by the first Cataclysm; many
refugees from the rest of Ansalon came to the circular city in an effort to find answers
and a better life. Following the War of the Lance, the Temple of Paladine was
erected in Palanthas, and it became the center of worship for the gods of good. The
Blue Lady's war brought the first real threat to Palanthas in over three centuries:
remaining draconian troops and chromatic dragons under her command attacked and
destroyed much of the ancient city.
In the first year after the Second Cataclysm, the contents of Astinus's library have
disappeared and the Tower of High Sorcery has been destroyed.
Palanthas is situated at the entrance to a northern bay, making it Solamnia's most
important port. Guarding the only overland passage to the city, through the
mountains, the High Clerist's Tower blocks any access to the city. It was said that
the Tower would never fall as long as men of faith defended it. Sadly, the Solamnic
defenders never faced men of faith in the field, and the Tower fell to the Knights of
Takhisis during the Summer of Chaos.
Kalaman
This city is considered to be the northeastern jewel of Solamnia, A port town, it is
located between Nordmaar and the Estwilde, and on the mouth of the Vingaard
river. In pre-Cataclysm times, Kalaman was Istar's bitter rival in the sea trade and
was, at one point, completely blockaded by the Istarian navy. In more recent times,
Kalaman was partially destroyed by the Red Dragonarmy during the War of the
Lance, though it was liberated by the Golden General during the final days of the
war.
Caergoth
This port town is one of the primary shipbuilding locations in Solamnia, in addition to
Palanthas and Kalaman. Located on the southern shores of Solamnia, along the
Straits of Schallsea, Caergoth is a major stronghold of the Knights of Solamnia, as
well as a major fishery.
Garnet
This province of Solamnia was 'rented' the dwarves of Thorbardin so that they might
mine the area. Though the dwarven citizens of Garnet regard themselves as a
sovereign nation, they remain loyal to Solamnia -- in part, perhaps, to prepare an
invasion of the evil nation of Lemish, to the east.
Dargaard
In the days before the Cataclysm, this was the home of the Death Knight, Lord Soth,
then a Knight of the Rose. Because of Soth's betrayal, the land known as Knightlund
is now known as Nightlund. During the War of the Lance, the keep was one of the
major strongholds of the Blue Lady and her Dragonarmy.
Solanthus
This city is yet another of the Solamnic ones that fell to the dragonarmies during the
War of the Lance. Solanthus was captured by the Blue Dragonarmy, and though the
forces of darkness were eventually driven from the town, much of the surrounding
countryside was destroyed.
Vingaard
Vingaard Keep was the home of the Knights of Solamnia for many centuries,
stretching back to the Third Dragon War when Huma walked the land. Vingaard
Keep remained the stronghold of Solamnic power until after the war, but strangely
little has been heard of the Keep since then. The city of Vingaard was occupied by
the Dragonarmies during the War of the Lance, thousands of years later, and many
ruins were uncovered by the occupying forces. These ruins have yet to be explored.
Ergoth
Originally, Ergoth was the mightiest empire in the land. Founded around 2600 P.C. by
Ackal Ergot, the empire once spanned much of the continent of Ansalon. When the fiery
mountain struck Krynn, the lands of Ergoth were splintered off from the rest of the
continent of Ansalon, and this mass of land was broken into two pieces. Bordered on their
eastern shores by the Strait of Algoni, and with the Strait of Ergoth separating them,
Northern and Southern Ergoth became even less important in the history of Krynn.
Northern Ergoth
A mountain range runs the length of Northern Ergoth, splitting the forests of the east
and the plains of the west. Along the southern edge of the isle is a wasteland which
neither the human nor the kender claim. Emperor Mercadior rules the western plains,
while the kender inhabit Hylo in the forests of the east. Both the human and kender
settlements are beset by small bands of ogres and
goblins which still roam the lands freely. The southwestern corner of the isle is
perhaps the most 'civilized' because of its numerous castles and towns.
Kenderhome (Hylo)
Hylo is the only major city which remains on Northern Ergoth -- the rest were
destroyed by the Cataclysm (which transformed Hylo into a port town). The kender
dwell in the forests east of the mountains on the island, toward the northern end. The
Straits of Algoni flow to the east protecting their smaller inhabitants from that
direction, as the mountains keep the Ergothian empire of the west from expanding.
The city of Hylo is about 150 miles north of Goodlund, the nearest kender settlement.
Southern Ergoth
The 'C' shaped island of Southern Ergoth is much more densely populated that its
northern counterpart, especially since the elves of Silvanesti and Qualinesti invaded
the territory. In addition to sharing the island with the ogres who control Daltigoth,
the old capital of the now diminutive Ergothian Empire, the Knights of Solamnia have
an outpost on the island and the Kagonesti elves have lived here since the Cataclysm.
The northeastern part of the island is a barren wasteland, whose inhabitants are
mostly goblins. Mountains split the Morgash Bay (or Bay of Darkness) from the
outer shores of the island. The western shores are protected from the goblin nations
by the Solamnic outpost, while the south central region is mostly forest, housing the
Qualinesti, Silvanesti and Kagonesti.
Within the mountains lies the infamous and long-forgotten Foghaven Vale, location of
the tomb of Huma Dragonbane, hero of the Third Dragon War. In 12 SC, Gellidus the White
captured Southern Ergoth. Elves fled to the isle of
Cristyne, and the humans there fled to Sancrist. The island has since become a
glacier, with the Straits of Ergoth and Algoni becoming dangerous watery graves.
Sancrist
The isle of Sancrist is distinctly divided in two halves: the mountainous northeastern
part of the island, which houses Mount Nevermind, home of the gnomes, and the southwestern
part of the island: plains and forests where the humans live. Castle Uth Wistan, home of
Knight of the Rose (and Grand Master), Lord Gunthar, is the central human base, as well as
a Solamnic Outpost.
Another feature of the land of Sancrist is that within the Solamnic territory resides the
Whitestone Glade. The location of Vinas Solamnus's epiphany which inspired him to create
the Knighthood almost two millennia before the Cataclysm, the Whitestone was said to have
been blessed by the Kingpriest. This was the location where the many nations of good met
during the War of the Lance to discuss the fate of the dragon orb, and the place where the
legendary dragonlance was returned to Krynn.
Bordered on its western shores by the Sirrion Sea, all trade flows eastward from the
island to the mainland. To Sancrist's south is the smaller isle of Cristyne, now home to
many refugees of Southern Ergoth who fled following its capture by Gellidus the White in
12 SC.
Closer to home perhaps, is the capture of Mount Nevermind by the red dragon,
Pyrothraxus, eight years after the second Cataclysm. It is said that many years ago, when
the Knights first arrived on Sancrist, the gnomes were afraid that they were going to
conquered by the new inhabitants. So they devised a
foolproof scheme to make what is now known as Mount Nevermind disappear. One
morning, every Solamnic on the island awoke to the smell of rotten eggs and thousands of
gnomes running out of the mountain, coughing.
When one of the elder Knights asked what the name of the mountain was, he received a
traditional gnome answer: "webelievethatthismountainisformedfrommagmaandlava..."
The Knight's response was "nevermind." Impressed with this remarkably brilliant
and short name for their home, it was immediately adopted.
Abanasinia
The plains of Abanasinia found themselves near the shores of the New Sea, created after
the Fiery Mountain struck Krynn. Perhaps the most relaxed region of Ansalon, the plains
are home to numerous tribes of plains barbarians, as well as the cities of Solace, Haven,
Gateway and at least one hill dwarf community.
Though many of the villages and towns were destroyed in the War of the Lance, and again
following the second Cataclysm, the inhabitants continue to rebuild their homes. The tree
town of Solace is perhaps the most significant village in Abanasinia, for here the
legendary Majere family lives among the mighty vallenwood trees. Here also is the Inn of
the Last Home, the most famous inn of any sort on Ansalon.
North of Solace are the shores of Crystalmir Lake, and southwest of the lake are the
boughs of Darken Wood, where the living dare not enter. Its borders are protected by a
legion of undead soldier, and the wood is governed by the mysterious Forestmaster.
To the east lie the grassy plains, home of the barbarian tribes. If one ventures eastward
further, the plains gradually become a huge swamp, which houses the ruins of Xak Tsaroth.
Abanasinia is perhaps the most sheltered of the many regions of Ansalon: with Thorbardin,
the Kharolis Mountains and the Neidar (hill dwarf) communities to its south, the swamps of
Xak Tsaroth, the Eastwall Mountains and New Sea to the east, the Straits of Schallsea to
the north and Qualinesti to the west, Abanasinia is well protected.
Qualinesti
Home of the refugees of Silvanesti following the Kinslayer War, this nation of elves was
founded by Kith-Kanan. The capital of Qualinesti is Qualinost, where the Tower of the Sun
is built. This is where the Speaker of the Suns resides.
The woodland surrounding the elven nation is known as the forest of Wayreth, where the
Tower of High Sorcery is located. This tower has the ability to reappear within a wide
area, and sometimes appears inside the borders of Qualinesti.
The city of Qualinost is surrounded by four watch towers, connected by four golden arches,
which define the city's limits. In the center of the city is the Hall of the Sky, the
center of the city. Qualinesti is located just to the east of the Kharolis mountains and
to the southwest of the lands of Abanasinia.
The Straits of Algoni border on the elven forest's western shore, which lies just
southeast of Southern Ergoth.
Unfortunately, despite all of Qualinesti's defenses, the great green dragon
Beryllinthranox
was able to capture the forest when she demonstrated her ability to drain the elves' life
force. She forces the elves to search for the Tower of Wayreth, in an attempt to increase
her power.
Thorbardin
Nestled in the middle of the Kharolis Mountains, the mountain range his home to five of
the most important locations on Ansalon: Qualinost, Solace, Thorbardin, Skull Cap and Pax
Tharkas. The Kharolis run from just north of Ice Mountain Bay north to Abanasinia.
The dwarven kingdom of Thorbardin spans 22 miles from north to south, and 14 from east to
west. It contains seven major cities, three warrens which are used for farming, and the
burial area for all of the dwarves. In the center of Thorbardin is the Urkhan Sea. The
most amazing thing about Thorbardin is not anything that is listed above -- it is that it
is entirely underground. Lighted by an ingenious system of openings which filter light
from the surface, and protected by Northgate and Southgate, the only two entrances to the
mountain kingdom, Thorbardin is truly a fortress. In the middle of the Urkhan Sea is a
giant stalagmite, connected to the
surrounding shores by pulley-run boats, which is really the 28 story fortress of the Hylar
Clan: the Life Tree.
The fortress of Skullcap lies near the dwarven delvings. It was once a proud fortress,
which was destroyed during the Dwarfgate War by one of the four spells of Fistandantilus.
Pax Tharkas is a citadel which lies between Qualinost and Thorbardin, built in the time of
Kith-Kanan. It was captured by the dragon Highlord, Verminaard, but before the end of the
war, the Heroes of the Lance were able to retake the fortress.
After the Cataclysm, Thorbardin was sealed off from the world -- the great gates were
closed. Such was the skill of the ancient craftsmen that when they are sealed, both
Northgate and Southgate appear to be nothing more than a continuation of the
mountainside. The great gates were opened again around the time of the War of the Lance,
but have since banged shut again: following the dragon Beryllinthranox's attempts to
conquer Thorbardin.
Those dwarves opposed to the idea of sealing the dwarven kingdom followed Severus
Stonehand to the Khalkist Mountains in the north to recapture the kingdom of Thoradin.
Those Neidar dwarves living outside the mountain in their villages have fled to
Abanasinia.
the Plains of Dust
The Plains of Dust lie to the south and east of the Kharolis Mountains and the dwarven
kingdom of Thorbardin. In pre-Cataclysm times, the largest city in the region, Tarsis, was
once a bustling port. It was famed for its library, schools, marketplace and temple.
However, with the advent of the Cataclysm, the famous winged ships of Tarsis found
themselves landlocked, many miles from Ice Mountain Bay. The plains surrounding Tarsis,
which were once grassy tundra, have died.
Winds blow across the now desolate plains, threatening any sort of life which is foolish
enough to venture upon them. Little was known about the Plains until after the War of the
Lance, when the Companions traveled to Tarsis. At the same time, the Red Dragonarmy
attacked and destroyed the city.
The Lord of Tarsis wishes to build a road from Tarsis to the sea, in order to revitalize
trade in the region. Tarsis is also connected to the Southgate of Thorbardin, which has
resulted in a profitable trade.
As it did after the Cataclysm, both Tarsis and the Plains of Dust have faded in
importance, as they do not impact events up Ansalon in any significant way.
Icereach
This land, south of the Plains of Dust, is notable only for one thing: Icewall Glacier.
The chill winds and harsh climate prevent much of any sort of civilization. The only
creatures truly comfortable with the conditions here are the white dragons -- in fact this
is where the remnants of the White Dragonarmy regrouped after the War of the Lance.
Icewall Glacier begins just south of the town of Zeriak, last outpost of the Plains of
Dust.
Many have wondered if Icereach is really a continent in and of itself -- land lies beneath
the snow and ice just south of Zeriak, but when the thickness of the ice increases to
depths of up more than a mile further south, things become more complicated. Some ice
barbarians have ventured into the caves and crevasses of the southern reaches of Icereach,
but report that the caves seem to continue downward forever. Some have not returned at
all.
Taman Busuk
Taman Busuk is the melting pot for all the 'evil' races of Ansalon. This region contains
three of the most important dark cities: Sanction, Neraka and Gargath. Taman Busuk borders
the Estwilde and Kern in the north and Zhakar in the south.
For the most part, Taman Busuk is a mountainous region, with the exception of the
wastelands located in the south. The Khalkists are broken in few places, most notable
Godshome and Gargath. As a state, Taman Busuk is very weak, but the cities within it are
much more important.
Sanction
Sanction was once a human town, but the humans there have been displaced by the
Blue Dragonarmy. Sanction is a port town, surrounded by volcanic mountains, the
most notable are the Lords of Doom: three volcanoes who spew forth lava, which
has destroyed parts of the city.
Here lies the primary Temple of Takhisis, where the Good Dragon eggs were
contaminated, creating the draconians. This is also the place of initiation into the Dark
Queen's priesthood for Highlord Ariakas.
Neraka
Neraka is the home of the Dark Queen's Temple of Darkness. Raised 141 years
after the Cataclysm, the original cornerstone of the Temple of Istar is the seed of the
twisted temple. The city itself is really nothing more than a living place for Takhisis'
minions. In addition, barracks were installed for the five dragonarmies gathered
around Neraka.
When travelers found the city, they mistook it for the 'Lost City of Neraka.' Those
who survived the dark legions have named the city 'Neraka.' The city erupted into
chaos at the end of the War of the Lance, when Highlord Ariakas was killed by
Tanis Half-Elven and the Ruling Crown was thrown into the Dragonarmies.
Gargath
Originally the home of the Tower of Gargath, which housed the Graystone, the city is
simple a cluster of dwellings clustered around the ruined tower. The tower itself is
rumored to have many different locations, perhaps as a result of the changeable
nature of the Graystone's lingering magic.
Godshome
This land formation is obviously of celestial origin: it is a bowl-shaped depression in
the top of a mountain, which contains a huge circle of polished black rock. Little is
known about Godshome, but several significant events happened here. The
Companions witnessed the transfiguration of the befuddled wizard, Fizban, into his
true form: the mighty god, Paladine. This was also the place of the death of Flint
Fireforge, Hero of the Lance. Flint was escorted to the afterlife by Paladine himself.
the Dragon Isles
The Dragons Isles lie eighty miles to the north of the Cape of Nordmaar. Little is known
about these islands -- they are all but impossible to reach as they are magically
protected.
From east to west, the names of the islands are: Alarm, Mind, Misty Isle, Jaentarth,
Heart, Berann, Winged Majesty and Tayol. All the islands average, at most, ten miles in
diameter but reflect almost ever type of terrain imaginable.
The islands are located in the center of the topics -- the center of Krynn. The Irda
inhabit at least one of the islands; the good dragons inhabit the City of Gold, capital of
Misty Isle, though little is known of them. However, after the destruction of the Irda
prior to the second Cataclysm, and following the Summer and War of Chaos, little is known
about the fate of the islands.
Silvanesti
Silvanesti is the original elvenhome, the forest where the great elflord, Silvanos,
founded a dynasty of kings and a powerful nation of elves. After driving out the dragons
in the First Dragon War, the Silvanesti settled down in and around the great capital city
of Silvanost.
Silvanost is situated in the center of the forest, on an island. The Than-Thalas River
(the
Lord's River) runs through the land, splitting just north of the city and converging just
south of it to form an island. Passengers are ferried from the mainland to the island by
giant turtles, which pull large barges.
During the War of the Lance, the Speaker of the Stars, Lorac Caladon, attempted to use a
Dragon Orb to protect his land from an invasion by the Dragonarmies. The orb was too
powerful for Lorac, and captured his soul within it. So strong was Lorac's connection with
the land that his nightmare -- trees weeping blood -- became reality, perverting the tall
aspens of Silvanesti. Until the spell was dispelled by Porthios Kanan, descendant of the
royal line of Qualinesti, dispelled the curse, the forest was known as the Bleeding Wood.
Silvanesti is located to the east of the Plains of Dust, and to the southwest of Goodlund
& Balifor (Kendermore). In the fifth age, Silvanesti has been mysteriously surrounded
by a magical field, which keeps the Great Dragons from attempting to claim the land.
Goodlund & Balifor
Balifor has two cities of note: Port Balifor and Flotsam. The latter name is appropriate
not just for the city, but for the entire region as well: Port Balifor (and Flotsam, for
that matter) is composed mainly of rowdy taverns and unsavory sorts. The most remarkable
thing about these cities, aside from the filth is the ready availability of items on the
black market and the crime which takes place beneath the wharves of Port Balifor.
Port Balifor is north of Silvanesti, situated on the eastern shores of the Bay of Balifor,
and separated by a straight which leads to the Bay. The city is bordered on its eastern
edges by sandy wasteland, the same sort that its western neighbor, Khur, shares. Flotsam
is located to the north, and sits on the Blood Bay, which is just off the Blood Sea of
Istar.
The Goodlund peninsula, on the other hand, is inhabited mostly by kender; this region may
also be know by the name of Kendermore. Goodlund lies to the east of Balifor, though the
deserts of the western nation are encroaching on the western plains of Goodlund. Further
east, the forests of Goodlund cover the middle portion of the peninsula. The eastern most
edge of the peninsula is a barren savannah, known as the "Laughing Land."
Following the Second Cataclysm, the peninsula of Goodlund was attacked by the great
dragon Malystyrx. The kender, led by Riverwind, Hero of the Lance, mounted an attack
against the dragon and were defeated. The kender have since fled the region, which has
become known as the Desolation.
the Blood Sea of Istar
Little is known about the Blood Sea of Istar. Perhaps the best place to begin is before
the
Cataclysm. Istar was a bustling seaport, the center of religious worship in the world. At
the mouth of a river, Istar was the center of trade which serviced the plains surrounding
it for hundreds of miles to the south and west.
When the gods threw the firey mountain down upon Krynn, it descended directly upon the
Temple of the Kingpriest in the center of the city. As a result of the impact, the city
and the surrounding lands fell several hundred feet, forming the bottom of the ocean as
water from the Sirrion sea covered the grassy plains.
All the water within the Blood Sea has a strange and distinct color -- red. Hence the name
the Blood Sea. Rumor has it that the color is the result of the blood of many victims who
lost their lives during Krynn's most terrible hour.
Sailing along the shores of the sea is as safe as sailing anywhere else on Krynn, but
mariners avoid the maelstrom in the center of the sea, where the lost city of Istar is
located. The huge whirlpool at the center of the great storm draws all foolish enough to
get caught into its current to their doom. In reality, the red color comes from the
constant motion of the water disrupting the still-fertile soil of the plains below the
waves.
The city of Istar still exists beneath the waves. Sea elves save mariners who are
unfortunate enough to sail into the maelstrom. Pockets of air and plenty of stored food
allow those who survive the waters a second chance at life below the waves.
the Minotaur Isles
Also known as the Blood Sea Isles, these four islands are the home of sea barbarians and
minotaur. Legend states that when the firey mountain struck Krynn, these islands survived
because of their innocence of the guilt of Istar. More likely, however, is the fact that
these islands were originally part of the coastal islands bordering on the Courrain Ocean,
and survived due to their altitude.
Saifhum
This isle is the home of many sea barbarians, and not much else. The rocky highlands
do not sport much in the form of anything living. The only real evidence of civilization
is the capital, Sea Reach, which lies on the southwest shore of the island. Saifhum is
the western most island of the four.
Karthay
This largest island is also furthest north, and is shaped somewhat like a crescent
moon. The dry plains in the eastern and western portions of the island are interrupted
only by high peaks, known as the Worldscap Mountains. The only evidence of
civilization is Winston's Tower -- a ruined lighthouse.
Mithas
Mithas lies directly to the south of Karthay, and is one of the minotaur isles. Along
the southern shore of the island are four volcanic peaks, a sharp contrast to the rest
of the island's grassy plains. The capital of Lacynos (Nethosak) lies on the western
shores, and is sheltered from the ravages of the Blood Sea by the Horned Bay.
Kothas
Though it does not have the volcanic problem of its northern neighbor, Kothas
doesn't have the vegetation to make up for it. Minotaur rule this island, along with
human pirates who live in the capital of Kalpethis. Kothas lies to the south of Mithas,
and Kalpethis lies on the southwestern shores of the island.
the Continent of Taladas
The continent of Taladas was devastated by the Cataclysm as was Ansalon, though not to
the same extent. Taladas experienced a single tremor, which left the eastern third of the
continent uninhabitable. Of the remaining land available, most civilization is
concentrated in Southern Hosk. Taladas is located north and east of Ansalon.
Southern Hosk is the most populous region. Divided into three main regions, the land is in
constant turmoil.
Thenol
The Thenol army controls most of the southern part of this region. To augment their
ranks, the priests of Hith (Hiddukel), god of Bargains, have raised the dead and
incorporated them into their army.
the League of Minotaurs
This group of able warriors and politicians controls the northern portion of this
region. The minotaurs have managed to subjugate many other races in the region,
including humans, dwarves, elves and some kender. The minotaur serve Sargonnasas do their
Ansalonian counterparts.
Armach
The Armach Kingdom is an elven kingdom. Originally Silvanesti mariners who were
blown off course, they reached Taladas, discovered a large portion of Southern
Hosk which was forest land, and adopted it as their home. They established a
kingdom much like the Silvanesti one they left behind. The Armach elves do not
know what happened to their Ansalonian cousins, but have decided to remain in
Taladas.
Minor Powers
Many other smaller nations are also part of Southern Hosk. The Hulderfolk live a
forest much like Wayreth forest: the wood magically changes shape.
The Bakali, or dragonmen, are one of the 'lost races' of Ansalon. Here on Taladas,
they live in the swampy regions of Blackwater Glade. This land, which borders
Thenol, is seen as useless, and therefore has remained the uncontested domain of the
Bakali.
Marak Kender live in the valleys of the same name. This land has also remained
unconquered, mostly because of the fact that like their Ansalonian counterparts, no
rational being wants to deal with trying to keep kender in line.
Other inhabitants of the Steam Mountains are the Fianawar Dwarves and the Dragon
Knights. These dwarves are a dour race, living outside the mountains because of
their fear of the underground. The Dragon Knights are also known as the Knights of
the Othlorx. They live in small villages, in league with the neutral dragons who live in
the high peaks. These people may have become knights and have bonded with a
dragon, much like the Dragon Highlords did with their mounts.
Northern Host is inhabited mainly by the following races: the Uigan, the Elven Clans,
the
Alan-Atu and the Ilquar goblins. These races are mainly nomadic, and are known to war
amongst themselves on a regular basis.
The peoples of the Shining Land live in a barren ice desert. These plains are plagued
by
fairly regular storms, which are very much like the magic spell Ice Storm. People here
navigate with the use of glass ships, and generally live within mountains to protect
themselves from the elements.
The Payan Mako are a community of simple folk who live off the land and the sea. They
are a sea-going nation, and fish the waters near their homes. These people are peaceful,
though they defend their homes against the ravages of the shark men and demon men
(hobgoblins) if they are threatened.
The Cha'asii elves live in the forest land of Neron. The thick forest is perfect for these elves: they remain secluded from the rest of the continent, and they use a unique form of nature magic.
The Rainward Isles are perhaps the most blessed isles on all of Krynn -- following the
Cataclysm, humans, kender and dwarves banded together to protect each other from the
ravages of their newly changed land. The Ring Mountains are home to the Abaqua (ogres), a
primitive and brutish race. However, unlike their southern Ansalonian brothers, they are
capable of compassion.
Most dangerous, perhaps, are the gnomes of the Burning Sea. Unlike Ansalonian gnomes, it seems that some of their inventions actually work -- and are quite effective weapons. The two factions, the gnomoi and the minoi (the gnomoi actually invent things which work) work together, and have built a fleet of ships to travel on the lava of Hitehkel, the Burning Sea. The gnomes live in huge towers.