Podcasts about Dragonlance

Dungeons & Dragons fictional campaign setting

  • 377PODCASTS
  • 1,772EPISODES
  • 1h 10mAVG DURATION
  • 5WEEKLY NEW EPISODES
  • Feb 13, 2026LATEST
Dragonlance

POPULARITY

20192020202120222023202420252026

Categories



Best podcasts about Dragonlance

Show all podcasts related to dragonlance

Latest podcast episodes about Dragonlance

DragonLance Saga
AD&D 2e – New Beginnings Actual Play, Session 1

DragonLance Saga

Play Episode Listen Later Feb 13, 2026 116:20


Join us as we begin our Advanced Dungeons & Dragons 2nd Edition actual play of DLS1 New Beginnings with this session one! You can buy DLS1 New Beginnings here: https://www.dmsguild.com/en/product/17372/dls1-new-beginnings-2e?affiliate_id=50797  https://youtube.com/live/UoPXdic2020 Cast of Characters Tobin Lightfingers | Marak Kender, 1st Level Fighter/Thief | Sam Gunch | Western Ring Mountain Abaqua, 1th Level Fighter | Howard Kriptac Semloh | Human, 1st Level Mage | Patrick Reyna Coperiscum | Human, 1st Level Cleric of Mislaxa | Kim Game Setup Last time on New Beginnings: Welcome to the continent of Taladas, where its common thread with Ansalon ended in the Age of Dreams. It suffered just as much as Ansalon when the Cataclysm struck, sundering the continent, sipping it into pieces and at its heart a vast burning sea. But it did not end life on the continent–instead it emboldened the people of Taladas to survive and thrive! Empires are not built by crowns or councils. They are built by those who stand when no one else will. Beyond the marble halls of Kristophan and the sun-drenched villas of Thera, the frontier of the League of Minotaurs stretches wide and vulnerable. The legions have marched away, drawn to distant borders and greater wars, leaving the province of High Vale exposed to old dangers long thought buried. Now the mountains stir. Goblins raid the roads. Ogres descend from the High Vale Range. Miners vanish. Caravans turn back—or never arrive at all. And at the heart of it stands Boremium, a once-prosperous village at the crossing of the Lenika River and the road from Jalum in the north to the Pathar Frontier to the east, holding fast with little more than stubborn hope. Yet hope has a way of calling to those who listen. Warriors hear of battles waiting to be fought. Wizards whisper of lost magic and forgotten ruins. Thieves smell opportunity where law has thinned. Priests feel the pull of suffering—and the chance to push back the dark. As dusk settles over High Vale, the Empire may be absent… —but heroes are not. And this is where their story begins. You find yourself in a crowded Inn in Boremium, it is dusk in early summer and the warmth of the day is slowly fading with the coming night…. About New Beginnings It is a continent of raw beauty and wondrous magics—of marauding hordes and avenging champions—it is Taladas, the forgotten continent of Krynn first revealed in the best-selling Dragonlance supplement Time of the Dragon. Now, this incredible setting is brought to life and made ready for adventuring with New Beginnings. This essential adventure provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. New Beginnings includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing your new character in the Taladas setting, and sample encounters which allow your to test your characters skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.

Ravanna
DragonLance: The Dark Patrol, Episode 11 "Conclusion!"

Ravanna

Play Episode Listen Later Feb 12, 2026 138:01


The end is HERE! Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: ⁠⁠⁠⁠⁠https://www.dmsguild.com/product/5313...⁠⁠⁠⁠⁠The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter

DragonLance Saga
DM101: How to Open a Campaign

DragonLance Saga

Play Episode Listen Later Feb 10, 2026 52:04


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Running the Game: How to Open a Campaign. https://youtube.com/live/byN5-egbWgc Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 9th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Why do Campaigns Fail Early? Well, most campaigns don't end — they fade out. Early misalignment is the silent killer for campaigns. The first session sets expectations players will carry for months. This episode is about opening strong before dice ever hit the table. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — What “Opening a Campaign” Actually Means It's not just Session One It's the onboarding experience for your table Opening includes: Session Zero tone and genre alignment social contract character relationships A good opening prevents 80% of future problems Segment 2 — Session Zero That Actually Works Purpose of Session Zero: alignment, not rules lectures What to cover: campaign premise and scope playstyle expectations (RP vs combat vs exploration) scheduling and commitment What to avoid: lore dumps rigid restrictions without context Keep it conversational and collaborative Segment 3 — Setting Tone and Genre Early Tone answers: What kind of story is this? Examples: heroic fantasy dark survival political intrigue Show, don't tell: opening imagery first NPCs early consequences Tone inconsistency causes player confusion Segment 4 — Safety Tools Without Awkwardness Why safety tools matter: trust creates freedom Common tools: Lines and Veils X-Card Open Door policy How to present them: briefly calmly without apology Safety is not censorship — it's clarity Segment 5 — Creating Party Bonds That Matter The party must have a reason to exist Avoid: “you all meet in a tavern” with no glue Tools for bonds: shared history mutual debts common enemies Ask players to define connections between characters Segment 6 — Aligning Character Concepts With the Campaign Characters should fit the game, not fight it Help players: refine backstories tie goals into the setting Say “yes, but” instead of “no” Alignment prevents spotlight friction later Segment 7 — Ending Session Zero With Momentum Session Zero shouldn't feel like admin End with: a hook a looming problem a shared question Players should leave excited, not exhausted Segment 8 — The DM101 Mindset Shift You are not pitching a product You are building a social experience A strong opening is about listening as much as talking Collaboration beats control every time Closing Takeaway Opening a campaign is about trust, tone, and buy-in Do this well, and everything that follows is easier Skip it, and you'll be fixing problems for months Outro And that's it for this episode of Dungeon Mastering 101, Running the Game: How to Open a Campaign. Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Cha'asii and Cha'asi Magic

DragonLance Saga

Play Episode Listen Later Feb 9, 2026 9:44


Let's examine the Cha'asii and their ancient, nearly forgotten form of magic on Taladas, Cha'asi magic–It is built on an intuitive understanding of nature. Buy Time of the Dragon: https://www.dmsguild.com/en/product/16960/time-of-the-dragon-2e?affiliate_id=50797  https://youtu.be/oWNltKbtct8 Transcript Cold Open Deep in the jungles of Taladas, there are elves who do not build towers, do not write spellbooks, and do not believe magic is something you create. They believe magic already exists—hidden in stone, leaf, bone, and living wood… waiting to be revealed. And if you go looking for the ancient halls they protect, the jungle itself may rise against you. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the incredible cultures and forms of magic on the continent of Taladas, the Cha'asi Mages. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Time of the Dragon boxed set for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Today, we cross the sea to the distant continent of Taladas, as described in the Time of the Dragon boxed set, and journey into the steaming jungles of Neron. This is the story of the Cha'asii—the Wild Elves of Taladas—and their strange, beautiful, and nearly forgotten tradition of nature magic. Of all the peoples of Taladas, none are more secluded—or more misunderstood—than the Cha'asii, the Wild Elves of Neron. Though they share a name with the Kagonesti of Ansalon, the comparison ends quickly. Where the Kagonesti are seen as rough and untamed, the Cha'asii make them seem almost civilized by contrast. The Cha'asii are a small, slender people, rarely reaching five feet in height. Their skin reflects the jungle itself, ranging from deep wood-browns to yellow-green hues, while their hair runs from dark brown to green-black. Their eyes are a deep forest green, giving them an uncanny ability to blend into the foliage around them.  They wear little clothing—woven leaves, grasses, palm fronds—shaped by necessity rather than modesty. Decorations, however, are another matter. Feathers, shells, carved bone, bright ribbons, and trinkets are worn proudly. Metal items, especially steel tools, are treasured—not as symbols of wealth, but as useful objects in a land where workable ore is rare. To outsiders, the Cha'asii appear primitive. To survive among them is to quickly learn that this judgment could be fatal. The jungles of Neron shape every aspect of Cha'asii life, especially warfare. Long swords and heavy bows are impractical in thick undergrowth. Instead, the Cha'asii favor throwing spears, thrusting weapons, javelins, and blowguns, many crafted from the dense wood of the irontree. Blowgun darts are carved from the barbed thorns of the inya vine. Bombs made from fermented fruit gas are used to overwhelm enemies with unbearable stench. Hornets' nests are collected at night and unleashed to scatter foes. Vines are woven into traps and concealed caltrops. Though the Cha'asii reject poisons as taboo, they have no issue using sleeping juices, sickness smoke, and herbal compounds to disable enemies. Survival—not cruelty—is the goal. The Cha'asii possess a deep mastery of jungle herbalism. They prepare salves that speed healing, poultices that draw out poisons, powders that ease pain, potions that bring sleep or forgetfulness. These arts are not seen as separate from magic—they are simply another expression of nature's power. This knowledge is common among the people, but among the Cha'asii, it is the mages who take this philosophy to its greatest height. Cha'asii mages practice a form of magic that, according to every known magical theory, should not work. They do not divide magic into schools like abjuration, evocation, or illusion. Instead, they see all magic as coming from one of two sources: natural or unnatural. To them, the difference between spells is not theory—it is intent and origin. Anything tied to nature, growth, weather, animals, stone, or elemental forces is natural. Magic that creates mechanical, artificial, or imposed effects is unnatural—and often associated with the hated yaggol. Because of this worldview, Cha'asii mages specialize almost entirely in spells that shape the natural world: fog, wind, fire, growth, transformation, and elemental change. Their spell lists are broad in power but narrow in philosophy. Entire categories of traditional wizard spells are forbidden to them—not because they cannot be learned, but because they should not be. The Cha'asii do not care that their magic defies accepted arcane theory. They never studied the theory in the first place. To the Cha'asii, everything contains magic. A stone does not become magical when power is placed into it. It becomes magical when its hidden nature is revealed. Magical item creation among the Cha'asii is an art of discovery, not invention. Wizards seek objects in their most natural state: unshaped stones, lightning-struck branches, naturally curved shells, beautifully veined pebbles. The more aesthetically perfect an item is in its natural form, the more powerful the magic it may contain. A wizard does not decide what power an item will have. He can only draw out what was already there. Sometimes the result is useful. Sometimes it is strange. Sometimes it is dangerous. Around Cha'asii villages, the forest itself is alive with enchantment—vines, stones, trees, and flowers quietly humming with awakened power. Among their people, it is said that great wizards are not born knowing spells—but born able to see magic with their eyes. The Cha'asii live in small, scattered family groups deep within the jungle valleys. They hunt, tend small gardens, carve wood, and spend long hours resting in the heat. Their homes are simple huts built on the ground or in the branches of trees near rivers and streams. Life is communal. Males and females are equals, and women are just as likely to be warriors or hunters—often fiercer than their male counterparts. They ask little from life. But what they protect, they guard absolutely. Hidden beneath the jungle canopy are ancient ruins—massive halls of strange, stone-like wood that has survived time, rot, and even the Cataclysm itself. The Cha'asii claim ignorance of these places. Their eyes say otherwise. Their secret songs tell a different story: of an ancient elven empire, older than any known civilization, older even than recorded history. These halls once belonged to the ancestors of the Cha'asii, who either abandoned them—or were charged with guarding them until their return. Whether duty or self-imposed reverence, the Cha'asii accept this role completely. Those who seek treasure in these ruins often find it. Most never return. The greatest threat to the Cha'asii are the yaggol—a savage, degenerate race of mind flayers that dwell underground and in the darkest reaches of the jungle. The yaggol do not simply hunt. They terrorize. Bodies are staked to trees. Victims are tortured for days. Screams are allowed to carry back to villages as deliberate cruelty. Their war against the Cha'asii has lasted centuries. Because of this, the Cha'asii are a hostile people. Strangers are watched for years before being approached—if ever. Trust is earned slowly, if at all. Those who force themselves into Cha'asii lands are met with swift death. Yet there are exceptions. Those who save a Cha'asii life—or fight against the yaggol—earn something rare: respect. The Cha'asii of Neron are not primitive relics of a fallen age. They are a people who chose harmony over empire, intuition over theory, and guardianship over conquest. In the jungles of Taladas, magic is not written, studied, or controlled—it is listened to, revealed, and respected.  Outro But that is all the time I have to talk about the Cha'asii and Cha'asi Magic of Taladas. What do you think of this view and practice of magic? Have you ever explored the various cultures on Taladas? And finally should we have more Taladas content developed? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: It will be a party such as the world of Krynn has not seen since before the Cataclysm!

RogueWatson - D&D Live Play
Crafting Dragonlance Session 17

RogueWatson - D&D Live Play

Play Episode Listen Later Feb 5, 2026 58:12


Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson

music preparing crafting rpg kevin macleod dragonlance dragon queen ccgs huge spoilers dragonlance shadow noble knight games
DragonLance Saga
Dragonlance Hangout – February 4th, 2026

DragonLance Saga

Play Episode Listen Later Feb 5, 2026 65:10


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. https://youtube.com/live/VMlJZOgxrWQ Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Deepkolt the 4th, and my name is Adam. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 Nostalgia vs. Reinvention in Dragonlance “What makes Dragonlance Dragonlance?  Is it the stories we remember… or the ones we haven't told yet?” fans discovered Dragonlance decades ago Contrast that with new players encountering Krynn for the first time Tease the tension: preserving a legacy vs. keeping a world alive “Tonight, we're talking nostalgia versus reinvention—and whether Krynn can survive without one or the other.” Quick reminder: this is a discussion, not a verdict Invite chat to take sides early: “Type Nostalgia or Reinvention in chat—we'll revisit this at the end.” Segment 1: What Nostalgia Protects (10–15 minutes) Nostalgia isn't just sentiment—it's structure. Talking points: Dragonlance as tone-first fantasy Tragedy, sacrifice, faith, loss, earned hope Iconic pillars fans emotionally guard: The War of the Lance The Cataclysm The gods' absence and return The Orders of High Sorcery Why characters like Raistlin, Sturm, and Tanis still matter They embody themes, not just plot roles Discussion questions: Is nostalgia about specific events… or how the world feels? Would Dragonlance still be Dragonlance without the War of the Lance looming in its history? Segment 2: Where Nostalgia Becomes a Trap (10 minutes) Too much reverence can freeze a setting in amber. Talking points: Retelling the same era again and again New players feeling like tourists in someone else's story The danger of “homework lore” When callbacks stop being meaningful and start being crutches “Have you ever felt like Dragonlance was afraid to move past its own shadow?” “A world that only looks backward eventually stops moving.” Segment 3: What Reinvention Brings to Krynn (10–15 minutes) Reinvention keeps the setting playable, not just readable. Talking points: Alternate timelines (Chaos War, Fifth Age, War of the Darklance–style ideas) Updating themes for modern tables: Agency over prophecy Moral complexity instead of clear binaries New stories that don't require knowing the Companions Letting players become history, not observers of it Discussion questions: Should new Dragonlance stories be allowed to contradict old ones? Is Krynn a museum—or a living world? Segment 4: Where Reinvention Goes Too Far (10 minutes) Change without respect breaks trust. Talking points: Removing core pillars: Gods without consequence Magic without discipline Dragons without mythic weight When Dragonlance starts feeling like “generic fantasy with familiar names” Fans don't fear change—they fear loss of identity Strong framing: “Reinvention isn't bad—but forgetting why people cared in the first place is.” “What's more dangerous: changing too much, or changing too little?” Segment 5: The Balance Point (10 minutes) Dragonlance works best when nostalgia provides roots and reinvention grows branches. Key synthesis: Keep the themes, evolve the context Honor the past without repeating it Let legends exist—but not dominate the present Use history as pressure, not shackles Example talking beats: The gods still matter—but mortals choose how faith manifests Dragons are still rare—but their influence reshapes politics Magic is dangerous—but no longer static “If you were handed Dragonlance tomorrow… What is the one thing you would never change—and the one thing you absolutely would?” “Did you stay Nostalgia… or switch to Reinvention?”“Because Dragonlance isn't just about remembering the past… It's about deciding what the future of Krynn should look like.” Outro Thank you for tuning into today's Dragonlance Hangout. What do you think of reinventing Dragonlance? Does maintaining the setting for nostalgia sake doom it to forgetfulness? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
The Dragon Isles Review

DragonLance Saga

Play Episode Listen Later Feb 4, 2026 22:14


Join me as I review The Dragon Isles by Stephen D. Sullivan live! Share your thoughts on this fourth novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2002. You can buy a copy here: https://amzn.to/4k9Vsow  https://youtube.com/live/G7_6TTEypEQ About The Dragon Isles The Dragon Isles: abandoned home of the good dragons, land of amazing adventure and legendary treasure. The trouble is, no one knows how to get there. Now Mikal Vardan and his crew have found the hidden route, but they're not the only ones interested in the isles. A beautiful sea elf scavenger thinks the wealth of a lost civilization might be worth killing for, and a menacing sea dragon is determined to bring a reign of terror to the peaceful archipelago. Review Part one of this novel deals with Lady Karista Meinor and her bodyguard Bok hiring a ship to take them to the Dragon Isles where they want to open a trade route. They are using an old poem that is thought to be a prophecy about how to find the mysterious dragon isles. The novel opens with the ship’s captain, Mikal Verdan rescuing one of his sailors, a kender named Tripleknot Shellcracker from a sea monster. THey narrowly escape and are pulled on deck just in time for the crew to near mutiny. THey have not been informed about the point of this excursion and they have been sailing the northern Courrain ocean for longer than anticipated with no end in sight.  They are told they are headed to the Dragon Isles where everyone will get their share of the spoils, and this pacifies them. Then they see floating wreckage which the kender claims has someone on top. It takes a while to intercept but there is a Dargonesti elf chained and unconscious on the wreckage. They bring her aboard and nurse her. It is revealed that she was believed to be cursed by her former shipmates and left to die, because there is  a sea dragon named Tempest trying to enter the Dragon Isles with her dragonspawn Mog. If they can’t get through the veil which protects the isles, no one will. She has been attacking all ships that dare to get near. It is also revealed that the captain, Mik, is having visions of treasure and the dargonesti named Ula, is willing to help him locate the isles and treasure for a percentage. He agrees, but Karista doesn’t. Then Tempest attacks. She capsizes the ship and kills most of the crew. Mik and Trip use the failing magical items to breathe under water but are captured by other Dargonesti and brought to their underwater town. There they will be sold off into slavery or fight. However, Tempest and Mog followed. Once imprisoned they see that Ula and Karista were there and the only other survivors. Then Tempest attacks. They escape together with the help of one of the elves that captured them named Shimmer. He leads them to the Veil and with the aid of a black gem Mik has, they all pass through. Mog follows and narrowly passes through as well. Though Tempest is left on the other side still. Tempest charges at the barrier using all her might and magic and is repelled again and again. She must be content that her spawn is on the other side, following the mortals, waiting to spring a trap and drop the veil once and for all. On the other side, the party comes ashore and is seen by a massive dragon, then a ship rolls up under order of the Brass taking them captive. Ula demands honor by combat rather than them being taken to their lord, and she fights Misa Kell, defeating her. Her brother is furious but honors the bargain. Ula is to take them to the dargonesti kingdom, but Benthor Kell, Misa's brother, holds to the law of shipping the kender to an island where they all dwell. Karista Meinor decides to stay with Kell to have the Order of the Brass negotiate shipping routes with her. The kender is tied up in a cabin, and Ula, Mik and Shimmer are dropped into a boat and leave to the dargonesti home. Once they arrive they see some of the people from the ruined sea elf town outside the veil, and they make their pleas to the lord of this realm. He allows them freedom and Ula, mik and shimmer decide to look for the next key to their treasure by visiting the sea sage. When they arrive it ends up attacking them and they temporarily defeat it, taking its key. Next they head to the gold dragons libraries. There Ula stays at the ship while shimmer and Mik head up, only to be stopped by a copper dragon guard who knows shimmer and lets them pass.  Back on Kell's boat, Trip escapes and jumps overboard, swimming from the pursuing ship. He hides in a cave and finds  a secret entrance to a pirates hide where he takes a sea dragon cloak that allows him free movement and breathing underwater. He escapes his pursuers and gets passage from the pirate Jerrick the Red, an old acquaintance of Miki's. Very convenient. He takes the kender to the same island as his companions, conveniently, and meets Ula there. Mik and shimmer enter the library and mik climbs to the peak and has a vision of the island chain being formed and populated, then gets the next key piece. They come to shore to see Ula, Trip and Jerrick where they bargain for his ship to take them to the final key location. Kell meets with the order of the Bronze and is told to stop Ula and shimmer, retrieving the treasure themselves as payment for the future shipping agreement with Karista. They pursue Jerrick’s ship and their dragon emissary abducts Ula. Shimmer transforms into a bronze dragon, his true form, and attacks the bronze holding Ula. He recovers her as krell seizes control of Jerricks ship with his own. Shimmer crashed on deck with Ula and both sides nearly come to blows when Jerrick speaks up, on working together to split t he treasure. The interjection actually works and they all get together to find the last piece ofthe key.  They find the location and dive under the water, locating the temple where they find the key, but Mog is waiting and attacks a guard, changing into his appearance. He joins the crew and as Mik assembles the key with thenew piece, a stairway appears and ascends into the sky. They begin to go up and swarms of crabs attack, then Karista steals the key from Mik and reveals she is working for Tempest, this stuns Mog and they both race to the temple fighting the heroes all the way. Tempest breaks through the barrier when the group arrives at the temple and the now fully assembled key is a lightning weapon that is turned against the heroes. Factions are blurred and everyone seems to survive incredible wounds but the fight is truly epic. Karista is defeated and the heroes reclaim the key only to have tempest arrive and fight them, killing many people, including Karista, and the all scatter trying to defeat the sea dragon. Eventually Mik faces off against it and it plumets into a volcano, which then erupts and the key seems to offer Mik treasure at the sacrifice of the Dragon Isles. He refuses and throws the key into the volcano as well. The temple of the sky begins to fade and he leaps in to the ocean, sure to drown. He is saved by Ula and they return to the ship, when Trip arrives with a miraculously still alive Shimmer. They all decide to continue searching for treasure in the Dragon Isles together and the novel ends abruptly. There were so many moments where characters should have died over and over again, but I forgive it for the epic scope of that final battle. The author isn't great, but I did find myself enjoying this novel more than I anticipated, even if the story itself was seemingly rushed. I also think it was more epic than the Dawning of a New Age final novel, which while not saying a lot since it want good, does say that this one novel was superior to a trilogy. If you are a fan of the Dragon Isles, and water based adventures, this is a must read. For fans of Dragonlance, it is fun, but not required reading.

DragonLance Saga
DM101: Worldbuilding Without Getting Lost

DragonLance Saga

Play Episode Listen Later Feb 3, 2026 31:15


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Worldbuilding Without Getting Lost. https://youtube.com/live/XJxgn4_xFRU Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 2nd. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Somewhere out there is a Dungeon Master with three notebooks of lore… a detailed pantheon… a map with trade routes… …and no campaign. Worldbuilding is one of the greatest joys of being a Dungeon Master — and one of the fastest ways to stall a game before it ever begins. This is Dungeon Mastering 101, and today we're talking about worldbuilding without getting lost — how to build only what you need, and how to turn your setting into a tool, not a burden. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Worldbuilding Trap New Dungeon Masters often believe: “I need to build the whole world before we play.” You don't. In fact, overbuilding can: delay starting the game lock you into ideas that don't serve the table make improvisation harder, not easier Worldbuilding should serve play, not replace it. Segment 2 — Start Where the Characters Are The only part of the world that matters is: where the characters are what they care about what's about to happen Everything else is optional. Build outward in concentric circles: The immediate location Nearby threats or opportunities Distant forces that might matter later If the players can't reach it, they don't need it yet. Segment 3 — Build in Broad Strokes, Not Detail Think in impressions, not encyclopedias. Instead of: “The Kingdom of Valen has a three-tier tax system…” Use:  “Valen is rich, paranoid, and ruled by bureaucracy.” Broad strokes: give you flexibility are easier to remember invite player interpretation Details should emerge through play, not prep. Segment 4 — Turn the World Into a Problem Generator A good setting creates problems, not just flavor. Ask: Who wants something they can't have? What is about to break? What happens if no one intervenes? Worldbuilding works best when: factions collide values conflict power is unstable If nothing is in tension, the world is static. Segment 5 — Let Players Help Build the World Your players are an untapped resource. Ways to involve them: Ask where their character is from Let them name places or NPCs Tie backstory into existing conflicts This does two things: reduces your workload increases player investment Shared ownership makes the world feel alive. Segment 6 — Reusable Worldbuilding Smart worldbuilding can be reused endlessly. Create: factions instead of organizations themes instead of histories NPC roles instead of fixed characters Example:  “Corrupt local authority” can appear in: a village a city a kingdom Reuse patterns — reskin details. Segment 7 — Maps Are Optional Maps are tools, not requirements. You only need a map when: location matters tactically travel choices are meaningful players ask for one Otherwise: verbal geography is enough sketches beat perfection imagination fills the gaps Never let cartography stop play. Segment 8 — Worldbuilding as a Play Aid Ask yourself: “How does this help me run the game?” Good worldbuilding helps you: improvise NPC reactions answer player questions create consequences quickly If a detail doesn't make play easier, cut it. Segment 9 — The DM101 Mindset Shift Here's the key mindset change: You are not creating a world to be admired.  You are creating a world to be used. Your setting is: flexible incomplete responsive A living world grows in response to player action — not prep time. Worldbuilding doesn't need to be big to be meaningful. Start small. Build outward. Let play do the heavy lifting. When your world exists to support the table, you'll never feel lost in it again. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Worldbuilding Without Getting Lost Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Alternate Timeline: War of the Darklance

DragonLance Saga

Play Episode Listen Later Feb 3, 2026 8:43


Let's examine an alternate timeline that sees the Knights of Takhisis take over, corrupt Dragonlances and raise a flying Citadel from Icewall. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/7ptaSEFzU0A Transcript Cold Open Winter should never come in summer. But in this timeline, the snow never stopped falling… And the dragonlances themselves became weapons of darkness. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the War of the Darklance. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The River of Time carries every age, every hero, and every tragedy forward—but it does not flow as a single, unbroken stream. Branching from it are countless tributaries, alternate Krynns shaped by small divergences or catastrophic changes. The War of the Darklance takes place in one such world. Here, the Graygem is never broken. Chaos is never released. Wild Sorcery and Mysticism never emerge. Ambient magic lies dormant, subdued, and tightly controlled. At first glance, this seems like a safer world. But without Chaos to disrupt the fabric of time, the Balance itself becomes rigid—and fragile. When evil learns from its failures and ceases to destroy itself, the result is not equilibrium. It is domination. At the center of this darkness stands Lord Ariakan, son of Ariakas. Unlike the Dragon Highlords of the past, Ariakan does not cling to pride, infighting, or ancient grudges. Instead, he creates something unprecedented: a unified knighthood modeled after the Knights of Solamnia, but devoted wholly to Queen Takhisis. The Knights of Takhisis embrace modern ideals. They wield magic without fear. They integrate warriors, priests, and mages into a single doctrine. And most importantly—evil does not turn against itself. For the first time, the Dark Queen's forces march with discipline, coordination, and purpose. The turning point of the war comes with an act so profane that it scars the world itself. The Knights of Takhisis cannot create weapons of light—but they can corrupt them. Captured dragonlances are brought before a ritual involving three unholy artifacts: the Altar of Takhisis, the Wand of Corruption, and the Hammer of Darkness. Placed upon the obsidian altar, the dragonlances smoke and weaken. The wand suspends them in a field of pure evil, tearing at their magical essence. Finally, the hammer strikes the blade, sealing the transformation. Thus, the darklance is born. These weapons strip the Whitestone forces of their greatest advantage. And the ritual's consequences ripple outward—into the sky, the land, and the seasons themselves. In the year 383 AC, Ansalon enters a nightmare remembered as the Summer of Frost. Temperatures steadily fall throughout spring. By summer, the world freezes. Crops fail. Livestock die. Starvation spreads faster than any army. The sky becomes perpetually overcast. Paladine seems powerless. Even Chislev cannot restore nature's order. Faith begins to crack. And it is in this moment of desperation that the invasion begins. The Knights of Takhisis strike swiftly. Kalaman falls. The Northern Wastes and Nordmaar collapse soon after. At Icewall, the dead Highlord Aren Feal-Thas is reborn as a death knight, cursed and bound to undeath. Icewall Glacier begins moving north—alive, jagged, relentless—guided by Feal-Thas's thoughts and emotions. Floating above it is Icewall Castle, transformed into a flying citadel. White dragons patrol the skies, wielding darklances, while thanoi, sivak draconians, and barbarian tribes march below. Entire villages vanish beneath the ice. As the Blood Sea freezes solid, the minotaurs see their moment. Led by Chot Es-Kalin, they march across the ice toward Ansalon, beginning a brutal campaign of genocide against the ogres. Though larger and stronger, the ogres lack discipline. Battle after battle, the minotaurs advance—until the thaw comes too late for Chot's secondary forces, which plunge into the Maelstrom beneath the melting ice. Chot himself remains stranded on the mainland, facing an ogre counteroffensive with no retreat. The war spares no one. The Qualinesti Forest burns, assaulted by dragons and Thorn Knights. Qualinost is destroyed. Elves flee—some to Ergoth, others east toward Silvanesti, where they are met with resentment and fear. The High Clerist's Tower falls for the first time in history. Tanis Half-Elven and Steel Brightblade die in its defense. Their fallen comrades are buried in mass graves, their names carved into stone. Palanthas surrenders without a fight. The Tower of High Sorcery is destroyed from within as Dalamar the Dark brings it down to prevent the Knights of the Thorn from reaching the portal to the Abyss. Whether Dalamar survives is unknown. Ergoth becomes the last refuge. Overcrowded. Hungry. Diseased. Clerics of Mishakal work tirelessly, overwhelmed by suffering. Gnomes abandon invention for joy and instead build engines of war. Even the kender feel the weight of despair. Yet resistance survives. Merinda uth Brishard leads roving Solamnic knights. Galvan Stonebreaker wages his private war. Underground movements form in Palanthas and Khur. And even within the darkness, evil begins to strain against itself. Aren Feal-Thas seeks to overthrow Ariakan. Mirielle Abrena consolidates her own power. The Blood War threatens Ariakan's eastern flank. The Balance may yet reassert itself.  This timeline has no fixed ending. The Knights of Takhisis have conquered most of Ansalon. Winter still grips the land. Another natural winter is coming. The Heroes of the Lance are gone. Now, the fate of the world rests with new champions—thieves, killers, outcasts, and survivors—people who may have to abandon honor to preserve hope. If the war can be won, the scars will remain. The land will never be the same. And the people of Ansalon will carry this darkness forever. But if the fight is abandoned—then this tributary of the River of Time ends in ice, silence, and shadow. The War of the Darklance is a world where evil learned, adapted, and nearly won. A Krynn where hope is fragile, honor is costly, and the Balance hangs by a thread.  And that makes it one of the most haunting alternate timelines in all of Dragonlance. Outro But that is all the time I have to talk about the Alternate Timeline: War of the Darklance. Do you like the idea of Dragonlance's being corrupted? Can the death Knight Feal-Thas rival Lord Soth? And finally will the Knights of Takhisis ever be overthrown? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: A chap who can point at you and say ‘die' has the distinct advantage.

Chronicles of Dragonlance
Dragons of Spring Dawning, Book 2, Chapters 2 & 3 & the Knight of the Black Rose

Chronicles of Dragonlance

Play Episode Listen Later Feb 1, 2026 77:45


We are introduced to the supreme leader of Takhisis' forces of darkness, Lord Ariakas, who is on his way to correct the mistakes of his general, Kitiara. Mainly by trying to kill her. He is prevented in his attempt by, arguably, the most popular character to come out of Dragonlance, no not Raistlin! It's Lord Soth the fallen Solamnic Knight! We learn his tragic story. Of how he could have prevented the Cataclysm but was instead consumed by baser emotions and condemned forever to a cruel undeath. Then, we watch as Laurana stumbles through the prisoner exchange of Bakaris for Tanis, only to be captured, assaulted, and finally taken to Kitiara by Lord Soth. Flint and Tas are left to convey the loss of the Golden General to the Knights, the army, and the good people of Ansalon. Content warning - Sexual Assault, Attempted Rape One More Thing: Jonathon: Long walks - Logging off a little more. Shivam: Pokemon Legends Z-A (https://legends.pokemon.com/en-us) You can find us at: Jonathon - https://bsky.app/profile/falselogic.bsky.social Shivam - https://bsky.app/profile/shivambhatt.bsky.social Casual Magic w/ Shivam Bhatt - https://casualmagic.libsyn.com/ Shivam & Wheeler Love Magic - https://sites.libsyn.com/460224 Facebook - https://www.facebook.com/groups/1147877956611082 Discord - https://discord.gg/MM7nEwgmZv We now have a Patreon for those who want to support the podcast! Benefits include seeing the show notes and getting a shout out. Details @ https://www.patreon.com/ChroniclesofDragonlancePodcast Our cover art by Josiah Cameron. Find more of his work here: https://josiahcameronart.com/ Intro/Outro music: Shadow Whispers by Alexander Nakarada/Spirits of the Greenwood by Alexander Nakarada

Ravanna
DragonLance: The Dark Patrol, Episode 10 "The End is Nigh"

Ravanna

Play Episode Listen Later Feb 1, 2026 196:57


Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: ⁠⁠⁠⁠https://www.dmsguild.com/product/5313...⁠⁠⁠⁠The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButte

Podzilla
Monty Python and the Holy Grail (1975) ft. Austin Danger Podcast

Podzilla

Play Episode Listen Later Jan 31, 2026 122:53


It's just a flesh wound!Kev and Kenzo from Austin Danger Podcast join us to talk not just about the classic comedy Monty Python and the Holy Grail, but also Dragonlance, Dispatch, Hit Clips, Kennedy Center Honors, Worms 4: Ultimate Mayhem, Kevin Bacon, and whether or not Mykah should be fully replaced with an AI.Listen to Austin Danger Podcast, The Criterion Connection, Laurie Strode Trap House, Above the Line, and follow Kev and McKenzie on Letterboxd.CHAPTERS(00:00:00) Meet Kev and Kenzo!(00:21:32) Sword & Sorcery films(00:38:51) Monty Python and the Holy Grail(01:34:35) Movie trivia(01:35:30) Final thoughts & ratings(01:49:57) Mailbag(01:52:38) Next episode...LINKSWe'd love to hear from you! Send us a ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠voice message⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ or ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠email us⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠.Join our ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Discord⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, support us on ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Patreon⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠, and follow us on ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Letterboxd⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ & ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Instagram⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠.Listen to the ⁠Podzilla Wrap-up Podcast⁠.Check out our amazing artist, ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Cassie Selin⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠.THANK YOUA special thank you to all our Odo Island patrons:Jacob DockeyRich JetteFrogurtConnor StompanatoShaun SagerNerklesMichael KnottsRon JimenezMatt CrossJBSpinoEmmaJB MasonThe Sci-Fi Critic

DragonLance Saga
Order of Aesthetics News – January 30th, 2026

DragonLance Saga

Play Episode Listen Later Jan 31, 2026 41:30


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Sigil Users Gifts, Elden Ring TTRPG, Fallout Solo TTRPG, and Crows TTRPG. https://youtube.com/live/PY2QlFI4i3w Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 30th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  Patrons – 2 free game sessions per month! D&D Sends Out “Dope” New Freebie But Not Everyone Will Get It https://screenrant.com/dnd-free-character-sheet-sigil-users/ An Elden Ring Nightreign TTRPG is coming from the folks who crushed D&D in Japan https://www.polygon.com/elden-ring-nightreign-ttrpg-dnd-role-playing-adaptation-japan/ New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required https://www.gamesradar.com/tabletop-gaming/new-fallout-solo-rpg-lets-you-go-off-the-beaten-track-no-gamemaster-or-party-required/ This indie RPG is part old-school DnD, part Resident Evil, and I’m already hyped https://www.wargamer.com/crows/ttrpg-dnd-meets-resident-evil  Outro And that's it for this OA News episode! Did you ever play Sigil VTT and did you prefer it to Maps? Are you a fan of solo TTRPG's? And finally, what's your most anticipated ttprg? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

Design Downtime
Erika Flowers Loves to Write Novels

Design Downtime

Play Episode Listen Later Jan 29, 2026 45:28


Get ready to be swept away into a sprawling space opera, when Erika Flowers joins us to talk about her passion for writing fiction novels. She approaches writing fiction as entertainment rather than high literature, comparing her creative goals to producing Marvel-style blockbuster experiences. Erika traces her journey from discovering fantasy worlds through the Dragonlance series in middle school to spending 16 years learning the craft before finally writing her first complete manuscript. She describes her meticulous, architect-style approach to writing, treating the actual process like an athlete training for an ultra marathon. Erika talks about her strengths writing character dynamics, relationships, and exploring themes through interpersonal drama rather than external action sequences, and gives us a sneak peek into her upcoming projects.Guest BioErika Flowers (she/her) is a technologist and designer who brings a love of storytelling into everything she does. By day, she helps organizations shape strategy and design for the future, and by night, she writes sprawling novels and explores the craft of story as a lifelong passion. Erika has worked at tech companies such as Intuit and Mural, as well as serving a term at NASA as a civil servant as a part of their digital transformation initiative. She currently works in medical technology, innovating in the field of diabetes and insulin management. LinksErika's website: https://www.erikaflowerswrites.comErika on LinkedIn: https://www.linkedin.com/in/helloeflowersCreditsCover design by Raquel Breternitz.

DragonLance Saga
Dragonlance Hangout – January 28th, 2026

DragonLance Saga

Play Episode Listen Later Jan 28, 2026 57:21


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing What Makes an Epic Fantasy Campaign Setting? https://youtube.com/live/nuJaSlAyfL0 Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 28th, and my name is Adam. Today I am discussing What Makes an Epic Fantasy Campaign Setting?. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 What Makes an Epic Fantasy Campaign Setting? Epic fantasy isn't just about maps, gods, or ancient wars. It's about a world that remembers itself. A setting becomes epic when: History leaves scars Belief shapes reality Culture exists beyond stat blocks Tonight isn't about “which setting is best.” It's about why some worlds feel inevitable, and others feel disposable. And what DMs can learn from the masters — and from darker, more modern designs like my own DireLands Touchstones: Tolkien's Middle-earth Martin's Westeros Weis & Hickman's Dragonlance And then: a comparison to DireLands, a dark fantasy setting built with many of the same tools — but different intentions Framed for: Dungeon Masters Worldbuilders Anyone who wants their setting to feel lived in, not just described PART I — YOUR CORE ELEMENTS OF EPIC FANTASY (Establish the Lens) 1. Deep, Recorded History Epic fantasy has epochs, not backstories History isn't flavor text — it's pressure Wars, rises, collapses, consequences DM takeaway:  If nothing important happened before the PCs were born, your world isn't epic — it's empty. 2. Cosmology That Touches the World Gods aren't distant abstractions Belief changes behavior, laws, taboos Divine or cosmic forces matter, even indirectly DM takeaway:  Cosmology should create: Conflicts Factions Cultural divides 3. A World Scarred by War Epic fantasy worlds are post-trauma Peace is fragile Victory always costs something DM takeaway: If the last great war solved everything cleanly, you've written a fairy tale — not epic fantasy. 4. Mythic Creatures With Narrative Weight Dragons, elves, fey, giants Not just monsters — symbols Each race carries history, loss, and perspective DM takeaway: If elves are just “humans with pointy ears,” you're wasting epic tools. 5. Culture Beyond Combat Music Recipes Poetry Stories told by the people of the world DM takeaway: Culture is how players emotionally anchor to a setting. PART II — HOW THE CLASSICS DO IT (DM-TABLE PRACTICAL) MIDDLE-EARTH — Mythic Epic What Works Unparalleled depth of history Songs, poems, languages baked into the world Clear cosmological order Evil has a metaphysical weight Limitations (DM Practical) Mythic distance can reduce player agency The world feels preordained Hard to run long sandbox campaigns without fighting canon Lesson for DMs Myth gives weight But too much destiny can suffocate choice WESTEROS — Historical Epic What Works History as cycles of violence Power structures feel real Culture varies sharply by region Consequences are relentless Limitations Minimal cosmology engagement Myth exists, but is distant or unclear Hope is often absent Lesson for DMs Political realism creates tension But without mythic meaning, darkness can feel nihilistic DRAGONLANCE — Heroic Epic What Works Clear epochs and ages Gods directly shape events War defines generations Built for play, not just reading Limitations Archetypal characters can feel restrictive Moral clarity can limit ambiguity Some depth sacrificed for accessibility Lesson for DMsEpic fantasy at the table thrives on clarity But nuance keeps it alive long-term PART III — DIRELANDS AS A DARK EPIC (Compare & Contrast) Where DireLands Aligns With Epic Fantasy Recorded History with Bias Epochs defined by conquest, ice, liberation History acknowledged as written by victors Cosmology That Warps Reality Cosmic entities Two moons with mechanical and narrative impact Gods tied to culture, language, and region A World After the “Victory” Witch-Queen defeated — but nothing healed The Triumvirate mirrors the corruption they overthrew Mythic Races With Consequences Elves exiled Dwarves driven underground Halflings isolated Cultural Texture Languages Music Poetry Religious schisms Where DireLands Intentionally Diverges Epic fantasy usually asks: “How do we save the world?” DireLands asks: “What if saving the world wasn't enough?” Key differences: Corruption replaces destiny Victory creates new injustices Magic is feared, politicized, gendered History doesn't inspire hope — it demands reckoning DM Practical Insight DireLands is epic fantasy through erosion, not ascension The epic scale comes from systems of belief collapsing, not heroes rising PART IV — WHAT DMs SHOULD STEAL FROM ALL OF THIS Bullet-point, actionable advice: Build history that players inherit, not just learn Let cosmology influence laws, fear, and tradition Make war change culture permanently Give races reasons to mistrust each other Embed art and ritual into everyday life Decide what your world believes about hope Outro Epic fantasy isn't a checklist, It's an agreement between the world and the players. Tolkien gave us myth Martin gave us consequence Dragonlance gave us playability DireLands asks what happens after the epic victory As DMs, the real question isn't: “Is my world epic?” It's: “Does my world remember what it's been through?” That is going to do it for another Dragonlance hangout episode.Let me know what you think makes an epic campaign setting and which is your favorite. Have you ever created your own campaign setting? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Alternate Timeline: Age of Dragons

DragonLance Saga

Play Episode Listen Later Jan 27, 2026 8:12


Let's examine an alternate timeline that was witnessed by Tasslehoff before Takhisis stole the world at the end of the Chaos War. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/BO-6paVSeSg Transcript Cold Open Peace has come to Krynn… but the world is holding its breath. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at one of the alternate timelines found along the River of Time: the Age of Dragons. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The Age of Dragons exists as one of many alternate timelines branching from Krynn's true history along what is known as the River of Time. This river represents the flow of history itself, carrying events forward while also allowing for tributaries—alternate paths created when key moments unfold differently. Each tributary forms a complete and self-contained version of Krynn. To those who live within these worlds, their timeline is not an alternate possibility, but the only reality they have ever known. In the case of the Age of Dragons, the point of divergence centers on a single individual: Tasslehoff Burrfoot. In 371 AC, Tasslehoff activates the Device of Time Journeying and travels into the future with Fizban's permission. In the true timeline, Tasslehoff eventually returns, and his actions help shape the events of the future. In this alternate history, however, Tasslehoff never returns from the future. That absence alters the course of events in ways that are not immediately obvious, but which ultimately reshape the fate of Krynn. Despite this divergence, Krynn still experiences two defining conflicts within a relatively short span of time: the War of the Lance and the Chaos War. These wars leave deep scars across Ansalon, devastating nations, displacing populations, and exhausting entire generations. However, while the War of the Lance largely mirrors the events of the true timeline, the conclusion of the Chaos War unfolds very differently. When Chaos threatens to destroy all of creation, the gods respond in an unexpected way. Rather than acting at cross purposes, the gods unite, including long-standing enemies. Most notably, Takhisis chooses to fight alongside the other gods, even standing with Paladine in opposition to Chaos. Gods and mortals alike take part in the struggle, and through this combined effort, Chaos is defeated and driven back into the Beyond. As a result, Krynn is not stolen from the gods, and the world continues to exist much as it had before—though profoundly changed by the wars it has endured. In the aftermath, the people of Ansalon are left to reckon with the consequences of nearly continuous conflict. With so many lives lost and so much destruction endured, there is a widespread desire to prevent another global war. From this desire emerges a new political structure known as the United Realms, an organization designed to settle disputes through diplomacy rather than open warfare. The United Realms brings together several of the major powers of Ansalon, though participation is not universal. Its stated goal is stability, but its existence also reflects how fragile that stability truly is. Among the most prominent members are Solamnia and Sanction, which emerge as rival powers. While both are part of the United Realms, their relationship is tense, and neither fully trusts the other. Each maintains its own military strength, and both remain alert for signs of aggression, even as they publicly support diplomatic solutions. Ergoth takes on a different role, positioning itself as a neutral power. Over time, it draws a number of smaller human nations into its sphere of influence, expanding its political reach without direct conquest. Ergoth's position allows it to act as a stabilizing force within the United Realms, though its growing influence does not go unnoticed. Not all nations choose to participate. Khur refuses to join the United Realms entirely, opting instead for isolation. This decision sets Khur apart from the emerging political order and leaves it outside the system designed to manage continental disputes. Significant changes also take place among the elves of Ansalon. The long-divided Qualinesti and Silvanesti are finally united through the marriage of Porthios Kanan and Alhana Starbreeze, creating what is known as the One Kingdom. This union represents a rare moment of elven cooperation after centuries of division. From this marriage comes a son, Silvanoshei, who is named Speaker of the Sun and Stars. Because of his youth, Silvanoshei does not rule independently. Instead, those around him take steps to ensure his safety and guide the future of the united elven nation. Gilthas, son of Tanis Half-Elven and Laurana, abdicates the throne of Qualinesti in order to serve as an ambassador to the United Realms. In doing so, he shifts from a role of national leadership to one of diplomacy. Laurana herself relocates to Silvanesti, where she works to protect her grandson and help stabilize the One Kingdom during this transitional period. Elsewhere in Ansalon, other peoples prepare in their own ways. The minotaurs continue to strengthen their military forces, expanding their fleets and sharpening their readiness. Mountain dwarves retreat inward, withdrawing into their strongholds, while hill dwarves begin to reenter broader society with caution. The kender remain scattered across the continent, largely unchanged in their habits and outlook. Religion takes on increased importance during this era. The gods actively recruit clerics, increasing their influence throughout Krynn. Divine power is once again clearly present in the world, and faith becomes a significant factor in political and social life. Hiddukel, Sargonnas, and Takhisis all continue to pursue their own interests, while the balance among the gods remains uncertain. Throughout all of this, dragons become increasingly visible across Ansalon. More dragons are seen than at any time since the War of the Lance. Both chromatic and metallic dragons gather, their growing presence impossible to ignore. Their return to prominence gives this timeline its name: the Age of Dragons. The Age of Dragons is not marked by open war, but by what comes after it—a prolonged pause shaped by alliances, rivalries, and preparation. It is a time when the world waits, knowing it has already survived two great wars, and uncertain what the next chapter will bring. Outro But that is all the time I have to talk about the Alternate Timeline: Age of Dragons. What do you think of this version of Krynn as witnessed by Tasslehoff in the War of Souls Trilogy? Do you already play in campaigns similar to this or do you prefer the Age of Mortals? And finally do you think this is the inevitable result of the Destinies Trilogy sans the Chaos War? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: How do you know the Graygem isn't controlling you? If it was it wouldn't be likely to tell you, now, would it?

DragonLance Saga
DM101: What Makes a Session Fun?

DragonLance Saga

Play Episode Listen Later Jan 27, 2026 43:33


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What Makes a Session Fun? https://youtube.com/live/s0Zt6WK6zZA Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn't about perfect rules calls. It's not about clever plot twists. And it's definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we're breaking down what actually makes a session fun — and how to recognize it while it's happening. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Fun Is Psychological, Not Mechanical New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn't come from quantity — it comes from engagement. Players feel engaged when: they anticipate what's coming their choices matter the tension rises and falls naturally If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails. Segment 2 — Tension: The Engine of Fun Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don't know: if a plan will work what an NPC will say whether the fight will turn How to create tension: Ask questions instead of giving answers Delay outcomes just long enough to matter Put something at risk — time, resources, reputation If nothing is uncertain, nothing is exciting. Segment 3 — Anticipation: Letting the Moment Breathe Anticipation is tension stretched over time. Players love: doors they haven't opened yet secrets hinted at but not revealed threats they know are coming How to use anticipation: Foreshadow dangers End scenes just before resolution Let players speculate out loud If players are theorizing between turns, you're doing it right. Segment 4 — Stakes: Why This Moment Matters Stakes answer the question: “Why should I care?” Stakes don't have to be lethal. They just have to be meaningful. Examples of stakes: a trusted NPC's reputation a character's belief or value losing time or opportunity Tip for new DMs: If players don't react emotionally, the stakes aren't clear enough. Say them out loud. Segment 5 — Autonomy: Let Players Drive Players have fun when they feel in control. Autonomy means: meaningful choices multiple valid solutions freedom to fail forward How to support autonomy: Avoid “correct” answers Let plans succeed imperfectly React to player ideas instead of redirecting them When players feel railroaded, fun collapses — even if the story is good. Segment 6 — Spotlight Sharing: Everyone Gets a Turn Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it's intentional attention. How to manage spotlight: Rotate focus naturally between players Ask quiet players direct but gentle questions Let loud players shine, then move on A simple DM habit: Ask yourself, Who hasn't mattered in the last 10 minutes? Segment 7 — Pacing: The Rhythm of a Session Every good session has rhythm. Fast moments: combat arguments escapes Slow moments: reflection roleplay discovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizing Slow down by zooming in Cut scenes early if energy drops You are conducting, not controlling. Segment 8 — Reading the Room This is the skill that separates good DMs from great ones. Signs players are engaged: leaning forward interrupting with ideas talking in character Signs energy is dropping: phones appear silence stretches rules questions increase When you see it: change the scene introduce a decision raise or release tension You don't need to know why — you just need to respond. Segment 9 — The DM101 Mindset Shift Here's the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means: watching reactions adjusting in real time letting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It's built from: tension anticipation meaningful stakes player autonomy shared spotlight thoughtful pacing And above all, attention. If you can read the room and respond honestly,  your sessions will feel alive — even when nothing goes as planned. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Order of Aesthetics News – January 23rd, 2026

DragonLance Saga

Play Episode Listen Later Jan 24, 2026 40:24


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Jean Rabe, D&D coming to Fortnite, D&D and AI, and D&D #1 Rule. https://youtube.com/live/x180bpM8_n4 Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 23rd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  Patrons – 2 free game sessions per month! R.I.P. JEAN RABE https://icv2.com/print/article/61449  https://en.wikipedia.org/wiki/Jean_Rabe  Dungeons & Dragons comes to Fortnite as Wizards of the Coast explores ‘how D&D can connect’ with players https://www.polygon.com/fortnite-dnd-dungeons-dragons-homebrew-creative-islands-codes/  Scientists Forced AI Language Models To Play Dungeons & Dragons To See How Well They Concentrate https://www.iflscience.com/scientists-forced-ai-language-models-to-play-dungeons-dragons-to-see-how-well-they-concentrate-82297 I Finally Understood The #1 Rule For D&D, & It Changed My Games Forever https://screenrant.com/dungeons-dragons-dnd-number-one-rule-fan/  Outro And that's it for this OA News episode! Do you have a favorite Jean Rabe project? Do you enjoy watching actual plays? And finally, have you ever tried Alien or Call of Cthulhu ttrpgs? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

Ravanna
DragonLance: The Dark Patrol, Episode 9 "Huma on Ice"

Ravanna

Play Episode Listen Later Jan 23, 2026 152:12


Happy New Year from APBG and the DL Nexus! Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: ⁠⁠⁠https://www.dmsguild.com/product/5313...⁠⁠⁠The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter

The RPGBOT.Podcast
D&D CAMPAIGN SETTINGS - The Multiverse is a Soda Fountain and We're Bad at Choosing

The RPGBOT.Podcast

Play Episode Listen Later Jan 22, 2026 72:54


Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring. Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings. Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events. Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world. Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting. Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters. Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players. Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew. Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite. Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival. Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action. Forgotten Realms works as the most flexible and accessible default setting, especially for new players. Eberron stands out for its coherent worldbuilding and logical use of magic as technology. Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone. Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation. Nentir Vale exists primarily as a DM toolkit rather than a narrative world. Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns. Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

RogueWatson - D&D Live Play
Crafting Dragonlance Session 16

RogueWatson - D&D Live Play

Play Episode Listen Later Jan 22, 2026 56:58


Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson

music preparing crafting rpg kevin macleod dragonlance dragon queen ccgs huge spoilers dragonlance shadow noble knight games
DragonLance Saga
Dragon’s Bluff Review

DragonLance Saga

Play Episode Listen Later Jan 22, 2026 24:23


Join me as I review Dragon’s Bluff by Mary H. Herbert live! Share your thoughts on this third novel in the Dragonlance Crossroads series, released by Wizards of the Coast on June 27, 2001. You can buy a copy here: https://amzn.to/49KMLMm  https://youtube.com/live/60w8Oljnazc?feature=share About Dragon’s Bluff The Crossroads Series explores previously undescribed areas of the Dragonlance world. Dragonlance fans eagerly await detailed information on any area of their favorite fantasy world. The son of one of the Heroes of the Lance and his wizard companion journey to Flotsam to recover the body of the wizard’s father. They quickly discover that her father isn’t dead, but missing. To compound their situation, a red dragon is terrorizing the population. Review Intro Welcome to another DragonLance Saga review episode. It is Misham, Newkolt the 22ndth. My name is Adam and today I am going to give you my review of Dragon’s Bluff by Mary H. Herbert. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review The first third of this novel is a very interesting setup. Ulin Majere just returned from Palanthas after looking for magical artifacts for his father Palin in the wake of magic being unstable (we are pre War of Souls here). Exhausted from travel, he is excited to be home with his betrothed Lucy Torkay. They are visited by a female dwarf from Flotsam named Chalcedony Rockdale who is the magistrate. She would like Lucy to come to identify a body believed to be her father Kethril. Her father abandoned her and her mother. He was a thief and con artist. They set sail to Sanction then took a caravan to Flotsam. En route they were ambushed by draconians and Lucy was able to make a spell actually work. She imbued potatoes with her magic which burst into flame as they struck the draconians. It's not what she intended, but it worked. Everyone was stunned, and with much of the caravan destroyed, they were approached by Silver Fox the 3rd, and his group, the Vigilant Force. They are all stunned that Lucy is a sorcerer and lead them into town.  Once in town the local council tells them they don’t have the body and can’t seem to find it. This is clearly something fishy going on, and Ulin and Lucy say they will only stay for four days then leave with the caravan, whether they have found her fathers body or not. As they wait, they get to know the other members of the vigilant force and become friendly with them. Lucy is offered a role as sheriff for Flotsam, as Malys is sending her Dark Knights to collect the annual taxes as tribute, and the town can get rowdy. Lucy and Ulin refuse. Lucy is jumped by brigands with their dwarven magistrate and she fights them off, threatening more potato fire.  They are called to help with some men who were wounded and the council presents a corpse, believing it to be Kethril, supposedly. It is not him, and the council finally admits that they need her to help them find Kethril, as he stole the town treasury they were going to give to Malys. Now with everything clear, Ulin and Lucy have to make a choice. Again, it is an interesting setup, but it seems like a lot to go through to get someone to hunt down a thief. Why not hire a bounty hunter? Certainly Flotsam has some hanging around. Ulin leaves with Notwen to see his hideout which contains a ton of magic items and components, when he returns to Lucy he has been gone for hours and she is in the hands of Dark Knights. They claim she stole the horse that was given to her by the caravan for saving them, and the council arrives to say they could pay the Dark knight for the horse, a bribe. The dark knight agrees and they release Lucy. When they leave Ulin runs to her and they confront the council about the bill of sale they happened to have ready. They say that they had to have it so they could convince her to be sheriff. She decides to stay for a while and be their sheriff, and Ulin swears to find her father.  Ulin and Notwen leave on his steamboat which crashes on a small island inhabited by a Siren. She tries to charm Ulin but her magic fades. He shares that its happening everywhere and the sirine helps them fix the steamboat. Back on their way they head to dead pirates’ cove to find Kethril. It seems everyone knows him, and hates him. But no one has seen him lately. They finally hear about a gambling riverboat that he may frequent, so they head off. Life in Flotsam as the sheriff is as crazy as one could expect it to be. Lucy is approached by the Dark Knights again, demanding that if she sees the Silver Fox, to raise the town flag. Otherwise she will be killed. THen the fox appears next to her in a fisherman’s disguise. He clearly likes her romantically, but she doesn’t reciprocate. They are friends however and will work together but he obviously has a spy in his inner circle he needs to discover. Back at the riverboat, Palin and Notwen discover Kethril disguised as a Khur and they drug him during a cardgame and take him on their ship. As they are heading back to Dead pirate cove for fuel they say, they see Ghagglers, sea slugs, attacking boats and come after them! They are boarded and captured, leaving a hidden Notwen for the siren to discover. She hears that they have been captured and leaves. Notwen stays hidden, fearing for his life. Ulin and Kethril are chained up for a while and get to know each other, then the Ghagglers take them to a sea cave with a  sea lion, hungry and ready for them. The final third of this novel was rather nice. Ulin and Kethril were saved from the Ghagglers and Sea Lion by the Sirine and her sea elf friends. It turned out that Sirine was Kethril's daughter. He gets around it seems. And they are taken by the sea elves to Notwen's ship, where he is still trying to make repairs, but it is slow going. Back in Flotsam the red dragon Fyremantle showed up a week early to ensure the new sheriff was collecting the requisite taxes. He burned some boats and killed some men in the process. Lucy confirmed that they were collecting the money, and the dragon left. Seeing the dragon in the distance, Ulin, Notwen and Kethril leap from the hip and swim away from it as the dragon burns as it flies by. Kethril only agreed to return if Ulin gave his word of honor that he wouldn’t let the town kill him outright. They arrived and Lucy punched her father in the nose, then sent him to jail. Ulin and Notwen talk with the town leadership about the predicament. They cannot pay the total money, and are at a loss for a plan, but they are beginning to put one together when they retire for the night. Kethril is found guilty at a trial and says that he spent the money he stole from them, but that he can get the money back. It turns out Fyremantle is stealing from Malystrix, and keeping his money in a separate lair. Kethril knows the location and was planning on stealing it, but now he will help the town get it and pay their debt. Lucy has a better idea.  Dark knights arrive in town and while Ulin and the townspeople are raiding the dragon’s lair with Kethril, Lucy has the dark knight soldiers abducted and tells the commander that Fyremantle is stealing and provides proof. If the dark knight reports to Malystryx, she will be given payment from the stolen money. She will be called off if Fyremantle agrees to lower the cost and leave the town largely alone. The knight reluctantly agrees and leaves. The town returns having lost some warriors due to traps and lizards living in the lair. The gnome Notwen has a dragon trap design and presents it for the final confrontation. Fyremantle arrives and steps into the trap which ends in it being bound in the trap. They share their knowledge of him skimming off Malystryx and the evidence being delivered. The dragon is furious but helpless in the face of the threat, knowing Malys will kill him if she finds out. He agrees to stop skimming and burning the town down, and is let out of the trap. He murders the council and mayor then leaves with the treasure.  The dark knight returns after the funerals and receives her pay and men. The town elects a new leadership as another Khur caravan arrives. Ulin and Lucy leave with the caravan after her father steals some money and flees into the desert. He left a note saying he is proud of her, and Lucy told the town to just bury him if he ever dies again. They join the caravan and return to solace. This was a great story about the love between Ulin and Lucy and how each of them feel slightly unworthy for the other due to the state of the world and their respective places in it. I really like these intimately driven stories. It is so much more relatable. I would recommend this to any fan of the Fifth Age or Dragonlance in general. It was a fun read. Outro And that's it for my review of Dragon’s Bluff by Mary H. Herbert. What did you think of the town of Flotsam in this era? Do you enjoy stories where mortals pull one over on dragons? And finally, would you have stayed in Flotsam if you were Lucy? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.   This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Dragonlance Hangout – January 21st, 2026

DragonLance Saga

Play Episode Listen Later Jan 22, 2026 43:11


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. https://youtube.com/live/gWX0M7frBEA Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 21st, and my name is Adam. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 Holmes Basic Set https://grognardia.blogspot.com/2008/09/holmes-basic.html The Holmes Basic Set was published in 1977 and would be superceded by Moldvay/Cook Basic/Expert or B/X (1981) a revision and representation of OD&D for the mass market, supercedes Original Dungeons & Dragons (1974) an introduction to the then-unpublished AD&D game,  and a unique game in its own right. draws select influences from other sourcebooks, including Supplement I: Greyhawk (1975), Swords & Spells (1976), the Chainmail wargame rules, and the third-party sourcebook Warlock https://dungeonsdragons.fandom.com/wiki/Basic_Set_(Holmes) color art by  David C. Sutherland III contents vary considerably depending on printing, but all include the 48-page rulebook The rules only cover play from level 1 to 3. Spells are only provided up to level 2. From the Greyhawk supplement, it includes the thief class; variable hit points per class; and the hit point bonus for very high Constitution scores; the first-level Magic-User spells magic missile, shield, and ventriloquism; the second-level Magic-user spells darkness, magic mouth, mirror image, pyrotechnics, strength, and web; and the second-level cleric spells silence 15′ radius and snake charm. From Advanced Dungeons & Dragons, for which the Player’s Handbook had not yet been released, it includes the first-level Magic-User spells dancing lights, enlargement and Tenser’s floating disc; the second-level Magic-User spells audible glamer and ray of enfeeblement; the first-level cleric spells remove fear and resist cold; and the second-level cleric spells know alignment and resist fire. An individual initiative system has characters with highest Dexterity go first. The 3 for 1 basis rule is clarified to mean that one can lower an ability score to raise their prime requisite. Although Gygax would later assert that this was not the intended interpretation of the rule, it would influence further editions of the Basic D&D rules line. A two-axis alignment system is included, with alignments having both lawful-neutral-chaotic and good-neutral-evil. However, only five of the possible nine alignment combinations are evidenced in the text—lawful good, lawful evil, neutral, chaotic good, and chaotic evil. There is no neutral good, neutral evil, lawful neutral, or chaotic neutral. Parrying rules are included, likely from Chainmail. Early printings of the book included Dungeon Geomorphs Set One: Basic Dungeon (1976) Monster & Treasure Assortment Set One: Levels One-Three (1977) November 1978 onward, the box set instead came with a copy of the adventure module B1 In Search of the Unknown (1979) Later printings instead included B2 The Keep on the Borderlands (1981) It was edited by Dr. John Eric Holmes, an associate professor of neurology at the University of Southern California’s School of Medicine. Holmes was a D&D player, and it was he who first approached TSR in 1976 offering to write an edited revision of the game’s rules. TSR had originally envisioned the idea of a Basic Set prior to the release of Eldritch Wizardry (1976). publication date of July 10th, 1977 sold for the price of US $9.50 The Basic Set received seven printings between 1977 and 1980. https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set The rulebook is intended for characters of levels one through three, with rules for adventuring in dungeons, and introduces the main concepts of the game;[2] it explains the game’s concepts and method of play in terms that make them accessible to new players ages twelve and older who might not be familiar with the rules and structure of tabletop miniatures wargaming. Although the Basic Set was not fully compatible with Advanced Dungeons & Dragons, players were expected to continue play beyond third level by moving to AD&D,[2][3] which was released beginning later that year. Holmes preferred a lighter tone with more room for personal improvisation, while Gary Gygax, who wrote the Advanced books, wanted an expansive game with rulings on any conceivable situation which might come up during play, and so could be used to arbitrate disputes at tournaments. Outro And that is all the time we have to hangout today. What do you think of Holmes' Basic Set? What was your first experience with D&D? And finally, would you ever play B1 or B2 with the Basic D&D set rules? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

RPGBOT.Podcast
D&D CAMPAIGN SETTINGS - The Multiverse is a Soda Fountain and We're Bad at Choosing

RPGBOT.Podcast

Play Episode Listen Later Jan 22, 2026 72:54


Welcome to the RPGBOT.Podcast, where tonight we bravely attempt to eat the entire Dungeons & Dragons campaign setting menu in one sitting. No tie-ins, no supplements, no "this was technically in Dragon Magazine once" nonsense: just the official D&D settings, served tasting-menu style. From post-apocalyptic deserts where magic killed the planet, to punk fantasy with robot soldiers, to the setting so generic it's basically carbonated water, we're ranking, roasting, and reminiscing about the worlds that shaped tabletop roleplaying games. Grab your character sheet, loosen your belt, and prepare for Forgotten Realms Coke vs Greyhawk Pepsi discourse. Show Notes In this episode of the RPGBOT.Podcast, we review the official Dungeons & Dragons campaign settings created by Wizards of the Coast (excluding licensed tie-ins and sub-settings) to help players and Dungeon Masters understand what makes each world distinct. Rather than deep dives, this episode delivers a high-level overview of each D&D setting's tone, themes, and playstyle, helping listeners decide which campaign setting best fits their table. Campaign Settings Covered Birthright – A kingdom-management focused D&D setting where divine bloodlines grant rulers supernatural authority. Ideal for players who want politics, rulership, and domain-level play alongside traditional adventuring. Dark Sun – A grimdark, post-apocalyptic fantasy setting defined by ecological collapse, psionics, scarce resources, and moral ambiguity. One of D&D's darkest campaign settings. Dragonlance – Epic fantasy rooted in legendary novels, fallen gods, returning dragons, and mythic heroism. A classic D&D setting built around narrative arcs and world-shaking events. Eberron – A pulp fantasy and dungeon-punk setting where magic functions as technology. Airships, warforged, political intrigue, and post-war fallout define this highly popular D&D world. Forgotten Realms – The default D&D campaign setting for 5e. High-magic, high-fantasy, dense lore, iconic characters, and flexible adventure design make it the most widely recognized setting. Greyhawk – The original published D&D setting, emphasizing sword-and-sorcery, moral ambiguity, and classic fantasy roots tied to iconic spells and characters. Mystara – A simplified fantasy setting originally designed for Basic D&D, featuring lighter tone, fewer races, and a more approachable style for new or younger players. Nentir Vale – A minimalist fourth-edition setting designed as a flexible framework rather than a fully realized world—perfect for Dungeon Masters who prefer homebrew. Planescape – A multiversal setting centered on Sigil, the City of Doors. Philosophical factions, planar travel, cosmic weirdness, and reality-bending concepts define this fan-favorite. Ravenloft – Gothic horror fantasy featuring cursed domains, tragic villains, and psychological dread. A setting focused on atmosphere, consequences, and survival. Spelljammer – Space fantasy for D&D, blending swashbuckling adventure with crystal spheres, astral travel, and magical ships sailing between worlds. Key Takeaways Not all D&D campaign settings are designed for the same playstyle—some emphasize politics, others horror, survival, or pulp action. Forgotten Realms works as the most flexible and accessible default setting, especially for new players. Eberron stands out for its coherent worldbuilding and logical use of magic as technology. Dark Sun and Ravenloft require player buy-in due to their heavy themes and darker tone. Planescape offers unmatched freedom and philosophical depth but demands strong DM preparation. Nentir Vale exists primarily as a DM toolkit rather than a narrative world. Older settings like Greyhawk, Dragonlance, and Mystara remain relevant for groups seeking classic fantasy vibes or nostalgia-driven campaigns. Dungeon Masters should choose a setting that reinforces—not fights—the story they want to tell. Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you. Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players. Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings. Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community. Meet the Hosts Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix. Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme. Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy. Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos. How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra BlueSky: @rpgbot.net TikTok: @RPGBOTDOTNET Ash Ely Professional Game Master on StartPlaying.Games BlueSky: @GravenAshes YouTube: @ashravenmedia Randall James BlueSky: @GrimoireRPG Amateurjack.com Read Melancon: A Grimoire Tale (affiliate link) Producer Dan @Lzr_illuminati

DragonLance Saga
Glade Hornfel Kytil

DragonLance Saga

Play Episode Listen Later Jan 20, 2026 7:26


Today, we journey beneath the mountains of Krynn, into the ancient halls of Thorbardin, to tell the story of the dwarf who reunited a broken people—Glade Hornfel Kytil, Thane of the Hylar, and the first King of Thorbardin since the Cataclysm. Buy Dwarven Kingdoms of Krynn: https://www.dmsguild.com/en/product/16962/dwarven-kingdoms-of-krynn-2e?affiliate_id=50797  https://youtu.be/oQQ6o7em540 Transcript Cold Open He was not born a king. He ruled a kingdom that did not yet believe in kings. And when the world above called for aid, he answered—even if it meant marching into legend, and never returning. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today I'm going to talk about the life of Thorbardins King, Glade Hornfel Kytil. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing DL4 Dragons of Desolation, War of the Lance Sourcebook, Chronicles, Lost Chronicles, Stormblade and The Last Thane for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Very little is known about the early life of Glade Hornfel Kytil. His parentage is unrecorded in the histories of Thorbardin, an unusual omission in a culture that prizes ancestry and clan lineage above almost all else. What is known is that he was Hylar, and that he rose not through blood alone, but through merit, resolve, and an unyielding sense of duty. One of the few recorded family connections is his cousin, Baker Whitegranite, a dwarf he trusted deeply—so deeply, in fact, that Baker would one day be left in charge of Thorbardin itself. Even in his early years, Hornfel distinguished himself as a warrior and leader, personally leading Hylar troops against riots instigated by the Theiwar and Daergar clans. These were not symbolic actions—he fought in the tunnels, weapon in hand, earning the scars that would later mark his arms as a badge of hard-won authority. Unlike many of his fellow thanes, Glade Hornfel believed that dwarven isolation was a slow death sentence. Since the Cataclysm, Thorbardin had turned inward, sealing itself away from the world above. To Hornfel, this was not preservation—it was stagnation. Time and again, he argued before the Council of Thanes that the dwarves must rejoin the world, reopening trade and forging alliances beyond their mountain halls. These efforts met fierce resistance. Only through cooperation with Gneiss Truesilver, Thane of the Daewar, did any trade at all manage to resume. Hornfel knew the danger. He feared that pushing too hard, too fast, would ignite a civil war that Thorbardin could not survive. And so he walked a careful path—pressing forward, but never recklessly. One of the clearest signs of Hornfel's open-mindedness came with the arrival of a human named Jordy, known among the dwarves simply as Piper. In a kingdom deeply suspicious of outsiders, Hornfel gave his word for the man's safety. Among dwarves, a sworn word carries immense weight. By staking his honor on a human, Hornfel demonstrated not only his belief in cooperation, but his confidence in his own judgment of character—a trait for which he was widely respected. When the War of the Lance reached Thorbardin, Glade Hornfel ruled as Thane of the Hylar and presided over the Council of Thanes. During this time, a kingsword named Stormblade was forged for him by Isarn Hammerfell and his apprentice, Stanach Hammerfell—a weapon meant to symbolize unity and rightful rule. But Stormblade's story became a tragedy. The sword was stolen, lost in the wilderness beyond Thorbardin, recovered, returned… and then stolen again—this time by Realgar, a derro agent secretly serving Verminaard. When Hornfel confronted Realgar, the dispute ended not with words, but with violence. The two fought, and Realgar fell to his death—plummeting into the depths, taking his ambitions with him. Despite his authority, Hornfel understood that Thorbardin would never truly unite until a symbol greater than any sword was restored: the Hammer of Kharas. When the Heroes of the Lance arrived seeking shelter, Hornfel struck a bargain. In exchange for sanctuary, they would recover the Hammer. They succeeded. Before a massive assembly of dwarves—Hylar, Daewar, Theiwar, and Daergar alike—the Hammer of Kharas was presented to Glade Hornfel Kytil. In that moment, centuries of division ended. He was crowned King of Thorbardin, the first since the Cataclysm. Not by conquest. Not by bloodline. But by unity. When Chaos invaded Krynn, Glade Hornfel did not remain behind his walls. True to his belief that dwarves were part of the world—not apart from it—he led an army of Hylar warriors to fight in the Chaos War. He left Thorbardin in the capable hands of Baker Whitegranite and marched to war alongside the Knights of Solamnia and the Knights of Takhisis. What happened next is shrouded in silence. The fate of Hornfel and his army remains unknown. All were presumed lost—wiped out in the war against Chaos itself. No body was ever recovered. No final battle recorded. Only absence. Glade Hornfel Kytil was shorter than most dwarves, but possessed a commanding presence. His hawk-like brown eyes, regal bearing, and well-groomed silver beard marked him as a leader long before he wore a crown. He was a master of both sword and tongue—an impeccable judge of character, a master debater, and a leader who resolved countless internal conflicts without bloodshed. His handwriting was thin and precise, much like his thinking. He was loved by his people. Hated by his dark cousins. And respected even by those who disagreed with him. Above all else, Hornfel believed in a future where dwarves stood shoulder to shoulder with the world once more—and he intended to see that future realized in his lifetime. Outro But that is all the time I have to talk about Glade Hornfel Kytil. What do you think of the first King of Thorbardin since the Cataclysm? Should the dwarves have opened their gates to outsiders? And since history remembers Glade Hornfel Kytil, he couldn't have been killed by the Daemon Warriors. Could his remains still be out there? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: Not everyone in this world is as wise as the great Fizban the Fabulous.

DragonLance Saga
DLS1 New Beginnings Review

DragonLance Saga

Play Episode Listen Later Jan 20, 2026 21:45


Join me as I review DLS1 New Beginnings by Mark Acres live! Share your thoughts on this first Taladas adventure starter supplement in the Time of the Dragon boxed set Taladas continent on Krynn, released by TSR Inc. in  February 1991. You can buy a copy here: https://www.drivethrurpg.com/en/product/17372/dls1-new-beginnings-2e?affiliate_id=50797  https://youtube.com/live/s9RlPFw55dc About DLS1 New Beginnings It is a continent of raw beauty and wondrous magics—of marauding hordes and avenging champions—it is Taladas, the forgotten continent of Krynn first revealed in the best-selling Dragonlance supplement Time of the Dragon. Now, this incredible setting is brought to life and made ready for adventuring with New Beginnings. This essential adventure provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. New Beginnings includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing your new character in the Taladas setting, and sample encounters which allow you to test your characters skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.

DragonLance Saga
DM101: Understanding Player Motivations

DragonLance Saga

Play Episode Listen Later Jan 20, 2026 36:18


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: Understanding Player Motivations. https://youtube.com/live/g-r-PdSim_Y Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 19th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can have a beautifully designed world. Balanced encounters. Deep lore. And still have a table that feels bored. That's because players don't engage with content — they engage with what motivates them. If you've ever wondered why one player lights up during combat while another checks out, or why a puzzle excites one person and frustrates someone else, today's episode is for you. This is Dungeon Mastering 101, and today we're talking about Understanding Player Motivations. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — Why Motivation Matters More Than Mechanics Most new Dungeon Masters focus on rules mastery. But rules don't create engagement. Motivation does. Every player comes to the table looking for something different: excitement story mastery connection chaos When a game works, it's not because everyone wants the same thing — it's because the DM knows what each player wants and creates space for it. Understanding motivation turns guesswork into intention. Segment 2 — The DM101 Motivation Model (8 Types) Let's establish the framework. No player fits into only one category, but most players lean strongly toward one or two. These motivations are not labels — they are tools. The eight DM101 motivation types are: Combat Story Social Puzzle Power Discovery Character-Driven Chaos / Thrill Your job is not to please everyone all the time — it's to rotate spotlight intentionally. Segment 3 — Combat-Motivated Players Combat-motivated players want: tactical depth meaningful choices visible consequences They engage when: positioning matters enemies behave intelligently victories feel earned How to support them: Add terrain and objectives to fights Vary enemy tactics Let combat outcomes affect the story Combat players are not murderhobos — they are problem-solvers through conflict. Segment 4 — Story-Motivated Players Story-motivated players care about: narrative continuity themes cause and effect They engage when: choices matter long-term the world remembers what happened actions have moral weight How to support them: Reference past events Let NPCs evolve Show consequences over time These players want to feel like they're inside a living story, not a sequence of quests. Segment 5 — Social-Motivated Players Social players thrive on: roleplay conversation influence They engage when: NPCs feel real dialogue changes outcomes relationships matter How to support them: Give NPCs goals, not scripts Allow talking to replace fighting Let reputation shape the world Social players don't want to “win” conversations — they want to change people. Segment 6 — Puzzle-Motivated Players Puzzle players enjoy: logic riddles systems They engage when: problems have multiple solutions clues reward attention thinking beats brute force How to support them: Present mysteries, not just locks Offer layered clues Allow creative solutions Important note: Never lock progress behind a single puzzle solution — frustration kills momentum. Segment 7 — Power-Motivated Players Power players want: growth mastery competence They engage when: abilities matter progression feels meaningful success is visible How to support them: Let characters shine at what they're good at Use enemies that highlight strengths Tie advancement to narrative moments Power players aren't selfish — they're expressing fantasy fulfillment. Segment 8 — Discovery-Motivated Players Discovery players love: lore exploration secrets They engage when: the world feels deep curiosity is rewarded unanswered questions exist How to support them: Seed rumors and mysteries Hide lore in the environment Let exploration change understanding Discovery players make the world feel bigger. Segment 9 — Character-Driven Players Character-driven players focus on: identity personal growth internal conflict They engage when: backstory matters choices challenge beliefs arcs evolve naturally How to support them: Ask “What would this cost emotionally?” Tie personal stakes into larger events Let characters change These players are here for transformation. Segment 10 — Chaos / Thrill-Motivated Players Chaos players want: unpredictability excitement surprise They engage when: anything could happen rules bend for fun the table laughs How to support them: Embrace wild ideas occasionally Use unexpected twists Channel chaos, don't suppress it Chaos players provide energy — manage it, don't fight it. Segment 11 — Using Motivations to Tune Your Game Here's the practical application. For campaigns: Identify each player's top two motivations Make sure each appears regularly Avoid letting one dominate constantly For encounters: Mix motivations inside single scenes Add social choices to combat Hide lore inside puzzles Let chaos moments exist safely Balance is achieved over time, not per session. Segment 12 — The DM101 Mindset Shift Here's the core philosophy: Players aren't difficult — they're motivated differently. Once you understand that, frustration turns into clarity. You stop asking: “Why don't they care about this?” And start asking: “Who is this for?” That question changes everything. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: Understanding Player Motivations! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Review: The Thieves’ Guild

DragonLance Saga

Play Episode Listen Later Jan 19, 2026 16:16


Join me as I review The Thieves’ Guild by Jeff Crook live! Share your thoughts on this second novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2000. You can buy a copy here: https://amzn.to/49nFYto  https://youtube.com/live/qMIRuk1R5lE About The Thieves’ Guild Palanthas, Jewel of Ansalon, City of Seven Circles, heart of the old Solamnic empire. For three thousand years she has shone as a becaon to the world. Even now, ruled by the Knights of Neraka, she glitters in the night. Yet at the core of the gleaming city lies a dark center: the Thieves’ Guild. Though the Dark Knights ruthlessly crushed the guild beneath an iron heel, a stronger, darker guild has arisen. Now it’s intent on recovering its lost treasures and power. And nothing will stand in its way. Review Intro Welcome to another DragonLance Saga review episode. It is Palast, Newkolt the 19th. My name is Adam and today I am going to give you my review of The Thieves’ Guild by Jeff Crook. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review This is such a well written story thus far. We are presented with Palanthas under the rule of the Knights of Takhisis. They have routed the Thieves Guild, murdering them all, nearly, in one night. Years later a wealthy merchant has a shipment of a rare herb powder arriving that was paid for by Mistress Jenna of the Red Robes. This powder comes from the Dragon Isles and is very expensive. It is naturally a target for thieves. As Cael Oronstaff infiltrates the merchants home during his Spring Dawning eve party, he comes across another thief who already has the substance. He takes it from Alynthia Krath-Mal, a high ranking thief in the new thieves guild, and escapes. The next day the Lord High Justice, Sir Arach Jannon, a Thorn Knight, arrives to investigate as does Jenna. They discover the thief used magic and killed another thief. They believe it is an associate of a blacksmith that recently rebarred the merchant’s windows. The Spring Dawning festival proceeds with Cael visiting his dwarven friend Kharzog. They go to the festival together and hear Sir Elstone Kinsaid, the Lord Knight of Palanthas read a declaration from Sir Morham Targonne, the Lord of Knight. He declares the Knights of Takhisis are now the Knights of Neraka. No one seems to care, and the festival continues unabated. Cael is confronted by Alynthia and a band of thieves who chase him into the sewers and eventually capture him. He is brought before Mulciber, the Thief Guild's master and sentenced to death for stealing from them and selling it to someone else. As Cael is responsible for other thieves’ deaths, Alynthia requests to own him and train him to be  guild thief. THey eventually agrees on the provision he can steal the Potion of Shonlay for the guild. She agrees and they disperse. Sir Kinsaid commands Sir Jannon to find this Cael thief and deliver him so Mistress Jenna will leave him alone. Weeks later, Cael has been training with the Thieves Guild, learning how to work with their tactics. He is sent on a test in the sewers, to the heart of Palanthas, which is  an old dwarven home, Cold Forge or Kal Thax as they call it. Within they have to pass a series of tests to fully join the guild, but only a few have ever passed them. THey get split up as the Knights are searching for Cael in the tunnels, and he and one of the thieves sneak into a beast’s lair, who kills his partner and he kills it in return, discovering the secret door. He is denied entry by Alynthia who admonishes him for leaving the group he was sent in here with and ending with a dead partner.  Mistress Jenna meets Arach Jannon to tell him the Thieves Guild is set to raid her store, and while he adamantly denies there is a Thieves Guild, he agrees to ambush the intruders. As the thieves enter for the potion of Shonlay, their attempt is thwarted by Jenna’s magic and they narrowly escape, with Cael and Alynthia being chased around the city by the Lord high Justice and his men. They are consistently on their tail. They enter shoikan grove to hide, then end up sneaking out of the old town and splitting up. Alynthia is caught by the knights and Cael saves her by running them off. As she goes to flee, the alley erupts, attacking the knights. As Cael tries to escape he is caught and sentenced to death by slow torture. He is imprisoned in the dungeons. He is rescued a month later by the gnome Gimzig and Alynthea. As they are escaping in the sewers, Gimzig is attacked and pulled under water by a sewer beast and Alynthia takes the unconscious Cael to a safehouse. He is sick and unconscious for another month. When he wakes he learns the Thieves Guild labeled them both traitors and are looking for them, as are the Knights of Neraka. Alynthia is convinced if they find a treasure named the reliquary they could earn their way back into the Thieves Guild. Caels doesn’t care, but he swears to help her get it if she helps him get his staff which was taken by Sir Jannon. They break into the Great Library and have Berem show them to the volumes about recovered treasure from years past, in hopes the Reliquary will be annotated. It is not. With nothing to go off of, they turn to retrieving Cael's staff. They break into Jannon’s office and take the staff, inadvertently starting a fire. THey see Mulciber sneak into the keep and they follow him to see it’s actually Alynthia's husband, Captain Oros. It turns out he was behind the fall of the guild years ago and he’s about to make a deal with the Knights to have it fall again if he can keep some treasure. Alynthia refuses to believe it and a dragon spots them, and chases them out of town and into the bay. It leaves them for dead as they slink into a tavern and coincidentally find a childhood protector of Alynthia thought dead who confirms Oros' treasury. She demands to see him face to face and when they search his office they find a note about treasure being transferred to his ship. They go to the ship and find the reliquary and Oros and his minotaur Kolav attack them both. Cael defends the reliquary running into the city and is rescued by the gnome Gimzig! They defeat Kolov and Janon arrives, only to be killed by Kael. Meanwhile Alynthia is brought before the guild and sentenced to death by Mulciber, but then Mulciber counteracts the order, revealing there to have never been a mulciber, as Cael stands there. The guild turns against Oros and captures him. With the guild back in order, and their immediate enemies taken care of, Cael leaves to steal the founders stone and affix it to his dwarven friends gravestone. The knights ask Jenna to get it off the stone, but she refuses saying she isn’t able. But secretly she believes it belongs there. This was a good story, but the time shifts were erratic. Crook clearly realised he had to wrap it all up in a hurry and the third act is just one resolution after the other with contrived solutions and meetings, belying credulity. I did enjoy the story overall, and the suggestion that Cael is Tanis Half-Elven and a sea elf’s son, even having a dragon slaying weapon like his supposed fathers. But ultimately I just have this as fun head canon rather than reality. In any case, if you love Dragonlance, you should definitely read this novel, and if you really like thief stories, you will probably dig this one as well. So give it a read! Outro And that's it for my review of The Thieves’ Guild by Jeff Crook. When do you think of Cael being Tanis' son? Do you like magical artifacts being used in stories like this? And finally, should the Thieves Guild have a happy ending? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.   This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Order of Aesthetics News – January 16th, 2026

DragonLance Saga

Play Episode Listen Later Jan 17, 2026 53:07


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing one-shot games, Tales from Woodcreek, Alien: The Roleplaying Game, and Call of Cthulhu. https://youtube.com/live/wDh31F3KX-g Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 16th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  Patrons – 2 free game sessions per month! Why one-shot tabletop RPGs should start full throttle https://www.polygon.com/ttrpg-advice-game-design-cold-open-best-indie-games/  ‘Tales from Woodcreek’ Is the Most Watchable ‘D&D’ Show That Not Enough People Are Watching https://www.cracked.com/article_49599_tales-from-woodcreek-is-the-most-watchable-dd-show-that-not-enough-people-are-watching.html  The “Evolved Edition” of ‘Alien: The Roleplaying Game' Adds Even More to an Already Great TTRPG https://bloody-disgusting.com/reviews/3924630/the-evolved-edition-of-alien-the-roleplaying-game-adds-even-more-to-an-already-great-ttrpg-review/  D&D rival Call of Cthulhu offers 94% off essential sourcebooks worth $426 in this epic bundle deal https://www.wargamer.com/call-of-cthulhu-rpg/humble-bundle-dnd  Outro And that's it for this OA News episode! Do you enjoy one-shot games? Do you enjoy watching actual plays? And finally, have you ever tried Alien or Call of Cthulhu ttrpgs? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

Monster Man
Episode 605: Dragons of Krynn Intro

Monster Man

Play Episode Listen Later Jan 15, 2026 12:24


It's called Dragonlance, so obviously dragons are important. But what are the dragons of Krynn like? I know I said today would be a special episode, but I've been sick as the proverbial dog for nearly a week, so this is what I had time to do. If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.

DragonLance Saga
Are Wizards of High Sorcery Clerics?

DragonLance Saga

Play Episode Listen Later Jan 13, 2026 7:32


In Dragonlance, The Orders of High Sorcery are governed by the three gods of Magic, Solinari, Lunitary, and Nuitari. Does that make the Wizards of High Sorcery Clerics? Buy Holy Orders of the Stars: https://www.dmsguild.com/en/product/3239/holy-orders-of-the-stars-3-5e?affiliate_id=50797  https://youtu.be/ubZWAe9_1Ks Transcript Cold Open Wizards of High Sorcery serve the gods, obey strict laws, and can lose their power if they stray. So… are they clerics? Intro Welcome to another DragonLance Saga episode. My name is Adam, and today I'm going to answer a question that comes up surprisingly often: are Wizards of High Sorcery clerics? I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing DLA Dragonlance Adventures, and the Chronicles and Legends for this information, if I leave anything out or misspeak, please leave a comment below. Discussion At a glance, Wizards of High Sorcery look very much like clerics. They draw power from divine beings. Their magic waxes and wanes according to heavenly bodies' cycles. They are bound by oaths, laws, and a rigid hierarchy. They can be punished, stripped of power, or even executed for violating doctrine. And like priests, their lives are defined by service to something greater than themselves. So the confusion is understandable. But in Dragonlance, Wizards of High Sorcery are not clerics, and the distinction matters greatly—both thematically and cosmologically. To understand why, we have to start with what the gods of magic actually are. Solinari, Lunitari, and Nuitari are gods, yes—but they are fundamentally different from the rest of the pantheon. When the other gods aligned themselves for the coming All-Saints War, the gods of magic refused to take sides. Instead of ruling from the heavens, they bound themselves to Krynn itself, revolving around the world as moons, anchoring magic directly into creation. They do not demand worship. They do not ask for prayer. They do not require devotion, sacrifice, or moral obedience. They grant access, not favor. A Wizard of High Sorcery does not serve a god in the way a cleric serves Mishakal, Paladine, or Takhisis. A wizard pledges loyalty to magic itself. This is explicitly stated in the doctrine of the Orders: a wizard's only loyalty is to magic. That single principle is the reason magic survives in Krynn at all. This is the first and most important difference. Clerics are instruments of divine will. Wizards are custodians of a cosmic force. Since the Second Dragon War, the gods of magic have not intervened to guide behavior. They do not issue commandments. They do not speak through visions demanding obedience. Instead, they allow the Orders to regulate themselves through law, tradition, and brutal accountability. The Conclave, not the gods, governs wizardry. The Test of High Sorcery, not divine judgment, determines worthiness. And the Test makes this distinction crystal clear. The Test of High Sorcery is not about faith. It is not about morality. It is not even about good or evil. Wizards are not judged on why they want power, but on whether they will use it responsibly. Failure does not mean excommunication. It means death. When a wizard takes the Test, they are not dedicating their soul to a god. They are pledging their entire life to magic. That pledge is enforced not by divine punishment, but by the Orders themselves. A wizard who breaks faith with their order does not lose magic because a god is displeased—they lose it because they have broken alignment with the cosmic structure that allows them to channel it. Even the moons reinforce this difference. A cleric's power flows continuously so long as they remain in good standing with their deity. A wizard's power fluctuates mechanically, predictably, impersonally. Solinari waxing does not reward a White Robe. Nuitari waning does not punish a Black Robe. The moons do not care. They simply are. When a wizard strays too far from the principles of their order, the moon ceases to affect them—not as judgment, but as consequence. And this brings us to the crucial dividing line. Clerics exist to serve divine purposes. Wizards exist to preserve balance. A White Robe wizard must pursue good, yes—but only because unrestrained magic is destructive. A Black Robe wizard pursues self-interest, but within boundaries. A Red Robe wizard stands between extremes, maintaining equilibrium. These are not moral callings. They are functional necessities. That is why White and Black Robes can slaughter each other on the battlefield, then calmly debate spell theory in a Tower of High Sorcery. Their loyalty is not to ideology, nation, or god—it is to magic's survival. And it is why renegade wizards are treated more harshly than apostate clerics. A fallen cleric has lost favor. A renegade wizard is a threat to reality. The Orders will hunt, capture, convert, or destroy renegades because uncontrolled magic destabilizes the world itself. This is not heresy—it is hazard containment. So while Wizards of High Sorcery share surface similarities with clerics—hierarchy, obligation, loss of power—their role in Dragonlance is entirely different. Clerics are servants. Wizards are stewards. Clerics submit to will. Wizards submit to law. And that distinction is at the very heart of Krynn's cosmology. Outro But that is all the time I have to talk about Wizards of High Sorcery and whether they are clerics. What do you think? Does the distinction matter to you as a player, or do they feel functionally the same at the table? And if you were playing a wizard in Dragonlance, which order would you choose, and why? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: I go where I choose in this world, and I choose to go with you, Tanis Half-Elven.

DragonLance Saga
DM101: The Five Pillars of Running the Table

DragonLance Saga

Play Episode Listen Later Jan 13, 2026 40:09


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: The Five Pillars of Running the Table. https://youtube.com/live/5Pq90qF-nYw Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 12th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Most new Dungeon Masters think a good session comes down to one thing: combat. But if every session is only a fight, players burn out.  If there's no tension, the world feels flat. And if characters don't grow, the story doesn't stick. Running a great game isn't about doing one thing well — it's about balancing multiple forms of engagement. Today we're breaking down the Five Pillars of Running the Table, and how understanding them can transform the way you run your game. Welcome to Dungeon Mastering 101. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Table Is a System, Not a Scene Before we talk about the pillars themselves, we need to reset expectations. A D&D session is not a sequence of encounters.  It is a dynamic system made up of: player motivations emotional energy pacing choice and consequence The Five Pillars are not rigid categories — they are lenses. They help you diagnose what a session needs right now. A balanced table feels alive because it shifts focus naturally. Segment 2 — Pillar One: Combat (Tension & Stakes) Combat is not just about tactics and damage. At its best, combat provides: urgency risk visible consequences cinematic payoff For new DMs: Combat should answer the question: What happens if the players fail? Short, meaningful fights are better than long, repetitive ones. Every combat should matter narratively or emotionally. Combat is the pressure cooker of the game — use it intentionally. Segment 3 — Pillar Two: Exploration (Curiosity & Discovery) Exploration is about giving players the freedom to investigate the world. This includes: physical travel dungeons wilderness mysteries environmental storytelling Exploration works when: choices lead to different outcomes information is earned the world reacts to curiosity For new DMs: You don't need maps for everything. Give players meaningful options, not exhaustive detail. Exploration feeds player agency. Segment 4 — Pillar Three: Social Interaction (Connection & Influence) Social interaction is where players test who their characters are. This pillar includes: roleplay negotiation deception persuasion alliances and rivalries Key points for new DMs: NPCs should have goals, not scripts. Let conversations change the world. Reward engagement, not just high rolls. Social scenes turn the world from a backdrop into a relationship. Segment 5 — Pillar Four: Downtime (Reflection & Growth) Downtime is often overlooked — and that's a mistake. Downtime allows: characters to reflect players to breathe consequences to settle the world to move For new DMs: Downtime doesn't need weeks of in-game time. A single evening, festival, or travel montage can count. Use downtime to highlight character priorities. Without downtime, the game becomes exhausting. Segment 6 — Pillar Five: Character Arcs (Meaning & Investment) Character arcs are the emotional backbone of the campaign. They answer: Why does this character care? What do they want? What challenges them personally? For new DMs: You don't need full backstory novels. Look for unresolved questions. Tie character choices to world consequences. When characters grow, players stay invested. Segment 7 — Balancing the Five Pillars You do not need all five pillars in every session. Instead: Rotate focus over multiple sessions. Watch player energy and shift accordingly. Use one pillar to support another. Examples: Exploration leads to combat. Social interaction creates future conflict. Downtime sets up character arcs. Balance is about awareness, not math. Segment 8 — The DM101 Mindset Behind the Pillars Here's the mindset shift that ties everything together: You are not delivering content —you are curating experiences. The Five Pillars exist to serve: player agency emotional pacing shared storytelling Your role is to notice what the table needs and provide the right pillar at the right time. Closing Takeaway Combat excites. Exploration invites. Social interaction connects. Downtime sustains. Character arcs endure. A great Dungeon Master doesn't master one pillar — they learn to balance all five. Once you understand these pillars, you stop asking, “What should happen next?”…and start asking, “What does this table need right now?” That is the heart of Dungeon Mastering 101. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: The Five Pillars of Running the Table! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
OA News – January 9th, 2026

DragonLance Saga

Play Episode Listen Later Jan 10, 2026 44:26


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Starting an adventure, down time in game, RealmsBound project, and Dungeon Crawl Classics. https://youtube.com/live/ZY7AiDCzjQE Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 9th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links and get $10 by signing up to StartPlaying.Games in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  8k words or less Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  D&D: Five Classic Ways To Open An Adventure https://www.belloflostsouls.net/2026/01/dd-five-classic-ways-to-open-an-adventure.html  The worst part of Critical Role is one of the best parts of Dungeons and Dragons https://www.wargamer.com/dnd/critical-role-downtime  Ed Greenwood’s RealmsBound Project Brings New Depth to Dungeons & Dragons’ Forgotten Realms https://techraptor.net/tabletop/news/ed-greenwoods-realmsbound-project-brings-new-depth-to-dungeons-dragons-forgotten  After 8 years of playing D&D nonstop, I’ve finally tried its biggest alternative https://www.polygon.com/dnd-alternative-dungeon-crawl-classics/  Outro And that's it for this OA News episode! How do you like to open your adventures? Do you mind long periods of player discussion above table in your games? And finally, have you ever tried dungeon crawl classics? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

RogueWatson - D&D Live Play
Crafting Dragonlance Session 15

RogueWatson - D&D Live Play

Play Episode Listen Later Jan 9, 2026 55:33


Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson

music preparing crafting rpg kevin macleod dragonlance dragon queen ccgs huge spoilers dragonlance shadow noble knight games
DragonLance Saga
Dragonlance Hangout – January 7th, 2026

DragonLance Saga

Play Episode Listen Later Jan 8, 2026 35:17


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing TTRPG actual plays and paid games. https://youtube.com/live/li4JAhXcgJE Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 7th, and my name is Adam. Today I am discussing the forthcoming DLSaga Anthology and my process of writing! I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links in the description below. Discussion DLSaga Anthology https://dlsaga.com/contributors/ 4,000–7,500 words preferred Notifications sent by March 1, 2026 1. Actual Plays: Entertainment or Tabletop Gaming? Opening Framing Thought Actual plays began as a way to share a game—but they've evolved into a distinct form of fantasy entertainment. Key Contrast Playing a Game Agency, immersion, personal stakes Messy, slow moments are part of the fun The story belongs to you Watching an Actual Play Passive, narrative-focused Edited (or performed) for pacing The story belongs to the cast Prompt “Is watching an actual play closer to playing D&D… or closer to watching a fantasy series set in a D&D world?” Dragonlance Angle Dragonlance is deeply narrative and character-driven Watching fits well for fans who love the lore but don't want rules overhead Playing hits harder for those who want to leave a mark on Krynn 2. Do People Enjoy Playing Online More Than Watching? Why People Prefer Playing You matter to the outcome Emotional investment is stronger Especially powerful in settings like Dragonlance where legacy, honor, and tragedy matter Why People Prefer Watching No scheduling stress No social anxiety High-quality storytelling without homework You can love Krynn without knowing THAC0 Question “If you could only choose one—would you rather be in Krynn, or observe it being explored by others?” 3. Paid Games vs Free Games (StartPlaying, etc.) This is where things get spicy—and relevant to a lot of viewers. Why Players Try Paid Games Consistent scheduling Experienced, prepared GM Clear expectations Safety tools and table norms Especially appealing for online-only players What Players Expect From a Paid Game Compared to free games, players often expect: Paid Game Expectations Strong session prep and continuity Clear campaign direction Spotlight balance Professional table management Respect for player time Stable tone (very important for Dragonlance) Free Game Expectations More flexibility More chaos Often more forgiving of rough edges “We're here to have fun” energy Question “Is paying for a game paying for quality… or paying for reliability?” 4. What Should a Paid Dragonlance Game Deliver? This is a great moment to subtly establish your philosophy as a DM. Dragonlance-Specific Expectations Respect for established lore (without being shackled by it) Epic stakes, not kitchen-sink chaos Meaningful moral choices (Good, Evil, and the gray between) Consequences that matter Characters who feel like they belong in Krynn—not generic fantasy avatars Discussion Prompt “If you paid to play in Dragonlance, what would feel like a betrayal of the setting?” 5. Does Any of This Matter to Viewers? Short answer: Yes—but not in the way players think. What Viewers Care About Chemistry at the table Emotional authenticity Clear character motivations Momentum and pacing Respect for the world What Viewers Don't Usually Care About Whether the game is paid or free Perfect rules accuracy Who ‘won' the encounter Key Insight Viewers can feel professionalism, even if they don't know why. A paid-level game often produces: Better focus Fewer derailments Stronger narrative arcs Which—ironically—makes it better viewing. 6. The Big Question “Are actual plays about showcasing a game… or showcasing a Dungeon Master's philosophy?” And for Dragonlance specifically: “Is Krynn better experienced as a place you visit… or a story you watch unfold?” Chat Polls Would you rather: Play online or Watch an actual play Have you ever paid for a game? Yes / No / Would Consider What matters more: Lore Accuracy or Good Story Should Dragonlance games stick close to canon? Yes / No / Depends Outro And that is all the time we have to hangout today. What do you think of actual plays? Would you ever pay to play a TTRPG? And finally, what is your favorite system to play Dragonlance in? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
The Citadel Review

DragonLance Saga

Play Episode Listen Later Jan 6, 2026 16:57


Join me as I review The Citadel by Richard A. Knaak live! Share your thoughts on this third novel in the Dragonlance Classics series, released by Wizards of the Coast on July 1, 2000. You can buy a copy here: https://amzn.to/3LkFPxk  https://youtube.com/live/kiArl9R5CJs About The Citadel Weapon of the Dark Queen Against a darkened cloud it comes, framed by thunder and lightning, soaring over the ravaged land: the flying citadel, mightiest power in the arsenal of the dragon highlords. In an age of war, an evil wizard learned the secret of creating these castles in the air and sought to use them to gain power over all Krynn. Against him were ranged a red-robed magic-user, a cleric, an ancient warrior, and — naturally — a kender. Their battle shook the skies of Krynn. Review Intro Welcome to another DragonLance Saga review episode. It is Majetag, Newkolt the 6th. My name is Adam and today I am going to give you my review of The Citadel by Richard A. Knaak. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review This is a solid start to a story. We are in Christine with the red robe wizard Tyrus and white robe Leot. They are researching when the city is attacked by General Markus Cadrio. He was a former member of the Black Dragon Army who was trying to rally an army around him. He commands dragons, gargoyles and two citadels which pummel Crystine. However, the city is protected by two gold dragons who fight off many of the attackers. The gargoyles take the wizards, but Tyrus falls. He wakes after the battle to Captain Bakal who shares the outcome. Immediately Tyrus wants to travel to get back his friend Leot. He goes to the gold dragons who refuse, as one is ready to deliver her eggs.  Cardio is met by a wizard named Valkan who wants to raise another Citadel in Atrium, so he travels there and they sacrifice Lemuel, a cleric of Takhisis to raise this new, but different citadel. They use it to destroy the town of Norwich, but the new citadel destroyed one of Cadrio's other citadels in the process as well as fighting off the silver dragons defending the town. This infuriates Cadrio who doesn't feel he can trust Valkan. Back in Crystine, Tyrus is visited by a cleric of Branchala named Serene who asks where Cadrio is. He doesn't know but he asks if she needs help, and introduces her to Captain Bakal. They travel with twelve soldiers to meet up with a kender named Rap who invites griffons to carry them all in search of General cardio. They eventually arrive at Norwich, shocked at the devastation and remains of a flying citadel. They suddenly realized there was motion in the clouds, and saw the Atrium citadel flying, concealed in the clouds. They moved to intercept it as they sent Rap to Gwynned to get the Gold Dragons to aid in the attack. Simultaneously, the gargoyles that served Valkan were beginning to mutiny as Stone was speaking with both General Cardio and Tyrus about helping either of them overthrow Valkan. Once the battle began it was a brutal one, with lightning striking and decimating foes. The black dragons joined and the gold dragons were defeated. Serene and Tyrus were taken into the Citadel as captives as it slowly made its way to Gwynned. General Cadrio and Vulkan were at each other’s throats as well, vying to power, but Vulkan is clearly the victor. Selene realized that the love of her life she was searching for, is actually Vulkan, but was shocked to see the transformation in him. Vulkan showed Tyrus how he has been powering the citadel, through the life force of captured magi. Including Tyrus' friend Leot. He then curses him to be unable to cast magic, and imprisons Tyrus again. Tyrus is saved by a gargoyle and Leot, and escapes to report to Captain Bakal. Together they come up with  a scheme to stop the Citadel before it reached to Gwynned. Captain Bakal, Tyrus, and Serene once again invaded the citadel as it was staged to attack, and Tyrus was captured and replaced Leot as the power cell. Rap went to save him and was killed by Valkan. Serene began to take control of the citadel and the gargoyles attacked each other. Valkan was playing General Cadrio off his officer Zander, as they fought the gold dragons with the black dragons. In the Atrium citadel, they destroyed the help which steers the citadel, but needed to also destroy the magical columns which powered it. Tyrus sent Bakal and Serene off and he went to destroy Valkan, the calendars or both. When he arrived, Valkan was busy focusing on the power, but after a short battle Tyrus sent his staff hurtling toward a calendar and destroyed it, and the citadel began falling from the sky. Valkan was caught under rubble and doomed, as the gargoyles in his service fled. Outside the griffons saved them from the falling fortress as it plummeted onto its own army far below. Tyrus ended up living, and they made a cairn for Rap where he trained the griffons. THe gargoyles came to pay homage to the heroes and went off as free beings. All in all the story was interesting but I had no idea when it was set. It kept referencing the war of the lance and even kitiara, but then made mention of the gods leaving, but everyone used magic, so I am just confused. I suppose it doesn't really matter, as Knaak put together an entertaining story with a horrid villain and interesting characters. If you are a completionist, you should read this novel, but otherwise I think you could skip it. Outro And that's it for my review of The Citadel by Richard A. Knaak. When do you think the story was set? Do you like the new type of citadel? And finally, will we ever see citadels in the age of mortals? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.   This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Was Raistlin Majere A Warlock?

DragonLance Saga

Play Episode Listen Later Jan 6, 2026 9:04


He had a natural aptitude for magic as a young man, but clearly survived and benefitted from Fistandantilus. Let's examine if Raistlin Majere was a warlock. You can buy Towers of high Sorcery here: https://www.dmsguild.com/en/product/2940/towers-of-high-sorcery-3-5?affiliate_id=50797   https://youtu.be/k_w-BOj03wY Transcript Cold Open If there’s one character who bends the rules of magic on Krynn, it’s Raistlin Majere. But what if the greatest wizard in Dragonlance history… wasn’t purely a wizard at all? What if his unparalleled power came, at least in part, from a dark pact that echoes the mechanics of a D&D Warlock? Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re diving deep into a fascinating theory: Was Raistlin Majere secretly a Warlock? I’d like to thank the DLSaga YouTube members and Patreon Patrons, and invite you to consider becoming a member or patron. You can also grab Dragonlance media through my affiliate links. This discussion pulls from the Chronicles & Legends novels, Dragonlance sourcebooks, and D&D 5th Edition 2024 rules, particularly the Warlock class from the Player’s Handbook. As always, if I miss details or get something wrong, let me know in the comments. Discussion To understand this theory, we first need a quick refresher on how magic works in Dragonlance. Arcane magic on Krynn is tied to the three moons of magic: Solinari for White Robes and good-aligned wizards, Lunitari for Red Robes and neutrality, and Nuitari for Black Robes and evil. Wizards must take the grueling Test of High Sorcery, swear allegiance to one order, and draw power through rigorous study, meditation, and devotion to the moons’ gods. It’s a scholarly, disciplined path—very much like the classic D&D Wizard class, relying on Intelligence, spellbooks, and long preparation. Raistlin starts firmly in this tradition. He wears the white robe of his instructor and his early life is all about mastering the craft through intellect and observation. But everything changes during his Test of High Sorcery in the Tower at Wayreth. At the climax of the Test—the youngest mage ever to take it—Raistlin faces what seems like certain death against a powerful dark elf illusion. That’s when the spirit of Fistandantilus appears. This ancient, infamous archmage—known as the Dark One—offers Raistlin a bargain: immediate power to defeat the elf and survive the Test, in exchange for a steady drain on Raistlin’s life force. Raistlin, ever ambitious, accepts without hesitation. The deal transforms him physically and magically. His skin turns golden (providing resistance to spells), his hair goes white, his eyes become hourglass-shaped (letting him see the ravages of time on all things), and he’s cursed with a chronic, debilitating cough. But he gains immense power in the moment, and Fistandantilus’s essence lingers within him, subtly feeding him knowledge and strength for years to come. Now, let’s shift to D&D 5th Edition 2024 mechanics. The Warlock class is defined by one thing: a pact with a powerful otherworldly patron. Warlocks don’t grind through spellbooks like wizards—they gain their magic through a binding agreement with entities like fiends, archfey, celestials, Great Old Ones, or undying beings. In exchange for power, they often give up something: loyalty, service, life essence, or even their soul. Some Key Warlock features include: Pact Magic: Spell slots that recharge on a short rest, not a long rest. Eldritch Invocations: Customizable magical abilities that feel like built-in perks from the patron. A subclass based on the patron type, granting themed spells and abilities. Often, the pact is sealed through a direct bargain, especially with Fiend or Undying patrons. Raistlin’s deal with Fistandantilus fits this template almost perfectly. Fistandantilus is an undying archmage—a lich-like figure who extended his life by draining others via his Bloodstone and even bargained with Takhisis herself. He qualifies easily as an Undying Patron (from the Sword Coast Adventurer’s Guide) or a Fiend Patron. The bargain is explicit: power now for life force over time. Post-pact, Fistandantilus inhabits Raistlin like a possessive patron, granting boosts during critical moments—helping him master the Dragon Orb in Silvanesti, providing insights in Skullcap, and accelerating his overall arcane growth. This “patron” influence explains Raistlin’s meteoric rise. A normal wizard progresses steadily, but Raistlin goes from novice to the most powerful mage on Krynn in mere years, absorbing Fistandantilus’s ancient knowledge. It’s like gaining levels in Warlock on top of his Wizard base, with the patron providing “invocations” in the form of enhanced resilience and forbidden lore. We see the patron dynamic play out further in the Legends trilogy. When Raistlin travels back in time, he apprentices under the living Fistandantilus, learns his secrets, and ultimately defeats him in a magical duel—absorbing the archmage’s essence completely. This flips the script: the “warlock” overpowers and consumes his patron, becoming the Master of Past and Present. It’s a classic tale of a Warlock who outgrows or betrays their patron, wielding its power against it. There are other Warlock parallels too. Raistlin’s golden skin acts like a permanent magical ward—similar to the Undying patron’s features that defy death and decay. His hourglass eyes give him a unique perception of time, evoking Chronurgy Wizard elements but also the alien insights some patrons grant. And his addictive thirst for power mirrors how many Warlocks are portrayed: always chasing the next boon from their patron, even as it destroys them. But here’s where the theory hits its limits—Raistlin is still, at his core, a wizard. He meticulously studies spellbooks every day. He relies on the moons for high-level magic. He wields the Staff of Magius, a classic wizard artifact. His spellcasting is Intelligence-based, rooted in arcane theory, not the Charisma-driven pact magic of Warlocks. The Fistandantilus deal enhances him but doesn’t replace his foundational wizardry. He never gets short-rest spell slots or true invocations; his power surges come from artifacts, study, and the lingering patron essence. In modern D&D terms, the best way to build Raistlin is as a multiclass: primarily Wizard (maybe School of Divination or Chronurgy for the time themes), with a few levels in Warlock—Undying or Fiend subclass—to represent the pact’s boost. This captures the hybrid nature: scholarly depth plus a dark bargain for extra edge. A pure Warlock build would miss his vast spell repertoire and intellectual arrogance. Other characters in fantasy have similar “warlock-ish” elements—think of Anakin Skywalker’s fall or Gandalf’s ring of power—but Raistlin’s story is uniquely tragic because the pact fuels his fatal flaw: ambition bordering on addiction. It costs him his health, strains his relationships (especially with Caramon), and nearly dooms Krynn. Yet without it, he might never have become the fulcrum that defeated Takhisis. So, is Raistlin Majere a Warlock? Strictly speaking, no—he’s a wizard who made one fateful, devilish bargain that supercharged his destiny. But viewing him through the Warlock lens adds a thrilling layer, highlighting the cost of forbidden power and making him even more compelling for D&D adaptations. Outro That’s my take on whether Raistlin Majere could be considered a Warlock. Do you buy the theory? Would you play him as a Warlock multiclass in your game? Does the Fistandantilus pact change how you see his redemption? Leave your thoughts below. These videos happen weekly because of your support—thank you. If you’re not a patron or member yet, I’d love for you to join. Grab Dragonlance books or games online via my affiliate link in the description. This channel is all about celebrating the Dragonlance Saga, and I hope you’ll keep watching. Thank you—this has been Adam with DragonLance Saga. Until next time, remember: No my brother, where I go, you cannot follow. Strong as you are, it would lead to your death.

DragonLance Saga
DM101 Core Foundations: What a Dungeon Master Actually Does

DragonLance Saga

Play Episode Listen Later Jan 6, 2026 29:49


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What a Dungeon Master Actually Does. https://youtube.com/live/I-yhpqr-sP0 Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 5th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. When most people think about being a Dungeon Master, they imagine rules mastery, monster stat blocks, or elaborate worldbuilding binders. But here's the truth: None of those things define what a Dungeon Master actually does. Dungeon Mastering isn't about knowing everything. It isn't about control. And it certainly isn't about telling your story. At its core, being a DM is about facilitating a shared experience between very different people — and doing it with intention. Welcome to Dungeon Mastering 101. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links. All links are in the description below. Discussion Segment 1 — The DM Is Not the Protagonist The first misconception new DMs struggle with is this: “I'm responsible for the story.” You're not. The Dungeon Master is not the hero, not the main character, and not the author of a finished narrative. Your role is to create situations, not outcomes. Your players: make the choices take the risks live with the consequences You provide the structure that allows those choices to matter. Once you let go of the need to control the story, your games immediately improve. Segment 2 — The Five Core Roles of a Dungeon Master A Dungeon Master wears many hats, but most of what you do falls into five core roles. 1. The Facilitator You keep the game moving. This means: setting the pace clarifying options transitioning between scenes managing spotlight time A facilitator doesn't rush players — but also doesn't let momentum die. Your job is to keep the shared experience alive. 2. The Arbiter You interpret rules and make calls. Not perfectly — consistently. Rules exist to support play, not interrupt it. When something is unclear: make a ruling keep the game moving revisit it later if needed Fairness matters more than precision. 3. The World's Voice You describe the environment and its reactions. The world speaks through: weather NPC behavior danger opportunity consequence You don't tell players what to think — you tell them what happens when they act. A living world responds. 4. The Spotlight Manager You decide who gets attention and when. This is subtle, but critical: inviting quieter players into scenes gently limiting dominant voices rotating focus naturally When everyone feels seen, trust forms. When trust forms, engagement follows. 5. The Tone Setter Your energy sets the emotional temperature of the table.  Calm → calmExcited → excitedTense → tense Players take their cues from you more than you realize.  Managing your own reactions is one of the most important DM skills you'll ever develop. Segment 3 — What a Dungeon Master Is Not Understanding what you don't do is just as important. A DM is not: an adversary a rules lawyer a novelist a referee trying to “win” Conflict exists within the world — not between you and the players. You succeed when the table succeeds. Segment 4 — The Hidden Skill: Decision-Making Most of what a DM does boils down to making decisions under pressure. Every moment behind the screen asks: Does this happen? How hard is it? What reacts? Who goes next? You don't need perfect answers — you need timely ones. Confidence comes from decisiveness, not encyclopedic knowledge. Segment 5 — Responsibility Without Control Here is the balance every DM must learn: You are responsible for: fairness clarity safety momentum You are not responsible for: player choices perfect outcomes saving characters from consequences Great Dungeon Masters respect player agency — even when it leads somewhere unexpected. Segment 6 — The Human Side of the Screen Every player arrives with: different motivations different comfort levels different expectations Your role is not to flatten those differences, but to work with them. Dungeon Mastering is as much about reading people as it is about running a game system. Closing Takeaway Being a Dungeon Master isn't about mastery — it's about presence. You: create structure guide momentum make fair calls and hold space for creativity When you understand what your role actually is, the pressure drops, the game flows, and the experience improves for everyone at the table. This is the foundation. Welcome to Dungeon Mastering 101. Outro And that's it for this episode of Dungeon Mastering 101, Core Foundations: What a Dungeon Master Actually Does! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

Ravanna
DragonLance: The Dark Patrol, Episode 8 "Ominous & Rather Pointless"

Ravanna

Play Episode Listen Later Jan 5, 2026 165:50


Happy New Year from APBG and the DL Nexus! Atomic Peanut|Butter Group teams up with the DragonLance Nexus to bring you their next live play: DragonLance: Huma Before the Lance - The Dark Patrol. Chuck is the Dungeon Master, leading players Atom, Michael, Sedgwick, Brent, Eric, and DragonLance Nexus member Ed through this new DL adventure available now on Dungeon Masters Guild! For more information and to order the game, click on the link below: ⁠⁠https://www.dmsguild.com/product/5313...⁠⁠The closest thing to hanging out with friends and playing D&D without actually playing D&D yourself! It's more fun than it sounds, trust us! youtube and twitch.tv/atomicpeanutbuttergroup www.facebook.com/WickedStudios11 and www.facebook.com/AtomicPeanutButter

DragonLance Saga
OA News – January 2nd, 2026

DragonLance Saga

Play Episode Listen Later Jan 3, 2026 58:33


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing James Haeck, Ravenloft Anniversaries, Stranger Things Conclusion, and D&D in 2026. https://youtube.com/live/LE2D5SGvDlw Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 2nd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  James Haeck Hired as Senior Game Designer for D&D https://dungeonsanddragonsfan.com/james-haeck-dnd-senior-game-designer/ PSA: Dungeons and Dragons Fans Should Circle March 15 and May 18 on their Calendars https://gamerant.com/dungeons-dragons-dnd-march-15-may-18-2026-ravenloft-curse-strahd-more/  Was Stranger Things real or just a Dungeons and Dragons game? https://poprant.indiatimes.com/trending/was-stranger-things-real-or-just-a-dungeons-and-dragons-game-fans-make-wild-theories-as-finale-ending-scene-sparks-debate-over-mikes-dd-campaign-678285.html  5 Things We Need to See From Dungeons & Dragons in 2026 https://comicbook.com/gaming/list/5-things-we-need-to-see-from-dungeons-dragons-dnd-2026/  Outro And that's it for this OA News episode! Are you excited about a new D&D designer? Will WotC make anniversary Ravenloft products? And finally, what would you like to see in 2026? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Dragonlance Hangout – December 31st, 2025

DragonLance Saga

Play Episode Listen Later Jan 1, 2026 58:07


Welcome to today's Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing the forthcoming DLSaga Anthology and my process of writing! https://youtube.com/live/eEVnGgwPaGc Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Frostkolt the 31st, and my name is Adam. Today I am discussing the forthcoming DLSaga Anthology and my process of writing! I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links in the description below. Discussion DLSaga Contributors https://dlsaga.com/contributors/ 4,000–7,500 words preferred Stories must be unpublished and original DLSaga acquires First Publication Rights All rights revert to the author after publication Accepted authors receive: Full author credit A complimentary copy of the anthology (print and/or digital) Notifications sent by March 1, 2026 Writing tips Start Small (Short Is a Feature, Not a Limitation) A short story isn't a novel in miniature. Focus on: One main character One core problem or moment One change by the end If you can summarize your story in one sentence, you're on the right track. Give Your Character a Want Every scene should revolve around what the character wants right now: To escape To prove themselves To protect someone To uncover the truth Conflict comes from something standing in the way of that want. Show Change, Not Just Events By the end of the story, something should be different: The character has learned something The world has changed A belief is broken or reinforced Even quiet stories need an emotional shift. Let the Setting Do Story Work Your setting should actively affect the plot: Magic behaves differently at night A city is built on forbidden ground The forest remembers those who enter If the story could happen anywhere, the setting isn't pulling its weight. Use Specific Details Strong stories come from concrete details, not vague descriptions: “A chipped blue mug” beats “a cup” “The smell of wet leather” beats “a bad smell” One or two sharp details per scene is enough. End With Meaning, Not Fireworks Fantasy endings don't need giant battles. Strong endings often include: A sacrifice A quiet victory A revealed truth A cost paid The best endings feel inevitable in hindsight. Don't Aim for Perfect—Aim for Finished Your first draft is allowed to be messy. Finishing stories teaches you more than endlessly polishing the opening paragraph. A great habit: write to the end, then revise. Revise With Purpose When revising, ask: Does every scene matter? Can I cut anything without harming the story? Is the ending earned? Short stories often improve most by cutting, not adding. Simple Fantasy Short Story Formula (Beginner-Friendly) A character wants something Magic complicates it The character must choose The world or character changes That's it. Everything else is flavor. Story Ideas A mercenary company discovers their employer is a Dragon Highlord—and must choose between gold and conscience. An apprentice of the Tower of High Sorcery fails their Test—not catastrophically, but quietly—and must live with what was taken instead. A disgraced Knight of Solamnia hides his past while protecting a caravan—until his old order comes calling. A plainsfolk storyteller realizes their oral history will die with them unless they entrust it to an outsider. An artifact from before the Cataclysm resurfaces, but using it may doom the fragile balance of the new world. A widow casts her knight-husband's armor into a river sacred to Habbakuk—and something answers. Log Line A Knight of the Divine Hammer struggles with leaving his secret wife to chase down the Cult of Chemosh. Era The Age of Might, ~39 PC after the Kingpriests declaration of Manifest Virtue Characters Kingpriest Beldinas Pilofiro Formed the holy knighthood to defend the Holy Empire from wickedness Cathan MarSevrin Cathan Twice-Born Received a vision of a burning hammer falling toward Istar first Knight of the Divine Hammer Tavarre of Luciel first Grand Marshal, answered to the Kingpriest and no other. Darian Volkar Main character, former orphan, in love with Amara Kesh Knight of the Divine Hammer Amara Kesh Darian's secret wife, former orphan Cassian Morvek Darian's battle buddy Loyal, direct, dirty minded Tiber Kaelos Darian's Icodio, or Knight Banneret. The leader of his Ina, or Squadron. The Bone-Seer Arkhavel High Priest of Chemosh Hierophant Caldris Ossian Local Cult Leader of Chemosh Organizations Order of the Divine Hammer The smallest military unit was the Ina, or squadron, which consisted of ten knights, twenty Scatas, and three clerics or war-priests. An Istaran company (Cosa) consisted of four Inas and pursued roaming hobgoblin and ogre bands.  The Imperial squadron (Meniba) quelled civil unrest in minor lands and consisted of 300 Scatas plus a contingent of knights and clerics. Istaran Birafas, or regiments, saw use in the Lost Battles and were each comprised of five Menibas the mighty Istaran division (Droma) was made up of six Birafas but was only deployed once during the Hammer's existence. The first officer position within the Hammer is that of Knight Banneret (Icodio), who commands a dozen knights and can commandeer thirty Scatas for crucial missions. Above the Knight Banneret is the Knight Commander, or Icilmo. A Knight Commander leads six Knights Banneret and associated troops, and he can requisition two hundred additional Scatas. Knights Commander also instruct squires and younger knights in the use of arms; they are known as Preceptors when serving in this capacity. A Knight Marshal (Frebo) leads four Knights Commander and associated troops and is usually given authority over a particular city. Above the Knight Marshal is the Senior Marshal, or Frecico, who is responsible for the defense of a particular province within the Holy Empire. The Grand Marshal (Freburmo), also known as the Lord Marshal, heads the Order of the Divine Hammer and can be discerned by his crimson surcoat, in contrast to the white surcoats of other knights. Knights of Solamnia Kingpriest of Istar Cult of Chemosh Locations Lordcity of Istar Midrath Mountains Vsule, Southeast side of the Midrath Mnts Zathraas, darian and Amaras' home Story Arc Act 1 We learn about Darian and the Knights of the Divine Hammer. In addition to his secret wife Amara. Darian is searching for Hierophant Caldris Ossian, a cult of Chemosh cell leader in the town of Vsule.  Act 2 Discovery of Ossian leads the Order to the Midrath mountains and a n ancient temple there. Darian is tormented by his inability to be with his wife, the fact that he is living a lie, and the terror the Order of the Divine Hammer is spreading across the Holy Empire. Act 3 Darians squad finds the temple and confronts the high priest The Bone-Seer Arkhavel. Outro And that is all the time we have to hangout today. What do you think of a DLSaga Anthology? Will you be contributing a story? And finally, what is your favorite anthology? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Riva Silverblade

DragonLance Saga

Play Episode Listen Later Dec 30, 2025 7:39


She was told she could never be a knight. So she became a legend. Riva Silverblade trained in secret, slew dragons, wielded the dragonlance, and carried Solamnic honor from Ansalon to Taladas. This is the story of the Knight who proved courage has no limits. You can see readings of all DC Dragonlance comics here: https://www.youtube.com/playlist?list=PL-ZMN0IxDq3QY9hD0rB8n4JIETH-Czi8k  https://youtu.be/0KQlpZ5t2KQ Transcript Cold Open In every age, there are knights born to banners… and there are knights who must carve their place into history with blood, steel, and unyielding will. This is the story of Riva Silverblade— a woman who defied tradition, challenged destiny, and proved that courage recognizes no gender, no station, and no age. Intro Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Riva Silverblade, Knight of the Sword. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron, you can even pick up Dragonlance media using my affiliate links in the description below. I am referencing the Dragonlance DC Comics, Dragonlance Campaign Setting sourcebook and the Price of Courage adventure module for this information. If I leave anything out or misspeak, please leave a comment below! Discussion Riva Silverblade was born Riva Silvercrown in 332 AC, within the cold stone halls of her father's ancestral castle. Lord Silvercrown was a respected noble—firm in tradition, immovable in his beliefs—and like most of Solamnia, he believed knighthood was a path reserved for men. But from her earliest years, Riva dreamed of becoming a Knight of Solamnia. She watched tournaments from the battlements. She listened to tales of Huma Dragonbane and Vinas Solamnus. And though denied sword, shield, and saddle, she trained in secret—practicing with stolen weapons, learning footwork and form until she was certain she could surpass many of her father's sworn knights. In 344 AC, Lord Silvercrown hosted a tournament within his own keep. Disguised and unrecognized, Riva entered. She defeated every challenger. When the victor removed her helm and revealed herself, the hall fell silent. Her triumph was undeniable… and so was her father's fury. Though humiliated, Lord Silvercrown refused her knighthood. So Riva resolved to earn what tradition denied. Seeking to prove her worth, Riva learned of a raid by Dark Dwarves upon Neidar merchants and rode to intervene alone. She was captured. Bound and helpless, Riva was offered as a sacrifice to a White Dragon. But her father, tracking her trail, arrived at the dragon's lair. Together they fled as the cavern collapsed around them—stone shattering, flame roaring, death close at hand. In the chaos, the dragon was impaled upon Riva's battle standard, dying amid the falling rock. Riva returned home not as a knight… …but with her father's respect. When Riva's courage was again questioned, she climbed a mountain in search of a dragon's egg—an act few dared attempt. She fell into a dragon's nest…  and into a secret older than nations. There she encountered gnomes, holding dragon hatchlings captive in pursuit of treasure. Riva chose the hatchlings. She fought beside them—and was recognized by a Bronze Dragon as a dragon-friend. But the time was not yet right. Bound by the Oath of Neutrality, the dragon erased her memory of the encounter. Only her courage remained. In 351 AC, Riva was rescued from hobgoblins by a young warrior named Sturm Brightblade. Their journey led them to a Temple of Majere, where Riva met Vandar Brightblade, Sturm's uncle and a monk of deep conviction. When the Blue Dragonarmy descended, the temple was annihilated. Only Riva and Vandar survived. From a hidden shed, Vandar revealed a weapon of legend—a dragonlance. Their path led to Castle Silvercrown, where betrayal awaited. Riva's brother Marik revealed himself as a Sivak Draconian, murdering, taunting, and mocking before Riva struck him down—only to watch his body twist into her own likeness as he died. That night, Riva and Vandar shared the same dream. Lord Soth. Takhisis. And Temptation. Riva raised the dragonlance against the Dark Queen herself. When the Dragonarmies attacked, Riva struck down a red dragon—but was no match for Kitiara uth Matar. Vandar died shielding a child. The dragonlance was taken. And Fizban revealed the truth: Riva had wielded a false lance. The real one had never been lost. By the time Riva stood before the minotaurs of Nethosak, she was no longer merely Riva Silvercrown. She was Riva Silverblade— Knight of the Sword, champion of Paladine, and voice of Solamnic honor beyond Ansalon's shores. Even when alliances failed, her resolve did not. Summoned by Fizban, Riva was cast across the world to Taladas, a land broken by war and forgotten by gods. There, she slew a blue dragon, opposed traitorous minotaurs, freed captives, and became a symbol of hope among strangers who had none. She crossed shardstorms, elven caverns, and burning fields. She chose mercy when others chose fire. And when a village punished a boy mage for a terrible mistake, Riva defied the law—saving him from death, even as fate claimed him anyway. In Taladas, Riva learned that righteousness does not always bring victory. Sometimes… it only ensures that goodness survives. Decades later, weakened by poison and age, Riva fled draconians across Ansalon. Her dragon Ktarrh lay dead. Yet even then, Riva stood. She entrusted a scroll to Solamnic Knights astride bronze dragons—guiding them to victory one last time. In her final years, Riva Silverblade became head knight of Castle Eastwatch, guarding Southern Ergoth with wisdom earned through sacrifice. She commanded not with arrogance—but with memory. She passed peacefully in 422 AC. Riva Silverblade was never meant to be a knight. That is why she became one. Headstrong. Impulsive. Noble. She carried the courage of a dragon, and proved that honor is not inherited—It is earned. Outro And that is all I have to say about Riva Silverblade. Do you think she should have been given entrance into the Knighthood? Did you like her storyline largely taking place in Taladas? And finally, have you played Price of Courage and did you witness her final moments? Leave a comment below. I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember: So I'm credited with a book I didn't write, That's about sex although it isn't, and is being used by a rebellion that has yet to rebel.

DragonLance Saga
DM101: Advanced Skills – Gaming

DragonLance Saga

Play Episode Listen Later Dec 30, 2025 52:52


Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Advanced Skills, the gateway to DM201. Mini-Arc, From Running Sessions to Shaping Campaigns. https://youtube.com/live/PVSEgLkSGLs Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 29nd, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss Running Sessions to Shaping Campaigns in this gateway to DM201, Advanced Skills episode. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links in the description below. Discussion At some point, every Dungeon Master crosses a threshold. You're no longer struggling to keep the game moving. The rules feel comfortable. Improvisation doesn't scare you anymore. And yet — something still feels flat. Advanced Dungeon Mastering isn't about more prep or more complexity. It's about intentional pressure, long-term payoff, and thinking beyond the current session. Welcome to DM201: Advanced Skills. Segment 1 — The Shift from Moment-to-Moment to Long-Form Thinking Beginner DMs think in scenes. Intermediate DMs think in sessions. Advanced DMs think in arcs. Your focus shifts from: “What happens next?” to “What is being set up?” “What will this matter later?” “How do player choices echo forward?” Advanced DMing is about shaping trajectory, not just content. Segment 2 — Designing for Consequence Consequences are what give player choice weight. Advanced consequences are: delayed layered sometimes unseen until much later When designing outcomes, ask: Who notices this? Who benefits? Who is harmed? What does this destabilize? A choice that changes nothing is not a choice. Segment 3 — Foreshadowing That Pays Off Foreshadowing is not hinting — it is preparation. Effective Foreshadowing: is subtle appears more than once feels obvious only in hindsight Plant: rumors symbols recurring NPCs repeated phrases unexplained reactions When the payoff arrives, players should say, “We should have seen this coming.” Segment 4 — Villains With Purpose Advanced villains are not obstacles — they are counter-arguments. A compelling antagonist has: a belief system a vision of a better world methods the players find unsettling reasons to think they are right Ask: What truth does this villain believe? What flaw makes them dangerous? How are they a mirror to the party? The best villains challenge the players ideologically, not just mechanically. Segment 5 — Campaign Structure & Narrative Beats Advanced campaigns are not plotted — they are structured. Think in: arcs, not rails beats, not scripts pressure points, not paths Useful structures: rising tension → rupture → fallout stability → disruption → transformation mystery → revelation → consequence Structure gives freedom meaning. Segment 6 — Player Arcs as Campaign Engines At an advanced level, player characters are not passengers — they are drivers. Use: backstories as unresolved questions relationships as leverage personal goals as story hooks Weave character arcs into: faction conflicts villain motivations world events When the world responds to who the characters are, investment skyrockets. Segment 7 — Managing Complexity Without Overload Advanced play introduces more moving parts — but clarity is still king. Tools: track only what is changing summarize between sessions let factions act off-screen collapse unused threads Complexity should emerge naturally, not all at once. Closing Takeaway Advanced Dungeon Mastering is not about control — it is about cultivation. You plant seeds. You apply pressure. You watch what grows. When you think in arcs, design for consequence, and trust your players to shape the world… you stop running games and start building legacies. Welcome to DM201. Outro And that's it for this episode of Dungeon Mastering 101, Advanced Skills! Do you have any tools and techniques you would like to share? What would you like to see covered in the DM201 series? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don't forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
OA News – December 26th, 2025

DragonLance Saga

Play Episode Listen Later Dec 27, 2025 49:11


Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Dragonlance Legends, Gingerbread Dungeon, Baldur's Gate 3 Rival, and 2025's Best TTRPGs. https://youtube.com/live/lK0j0vefWvA Show Notes Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Frostkolt the 26th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news. I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links in the description below. Discussion DLSaga Anthology – Accepting Intent to Submit or Submissions now through March 1, 2026 https://dlsaga.com/contributors/  Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  D&D Book Confirmed For February 2026 Is One You Don’t Want To Sleep On https://screenrant.com/dnd-dragonlance-legends-collectors-edition-book/  Dedicated D&D fan bakes a playable gingerbread dungeon for their Christmas one shot https://www.wargamer.com/dnd/gingerbread-map  Baldur's Gate 3 Has a New Rival Coming Early 2026 https://comicbook.com/gaming/feature/baldurs-gate-3-has-a-new-rival-coming-early-2026/  The Best Tabletop RPGs Of 2025 https://gameinformer.com/tabletop/2025/12/23/the-best-tabletop-rpgs-of-2025  Outro And that's it for this OA News episode! Are you picking up the collectors edition of Legends? Would you make a one-shot dungeon out of gingerbread? And finally, what is your favorite ttrpg? Feel free to email me at info@dlsaga.com or comment below. I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

DragonLance Saga
Dalamar the Dark Review

DragonLance Saga

Play Episode Listen Later Dec 24, 2025 28:05


Join me as I review Dalamar the Dark by Nancy Varian Berberick live! Share your thoughts on this first novel in the Dragonlance Classics series, released by Wizards of the Coast on January 1, 2000. You can buy a copy here: https://amzn.to/4pVk32n  https://youtube.com/live/k7cjbWY25Cg About Dalamar the Dark A talent for magic runs like fire through the blood of Dalamar Argent. Yet he is only a servant in the house of an elvish lord, not worthy of the High Art of Sorcery and denied all but the most grudging teaching. As war simmers on the borders of Silvanesti, Dalamar will find a way to learn his art. His quest will take him along dark paths toward an awesome destiny. Show Notes Intro Welcome to another DragonLance Saga review episode. It is Kirinor, Frostkolt the 24th. My name is Adam and today I am going to give you my review of Dalamar the Dark by Nancy Varian Berberick. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review What a wonderful novel thus far. I wasn't sure how much of the world would be involved in Dalamar's tale, but it is thus far inextricably linked to the fall of Silvanesti. We start with Dalamar as the servant, as is normal in Silvanesti culture, to another servant, though he claims to be lord Eflid. He is upset with Dalamar, as Dalamar refuses to degrade himself to those whom he knows are not his betters, and Eflid is nothing close to equal. Finally having had enough, Eflid tells his Lord Ralan that he no longer wishes to maintain the young elf in his employ. Coincidentally enough a cleric of Eli named Lord Tellin has arrived to speak with lord Ralan. He is in love with Lady Lynntha, but he cannot propose as his house is lower than Lord Ralans, and the Woodshapers never marry out of their class. Lord Tellin gives a scroll of a song that Lady Lynntha enjoys singing to Lord Ralan to pass along, and he asks a favor of Tellin in return. To take on Dalamar as a servant. This strikes Telin as off, but he agrees. He immediately sends Dalamar to learn more magic, as he wants him to be as useful as possible. Silvanesti can only learn the White magic of Solinari, Red and Black are considered Blasphemous. Even though Dalamad secretly has volumes of black magic tomes secreted away that he studies as possible. Dalamar approached Lord Tellin about the state of the war in Silvanesti, suggesting he has a plan that may be more effective than what Lord Garan of House Protector is employing. This is shocking and a concern far beyond the scope of a meager servant like Dalamar, but the proposal is so brash that it just might work, and Lord Tellin agrees to present it to th eSpeaker. This is where we get a lot of background on Lorac Caladon and his daily life with Alhana Starbreeze, his daughter. She is clearly a devoted and loving daughter, and Lorac a troubled and tormented king. He wakes from a nightmare about the Dragon Orb, and tells Alhana how he rescued it from Istar when he took his Test of High Sorcery. Alhana even woke to see him streaming as if in a dream, clutching the Dragon orb, which called out to her as well. She ignored it and made sure her father was put to bed and resting. Lord Tellin and Dalamar arrive and are greeted by the Speaker of the Stars Lorak, Lady Ylle of house Mystic, and Lord Garan of House Protector. They all scoff at the notion that Lord Tellin has anything to offer and are taken aback in shock as Dalamar speaks to the Speaker himself and offers his plan. To Lorac's credit, he was willing to hear the plan of using illusions to make the Dragon Army believe it is being flanked, then having the actual army flank it for real. This is again, near blasphemous, but the king wants to try it as their current tactics are failing. We get to know a lot about the Red Dragonarmy, led by Dragon Highlord Phair Caron at this time. She is a devoted highlord to Takhisis and hates elves for having had poor experiences with them as a whore in her youth. She is loved and respected by her troops as much as they fear her. She reminds me of Kitiara a great deal. She is supported by a mysterious mage Tramd o' the Dark, who uses the dead to project himself into battle, not allowing anyone to see his true form. He discovers Dalamar's spellbooks that he was hiding. The battle goes off as expected, but the Dragon Army soon discovers it’s all an illusion and their armies are killing each other. They locate the wizards projecting the spells and take them out, Dalamar is among them, but he is also among the survivors. Tellin is healing as he can, but fears the battle has turned and they must retreat. His continued attempt to bring Lynntha with him proved to be useless, the Dragonarmy routed the forces of Silvanesti, and Tellin fell back as far as the mages area, nearly the only one alive. He saw Dalamar face off against a dragon and its rider. Dalamar cast light, temporarily blinding the beast and rider, and himself. As the rider grabbed Dalamar, Tellin intercepted and killed him, while being killed in the process. Wildrunners found Dalamar and brought him back to Silvanost. Lorac demanded to know if they could stand against these forces and his commander could not convince him that they could. He sent them off to Southern Ergoth with all the refugees, and stayed there alone to deal with the threat using th eDragon Orb. Alhana left the migration seeking assistance from port cities, and the elves remained in Silvamori in Southern Ergoth for the duration of the war. It was there that Dalamar heard about his homeland being a nightmare, and also freed by a human mage named Raistlin Majere. This stuck in Dalamar’s mind, as he continued to study magic, wondering if he would ever get to take the Test. THey eventually returned with Porthios to Silvanesti, and it was truly a wreck as rumored. Dalamar went to see if his books were safe, and everything was gone or rotting. He declared himself the student of Nuitari and wildrunners captured him after overhearing it. THey brought him to the capital where he was forced to take the Ceremony of Darkness. This would declare him a Dark Elf, and dead to all Silvanesti. He saw his future in short clipped visions out of context, it was interesting to read but wholly inconsistent with the river of time, as it can change as it flows. As he was cast out, he wandered the land learning what he could, searching for magic, and ending in Tarsis. He continued to study in the library there, then went looking for the Forest of Wayreth. It eventually found him through a mage named Regene of Schallsea who brought him into the tower and had him wait patiently for someone to notice him. He was delivered to his test which focused on his devolution to magic over his homeland or power. He was transported to Istar, to the Tower of High Sorcery and allowed Lorac Caladon to take the Dragon Orb from it before Istar's destruction. When he completed his test he was approached by Ladonna and given the second half of his test, to seek out and destroy Tramd o' the Dark. He was assisting Kitiara Uth Matar, the Blue Dragon Highlord as she built up her armies. Her victory would end the balance that the Orders of High Sorcery need, and thus Dalamar must side with the balance, and destroy him. He left Wayreth to Tarsis and was followed by Regene. She made a case for her joining him, and he accepted. They ended up having sex and enjoying their time together. They traveled to the dark citadel where Tramd dwelt and faced off against Blade, a blue dragon. It wounded Regene, but they defeated it, going further into the citadel, until trapped by Tramd. Regene was behind a magical barrier as Tramd gave Dalamar an offer, join them and be a Dragon highlord over any nation he chose. Dalamar refused, and Tramd sent a beast after Regene, who narrowly defeated it. Dalamar faced off against Tramd's avatar and narrowly defeated it, then met the true Tramd in his chambers. He beheaded the mage, and carried Regene back to the Tower of High Sorcery. We then pick up where the prelude left off in the epilogue. Dalamar enters the Tower of High Sorcery in Palanthas as the apprentice to Raistlin Majere. A young man feared by all in the Orders of High Sorcery. You truly feel the weight of Raistlin through the other characters' eyes, and it’s great. He is as bad ass you you ever wanted him to be in this time, and it is so great seeing him through Dalamar's eyes. The fear, the respect, the desire to learn even as he is betraying him for the balance of magic and the Orders of High Sorcery. This is a fantastic novel that you have to read if you are a Dragonlance fan. You learn so much about this fantastic mage and the nation of Silvanesti, and even the Orders of High Sorcery. It is well worth your time and the author continues to be a shining example of quality in the Dragonlance Saga. Outro And that's it for my review of Dalamar the Dark by Nancy Varian Berberick. What did you think of Dalamar's journey? Do you think he earned the trust of the Orders of High Sorcery? And finally, do you enjoy how authors depict magic differently from the game Dungeons and Dragons? Feel free to email me at info@dlsaga.com or leave a comment below. I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

Monster Man
Episode 601: Centaur (of Krynn) and Disir

Monster Man

Play Episode Listen Later Dec 22, 2025 15:29


We bid farewell to 2025 with a Dragonlance take on a D&D classic and a slimy underground menace! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.

United Public Radio
The Authors Quill Dogon and dragons illustrator Larry Elmore guest artist Christina Hess

United Public Radio

Play Episode Listen Later Dec 21, 2025 122:11


LARRY ELMORE Illustrators of the Future Judge – Biography Leonard Elmore has been creating fantasy and science fiction art for more than forty years. After receiving a BFA degree from Western Kentucky, he married Betty Clemons and was drafted into the Army almost at the same time. In the 1970s he began freelancing and was published in a few magazines, including Heavy Metal and National Lampoon. After being contacted by TSR Inc., the company that produced the role-playing game Dungeons & Dragons, Larry worked there from 1981 to 1987. While at TSR, he helped set the standards for gaming art in the role-playing genre. Besides creating covers for Dungeons & Dragons, AD&D, Star Frontiers and other gaming books, he may be best known for his work with the world of Dragonlance. Since 1987 he has worked as a freelance illustrator, creating covers for comics, computer games, magazines, and fantasy and science fiction books and projects too numerous to list. In recent years, he has been creating paintings for collectors and fans around the world. He has been an Illustrators of the Future judge since 2012. Larry was presented with the L. Ron Hubbard Lifetime Achievement Award for Outstanding Contributions to the Arts in 2018. “The Illustrators of the Future is true competition. It's a wonderful competition. If I had something like this when I was young to attend, it would blow my mind because I never met a real professional artist till I was out of school, out of college.” —Larry Elmore Find out more at: larryelmore.com CHRISTINA HESS Artist, Professor – Biography Christina Hess is an illustrator known for blending historical and natural themes across a wide range of projects. Her portfolio includes everything from numismatic coin designs to illustrated cookbooks, rendered in media such as graphite, watercolor, oils, and digital. Notable commissions include her work with the U.S. Mint, where she contributed to the 2020 Silver Dollar commemorating the 19th Amendment and the American Women Quarters Program. In addition she created the reverse quarter design honoring astronomer Dr. Vera Rubin in the American Women Quarter Program. Her work has received national recognition, including awards such as Best Historical Coin of the Year at the COTY Awards, and has been acknowledged by institutions like the Smithsonian. Christina's illustrations have been featured in prestigious exhibitions and publications including Society of Illustrators West, Spectrum Fantastic Art, ImagineFX, and 3x3 Magazine. Her ongoing personal series, Animals From History, reimagines iconic historical figures as whimsical animal characters. With over 25 unique illustrations, the project has captured media attention from outlets such as ABC News, Juxtapoz Magazine, Mental Floss, and My Modern Met. Beyond her professional practice, Christina serves as the Department Head of Illustration at Ringling College of Art and Design, where she finds constant inspiration in mentoring the next generation of artists. Find out more at: www.ChristinaHess.com and www.AnimalsFromHistory.com

RogueWatson - D&D Live Play
Crafting Dragonlance Session 14

RogueWatson - D&D Live Play

Play Episode Listen Later Dec 18, 2025 57:09


Preparing the next session of my Patron DnD campaign, Dragonlance: Shadow of the Dragon Queen.HUGE SPOILERS! No players allowed!Music by Kevin MacLeod https://incompetech.com/music/royalty-free/music.htmlShop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor, Noble Knight Games, using my affiliate link: https://www.nobleknight.com?awid=1553Chat with us in the Official Discord Server: https://discord.gg/AjvtemjSupport the channel at https://www.patreon.com/Roguewatson

music preparing crafting rpg kevin macleod dragonlance dragon queen ccgs huge spoilers dragonlance shadow noble knight games
Monster Man
Episode 598: Anemone, Giant and Avian

Monster Man

Play Episode Listen Later Dec 8, 2025 12:06


We take a look at our first Dragonlance monsters and ... I have to tell you, they don't look too different so far! The Booklet of Bounties is live on Patreon! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.

Monster Man
Episode 597: Welcome to Krynn

Monster Man

Play Episode Listen Later Dec 1, 2025 14:25


A new series begins as we look at some of the background of Dragonlance -- more the creative background than the setting one, in case you forgot what I tend to get fixated on. Register to be notified when the Booklet of Bounties goes live on Kickstarter! If you're enjoying the show, why not consider supporting it on Patreon? You'll get access to lots of new bonus content, including my other podcast, Patron Deities! Thanks to Ray Otus for our thumbnail image. The intro music is a clip from "Into Battle" by Maarten Schellekens, used under a Creative Commons Attribution License.