Legends of the Twins (3.5e)
In the wake of the War of the Lance¸ the evil archmage Raistlin Majere plots to take his place as a god in the heavens - while his twin brother Caramon begins a quest of his own. Their journeys span the centuries and forever change the face of Krynn.
"The sourcebook offers rules for character traits to further deepen the roleplaying experience¸ along with the magical rules that govern travel upon the River of Time. It is rich with source material¸ detailing past eras of Ansalon's history¸ alternate version of Krynn never before seen¸ and both stats and descriptions of the saga's most beloved characters.
b>Create Your Own Legend…
One twin plots in a dark tower¸ mastering the arcane forces of magic and learning the secrets that will allow him to enter the Portal and challenge the gods themselves. The other twin hides from personal demons at the bottom of a bottle¸ not yet having found the courage and wisdom to become whole. Their legend will change both the history of Krynn and its future.
The legends of other heroes stand waiting to be written. Personal journeys¸ great quests¸ and heroic sacrifices all lie ahead. Sometimes it is not the world that needs to be saved¸ but a soul. The River of Time not only provides the chance to find the forgotten history of Krynn¸ but a chance to visit the world as it might have been. Discover an Ansalon untouched by Cataclysm¸ where the Godpriest reigns supreme; visit a magocracy¸ a land in which the Orders of High Sorcery rule through the power of magic; roam the dragonlands¸ crushed under the terrible might of the Dark Queen and her dragon highlords.
Legends of the Twins is a resource for games set in the world of DRAGONLANCE. Inside one will find information for players¸ including variant rules for character traits¸ new feats¸ prestige classes. New spells and magic items allow characters to journey across the River of Time. Dungeon Masters will discover an amazing wealth of campaign possibilities¸ including travel into Ansalon's distant past or many different alternate versions of the world-available to introduce into a current campaign or as a launching point of one that is entirely new. All information within this volume is fully compatible with the revised edition of the d20 System game.
Product History
Legends of the Twins (2006)¸ by Tracy Hickman¸ Margaret Weis¸ Chris Pierson¸ Seth Johnson¸ and Aaron Rosenberg¸ is the third Campaign Setting Companion for Dragonlance 3e. It was published in February 2006.
Continuing Sovereign's Dragonlance Saga. Following the publication of the Dragonlance Campaign Setting (2003)¸ Sovereign Press published two "Companions" which each provided specific details on one era of play. Age of Mortals (2003) covered the fifth age of Krynn¸ while War of the Lance (2004) detailed the fourth age until just past the end of the eponymous war.
Meanwhile¸ War of the Lance had also been something more: it was effectively a sourcebook for the Dragonlance Chronicles novels (1984-1985). Sovereign's third and final Campaign Setting Companion was thus the (somewhat) obvious follow-up: a sourcebook for the Dragonlance Legends novels (1986) that also covered several more years of the fourth age¸ past the end of the War of the Lance.
The Dragonlance Legends novels weren't just a chronicle of the next few years in Krynn's history though. They depicted the wizard Raistlin's quest for power¸ and his journey back through time to achieve it. This made Legends of the Twins a somewhat unusual sourcebook. Though it details a bit of the fourth age of Krynn¸ its real focus is on time travel¸ inclduing the historical events that Raistlin visited. However¸ Raistlin also saw an alternate timeline of a dying Krynn. This idea created yet another focal point for the book¸ which looks at how the Dragonlance universe could have diverged in several different ways.
A History of Time Travel. The idea of time travel doesn't show up very frequently in fantasy roleplaying games¸ and even when it does it's usually a pretty minor element. For example¸ the Basic D&D Blackmoor adventures (1986-1987) used time travel solely as a convenient means to get players back to the long-fallen kingdom. However¸ two past D&D supplements had placed time travel in a mo