Takhisis was sister to Gilean and Paladine, and was the goddess of control and Evil. Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. She was the head of the Evil gods, consort to Sargonnas, and mother to Zeboim and Nuitari. Takhisis was responsible for the corruption of the Chromatic Dragons, and appeared in one form as a dragon with heads of blue, black, white, red, and green.

During the Third Dragon War, Takhisis attempted to conquer Ansalon. She was defeated when a Knight of the Crown named Huma thrust a Dragonlance into the heart of one of her aspects. Huma exacted a promise from her, sworn "by the High God, to leave Krynn and never enter it again." She would renege on that promise during the War of the Lance, when her chromatic dragons entered the world again. Ansalon was nearly conquered by her Dragonarmies, led by Ariakas, the self-proclaimed Emperor of Ansalon.


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During the Chaos War, Takhisis had new followers in the form of the Knights of Takhisis, created by Ariakas' son, Ariakan. They nearly conquered Ansalon, when the mad god Chaos attacked Krynn. She forced the gods of Good to withdraw their support from their followers so that her Knights of Takhisis could unify Ansalon and be in a position to fight the mad god. During the final battle with Chaos, Takhisis had supposedly fled to save her own hide. In reality, Takhisis moved Krynn from its place in time and space to a spot in the universe that not even Zivilyn could see.

Takhisis spent nearly 40 years in the early Age of Mortals recuperating from the monumental task of stealing a world. In that time, the Dragon Overlords appeared and conquered Ansalon. Takhisis disguised herself in this time as the Shadow Sorcerer and taught the ways of sorcery to Palin Majere and, in secret, to Dalamar. She encouraged the discovery of ambient magic so that she could use the dead to steal its power. In the years leading to the War of Souls, magic was fading even as Takhisis' power grew.

Also during this time, Takhisis searched the world, ensuring she was the only divine power remaining, and was astounded to discover one other power. In her search, she found a slumbering godling, which she awakened in 404 AC and decided to manipulate and make her own tool of vengeance against the world. She sent this young girl to the isle of Schallsea, finding amusement in having the young girl raised by her enemies, before she took the girl, who was named Mina under her wing. In the guise of the One God, Takhisis made Mina her first cleric in the Age of Mortals.

Mina would soon take control of the Knights of Neraka (formerly the Knights of Takhisis) and lead an army of the dead in the latest bid to conquer Ansalon. When the gods rediscovered the location of Krynn, they stripped Takhisis of her immortality. Paladine was likewise made a mortal to maintain the Balance. Takhisis was run through by a broken dragonlance, wielded by the elf prince Silvanoshei. Takhisis was buried by Mina in a tomb whose location is unknown. The gods have covered it up and erased all memory of where it might be.

Shadow of the Dragon Queen is first and foremost an adventure path as part of a dragonlance campaign set in Advanced Dungeons and Dragons 5e, but we get a few extra goodies here and there. The book is 224 pages in length and seems to be retailing for $49.99 at most places (though you can find some discounts) and is a bit on the short side compared to other releases at that price that are usually closer to 250 pages.

Speaking as someone who started unfamiliar with Dragonlance lore I felt this section did a great job of giving me the overview of Krynn and its history. This is NOT a setting book though. We get just enough pages worth of lore for the adventure path, but Dragonlance is just too vast and deep to get in fully fleshed out in the space allowed.

A pleasant return to an underused mechanic, we get 6 fully fleshed out sidekick characters with unique sidekick stats and progression tables. Even outside of the adventure path these are wonderful additions to your own campaign with the flavorful character work already done for you.

But back to the adventure path. Players are in the middle of a continent spanning war and are working directly with an army. This is NOT a sandbox, and the adventure is fairly linear. I will say it does a great job of allowing for different outcomes and player decisions for each quest, but the overarching story beats and progress are locked in.

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Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.

The fictional Dragonlance world of Krynn contains numerous characters, an extensive timeline, and a detailed geography. The history of Krynn consists of five ages. The novels and related game products are primarily set in the fourth age, The Age of Despair. Since the publication of Dragonlance: Fifth Age in 1996, the fifth age, the Age of Mortals, has been used.[1] The Heroes of the Lance, created by Weis and Hickman, are the popular protagonists of the Chronicles trilogy. Along with D&D's world of the Forgotten Realms, Dragonlance is one of the most popular shared worlds in fiction.

Hickman developed his world creation technique by writing and self-publishing with his wife Laura the adventure modules Rahasia (1979) and Pharaoh (1980), and writing TSR's Ravenloft module (1983). He was unemployed in 1982, and TSR offered him a job based on his submission of several modules.[2] That year, while driving from Utah to Wisconsin to start a job with TSR, Hickman and his wife created the Dragonlance universe concept. During the trip, Hickman and his wife discussed two ideas they had had for several years: an entire world used to support a storyline, and a world dominated by dragons.[3]

Their ideas were well received by TSR, whose marketing department felt they had enough dungeons, but not enough dragons. Hickman suggested a series of twelve modules, each featuring a different dragon. TSR employee Harold Johnson suggested that Hickman should try to get additional support from other TSR staff members and, after a period of months, Hickman had the support of Jeff Grubb, Larry Elmore, Roger Moore, Doug Niles, Michael Williams, and others with whom they discussed ideas for the project. Meanwhile, Weis was editing and writing various Endless Quest books for TSR. The Dragonlance group decided that novels should accompany the game modules; TSR reluctantly agreed and hired a writer.[3] Hickman became the design coordinator for Project Overlord, the cover name for what would later be known as the Dragonlance saga.[4]

TSR decided to create a franchise, including modules, board games, lead figures, and - for the first time - novels. Weis had been hired as an editor; with Hickman, she began working with the author hired to write the novels. They weren't satisfied with the author, and decided they should be the ones to write the books.[2] They collaborated over a weekend, writing the prologue for the first five chapters of the first novel,[2] Dragons of Autumn Twilight, based on the module Dragons of Despair.[5] TSR liked their treatment and gave them the assignment, firing the author. After two years of development, TSR released the module Dragons of Despair and the novel Dragons of Autumn Twilight in March and November 1984, respectively.[6][7] TSR had doubts about the finished novel's sales potential, and attempted to order thirty thousand copies, ultimately ordering the minimum print run of fifty thousand. The success of the novel prompted TSR to publish more copies to meet demand.[2] The novel was written after the completion of the first Dragonlance game modules. Weis and Hickman felt this was constraining and made the novel feel too episodic, so they reversed the process for the next books and completed the novels before the related modules were written.[8] Dragonlance received support products such as novels, calendars, computer games, and books of artwork.[9]

In the mid to late 1980s, a rift developed between TSR and the authors. Weis and Hickman were feeling under-appreciated and, when TSR turned down their Darksword series of novels, they went to Bantam Books. Bantam made them an offer, which they accepted, and they stopped writing Dragonlance novels for TSR.[2] They returned to write Dragons of Summer Flame for TSR in 1995, thinking it would be their final Dragonlance novel. At the time, Dragonlance gaming had been converted to the SAGA System, with limited success, and that, combined with TSR's general financial troubles, put the setting's future in doubt. Wizards of the Coast bought the troubled TSR in 1997, and Weis and Hickman then proposed the War of Souls trilogy, which was published in 2000-2002. All three novels made the New York Times bestseller list, and the setting was commercially revitalized.[3] By 1998, the original Dragonlance trilogy had sold well over three million copies worldwide and spawned dozens of sequels.[10] The central books of the Dragonlance series were written by the authoring team of Weis and Hickman, but many other writers have made contributions, including Richard A. Knaak, Douglas Niles, Roger E. Moore, Don Perrin, Jean Rabe, Paul B. Thompson, Tonya C. Cook, Michael Williams, Nancy Varian Berberick, and Chris Pierson. 152ee80cbc

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