Knights of Solamnia
Three orders, one unbroken oath. The Rose commands. The Sword fights. The Crown holds the line. The Dragonarmies call them relics — the relics are still standing.
[ WAR OF THE LANCE — ANSALON — THE GODS HAVE RETURNED ]
The Dragonarmies are marching. The gods are returning. Ansalon will not survive another Cataclysm without you.
[ ALLEGIANCES OF ANSALON ]
Join a great power or find your footing in the spaces between them. Faction determines who trusts you, who hunts you, and what the world will let you become.
Three orders, one unbroken oath. The Rose commands. The Sword fights. The Crown holds the line. The Dragonarmies call them relics — the relics are still standing.
Five wings. One Queen. Red, Blue, Green, Black, and White — each with its own Highlord, its own dragon flights, its own method of making the world kneel. The war is going well. Ask any prisoner.
Three robes, three moons, one Test. The Conclave governs all arcane magic on Krynn. Mages who skip the Test are Renegades — and the Conclave's Hunters will find them. Every mage chooses: White, Red, or Black.
The gods came back. Most of Ansalon hasn't caught up yet. The Holy Order is every cleric whose deity answered — Good, Neutral, and Evil alike, held in uneasy coalition by the fact that the silence lasted three hundred years and no one wants it to return.
Founded in the Kinslayer Wars, still fighting by the same principles — hit fast, hold nothing, melt into the forest. Kith-Kanan's heirs are not all elves anymore. They accept whoever is willing to fight the Dragonarmy the hard way.
Nobody elected them. Nobody signed a charter. The Brotherhood runs the gray economy of Ansalon — smuggled routes, forgiven debts, favours that get repaid in useful ways. Self-sufficient by necessity. Loyal by choice.
These are the great factions. Dozens of smaller allegiances — merchant guilds, guard companies, vigilante bands, criminal clans — operate at the locale level. Your reputation with each one is tracked.
See all factions →[ WHO YOU ARE IN ANSALON ]
Thirteen starting archetypes. Every one a different configuration of what you can do — not a ceiling on what you become. Wizards branch further into eight schools of High Sorcery once they pass the Test.
Wizards branch further, once they pass the Test of High Sorcery
Characters begin at Lhambor-Kanan with a starting capability set, no permanent class lock, and every faction door still open. Depth comes from the world — not from a creation questionnaire.
[ ARCANE FOUNDATIONS OF KRYNN ]
Every arcane mage on Krynn draws power from a moon. Two of them rise where anyone can watch them. The third is only visible to those who swore an oath they can't take back.
The bright moon · White Robes
Solinari's phase shifts White Robe potency from peak to nadir in a cycle that every Conclave mage in good standing tracks religiously. At full, spells hold with unusual certainty. At nadir, even perfect technique yields less. The Towers of High Sorcery face its rise.
The bargaining moon · Red Robes
Neither blessing nor burden in the way the other moons are. Lunitari's phase charges what a spell actually costs — not demanding devotion, just measuring it. Red Robes understand transaction. Their moon operates on the same principle.
Invisible to most · Black Robes only
The black moon is real. Every arcane scholar acknowledges it exists. What they cannot do — if they haven't sworn to it — is see it, track it, or know when a Black Robe is casting at peak power. Black Robes keep their timing to themselves for a reason.
The High Sanction — all three moons simultaneously full — is a rare world event. When it occurs, all Conclave mages of every robe are notified. It does not happen on a schedule.
[ WORLD STATE ]
No queues, no lobbies. Cross into contested territory and the consequences are immediate. Ground your faction takes is held until another faction earns it back — or takes it by force.
Every zone persists. Trees grow back. Mines exhaust and recover. Every settlement from Palanthas to Lhambor-Kanan has an economy that responds to what players and factions do in it.
Start a session on desktop, finish it on the train. Same character, same world, every device.
Forge from Krynn's materials
Wield every weapon class
[ KRYNN CALENDAR ]
The world calendar governs moon cycles, harvest yields, faction supply lines, and the difficulty of travel through mountain and tundra sectors. Some months, the gods feel closer.
The long cold winter.
The warming days of spring.
The hot days of summer.
The cooling days of autumn.
The game's name comes from the ninth month — the turn of the year, amber light and long shadows, the moment before the cold returns.
[ WORLD STATUS ]
[ LHAMBOR-KANAN GATE ]
Follow development and be among the first through the gates.