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This podcast is a celebration of the one-of-a-kind, high fantasy setting Dragonlance. It will include information about the Dragonlance Saga and the world of Krynn, including features on characters, events, stories, art and more!
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Let’s take a look at a very specific class only found in Taladas, the Dragon Knight. Buy DLA1 Dragon Dawn: https://www.dmsguild.com/en/product/209339/dla1-dragon-dawn-2e?affiliate_id=50797  https://youtu.be/HgjqgWP2tDo Transcript Cold Open High in the rocky uplands of the Conquered Lands, a lone copper dragon circles against a crimson sunset. On its back rides a warrior clad in leather and fur, braid snapping in the wind, lance leveled toward a distant shape in the clouds. They do not shout commands. They do not need to. Dragon and rider move as one. This is not Solamnia. These are not Knights of the Crown. These are the Dragon Knights of Taladas — bonded for life to the Othlorx, the Uninvolved. And to become one… you must be willing to give up everything. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at the exciting player class and kit, the Dragon Knight of Taladas. 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, and the adventures DLA1 Dragon Dawn and DLA2 Dragon Knight for this information. If I leave anything out or misspeak, please leave a comment below. Discussion To understand the Dragon Knights, we must first understand the dragons. In the rocky uplands of the Conquered Lands, copper dragons once roamed openly. But as human settlement expanded, the dragons withdrew. These copper dragons — once chaotic good — swore neutrality and became the Othlorx, “The Uninvolved.” They removed themselves not only from humankind… but from dragonkind as well. They laired in isolated communal caverns. They avoided civilization. And when discovered, they faced an impossible dilemma: They could not allow word of their lairs to spread. So when intruders attacked, the Othlorx fought to the death. But when intruders approached with courtesy? Something extraordinary happened. The dragon would explain: “You cannot leave.” And if the mortal chose not to resist… If they chose to stay… They would be welcomed. Thus began one of the strangest societies in all of Krynn. The first to remain was Torloch Half-Elven — a scholarly fighter/mage whose curiosity led him into the uplands. Confronted by the old copper dragon Duranoc, Torloch did not attack. He gave his word. He promised not to reveal the lair’s location. And he offered to remain to prove his honor. Over a year, rapport deepened into mutual respect… then into something like family. When given permission to leave, Torloch chose to stay. From that moment forward, a symbiotic culture began to grow — dragons who had lost their young directing their paternal instincts toward mortals… and mortals who found belonging in dragon companionship. This was not servitude. This was not enslavement. This was partnership. Dragon Knights dwell in solitude. Their existence is not deliberately secret, yet few in the Conquered Lands truly know they exist. Most knights were once outsiders: Outlaws fleeing justice, Orphaned pioneers, Solitary adventurers, or The curious and the clever. They live in caverns adjoining dragon lairs or in small valley settlements nearby. Their clothing reflects necessity: Tanned leather tunics and trousers, Fur-lined caps, Bracers to keep sleeves from whipping in the wind, and Gloves and thigh-high boots to protect against dragon scales. Men and women alike wear long braids — rarely cut for one simple reason, it is Practical, Durable, and Built for the sky. Above all: A Dragon Knight’s word is his bond. He does not swear lightly. He does not obligate his dragon companion except in dire emergency. If he gives his word, he fulfills it — or dies trying. Shame is intolerable. Honor is paramount. And dragons are treated as equals — accorded the dignity due any thinking being. This is crucial. Because Dragon Knights are not masters of dragons. They are companions. Pairing occurs through mutual rapport. Older dragons are cautious and selective. Younger dragons are more impulsive. But most bonds form between mature adults of similar emotional maturity. Once bonded: The partnership lasts for life. A new partner is only taken after death. And Months of mourning follow loss. Dragons teach the knight: Aerial combat, Dragon riding, Ancient lore, Dragon tongues, and even Magic. Knights, in turn, offer conversation, grooming, and companionship. It is an emotional bond born of shared isolation. Mechanically, this is not simply a kit. It is a full character class. Its requirements include being: Human, Elf, or Half-Elf, Neutral or Neutral Good alignment (for Othlorx), having above average Intelligence, Wisdom, and Charisma. And Even then, acceptance is not guaranteed. There is a base 50% chance a dragon agrees to bond. Alignment differences are potentially preventative. And a treasure gift to the dragon’s hoard often helps. Training lasts up to 24 months, and Once committed, the knight can never advance in another class again. This is a life choice. Dragon Knights advance using the warrior experience table. There are a few Restrictions: No swords, shields, or armor heavier than chain mail can be used, and you must take lance as a proficiency. Their power comes from mounted combat. Early in your career, you gain Free Dragon Riding, No to-hit penalty with lance in flight, and Immunity to dragon awe. As you progress you gain No missile penalty in flight and you become Immune to dragon fear. Later on you learn Dragon tongue proficiencies, Improved riding, Bonuses to hit from dragon-back, and the Ancient History proficiency. Their strength lies not in raw power… but in synergy. If the knight was previously a wizard, dragon magic becomes available halfway into their career. They may learn spells known by their dragon companion. And some Unique spells include: Dragon Tongues — communicate in all dragon languages, Dragon Message — airborne communication immune to wind, Dragon Fall — feather fall for dragons, Wings — temporary dragon-like wings, and Eye-Shield — protection from glare and wind. These spells exist for one purpose: To fight in the sky. Dragon Knights also value specialized magical items like Potion of Dragon Sight, Cloak of Warmth, Dragon Whistle, Gateway Whistle — opening planar gateways mid-flight, or Torloch’s Saddle of Comforts — containing survival gear, ioun stone, figurine of wondrous power, rope of climbing, and more. Every item reinforces a single theme: Preparedness for the open sky. Taladas presents something radically different from Ansalon’s dragon traditions. Here: Dragons are not war-beasts. Knights are not crusaders. And their bond is voluntary. Isolation created something rare in Krynn’s history: A culture built on trust between dragon and mortal. In the Conquered Lands of Taladas, high above the valleys and settlements, copper wings still beat against the wind. Somewhere in those caverns, a knight sharpens his lance. Somewhere else, a dragon shares a fragment of ancient lore with the one mortal it trusts above all others. Not because of conquest. Not because of destiny. But because, once long ago, someone chose to stay. Outro But that is all the time I have to talk about the Dragon Knights of Taladas. What do you think of this second edition kit for Dragonlance? Have you ever played the DLA adventures? And finally what cultures of Taladas would you like to see next? 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 hit them too hard.
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: Improvisation for DMs. https://youtube.com/live/YAvwnda36VE Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 16th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. The Moment Every DM Fears: The players ignore the obvious plot hook. They befriend the villain. They burn down the tavern you spent two hours designing. Improvisation isn’t optional in D&D. It’s inevitable. This episode reframes improv from “panic mode” to “core skill.” 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 — Improvisation Is Not Making Things Up Core point: Good improvisation isn’t randomness — it’s structured reaction. You are responding, not inventing from nothing. Prep gives you raw material. Improv is connecting existing pieces in new ways. Reframe: You don’t need perfect answers. You need consistent ones. Segment 2 — Turning Player Surprises Into Opportunities When players surprise you, one of three things is happening: They’re curious. They’re testing boundaries. They’re deeply engaged. Instead of resisting surprise, ask: “What makes this interesting?” “What could this complicate?” “Who would react to this?” Surprises are energy. Your job is to redirect it — not suppress it. Segment 3 — The Power of “Yes, And” (and Its Variants) What “Yes, And” Actually Means. You accept the intent behind a player’s idea and build forward. But DMs also need: Yes, But (success with consequence) No, But (blocked action with forward motion) Yes, And Then… (success that escalates) Improvisation is not saying yes to everything. It’s avoiding dead ends. Rule of thumb: Never let a player action stop the story — redirect it instead. Segment 4 — The Three-Question Improv Trick This is your practical tool. When caught off guard, silently ask yourself: Who cares about this? (What NPC, faction, or force reacts?) What changes because of this? (Status, danger, relationships, stakes?) What new problem does this create? (Forward momentum.) That’s it. You don’t need lore. You need consequences. This trick turns chaos into plot. Segment 5 — Improvising NPCs Without Panic Fast NPC formula: Give them a want. Give them a mood. Give them leverage. Want + Mood + Leverage = Instant personality. You do not need accents.  You need intention. Segment 6 — Improvising Locations When players go somewhere unplanned: Think in layers: One sensory detail One tension point One interactive element That’s enough to run a scene. You can fill in details later. Segment 7 — Improvisation and Player Trust Improvisation feels scary when: You’re afraid of breaking canon. You’re afraid of being inconsistent. You’re afraid of looking unprepared. But players don’t see your prep. They see confidence. Consistency over perfection. Commitment over polish. Segment 8 — The DM101 Mindset Shift You are not losing control when you improvise. You are collaborating. The best campaigns often come from: abandoned notes unexpected alliances accidents you decided were intentional Improvisation is where player agency becomes real. Closing Takeaway Improvisation is not chaos. It’s structured reaction. When surprised: Accept the energy. Ask three questions. Create consequences. Move forward. You don’t need to predict your players. You just need to respond. Outro And that’s it for this episode of Dungeon Mastering 101, Running the Game: Improvisation for DMs. 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).
Join me as I review The Middle of Nowhere by Paul B. Thompson live! Share your thoughts on this final novel in the Dragonlance Crossroads series, released by Wizards of the Coast on July 1, 2003. You can buy a copy here: https://amzn.to/4qEzZFJ  https://youtube.com/live/pOSFH4p3tJU About The Middle of Nowhere The latest title in the world-spanning Crossroads series. Popular Dragonlance author Paul B. Thompson pens the latest novel that explores an area of the setting that has been mentioned but not previously described in detail to readers. The peace of a rural village is shattered by the sudden appearance of a band of renegade warriors seeking slaves. The farmers of Nowhere have no hope unless they can raise a company of champions to defend them, but the motley group of saviors who take up their cause–a shipwrecked sailor, a minotaur poet, a kender treasure hunter, a shamed half-ogre, a disgraced foot soldier, and an eccentric sorcerer–seem nearly as dangerous as the slavemasters Review Intro Welcome to another DragonLance Saga review episode. It is Palast, Deepkolt the 23rd. My name is Adam and today I am going to give you my review of The Middle of Nowhere by Paul B. Thompson. 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 We start in the town of Nowhere, a simple hard-working farmer village. A group of bandits arrive, mainly with ogre brutes, but led by Lord Rakell. He has claimed control of the village and killed all who resisted. Then he demanded able bodied men and women to mines in the mountains with fresh ones to go a few weeks later. Malek, a farmer tried to fight, but was knocked down, and Rakell saw that an old Solamnic Knight leader of his was in the town. He took Marren and his daughter Laila with them, and left. The townspeople were beside themselves. They couldn’t stand up to these brutes, and their livelihood would end without the mena dn women Rackell took.  Malek decided to recruit warriors to fight back. He, Nils, his brother, Caeta, and Wilf all travel to the town of Robann and attempt to recruit warriors. They have no money, only food to cover, and so most laugh at them or ignore them. They discover a Minotaur who is ostracised by his family for being a poet who agreed to fight with them. A Khur nomad named Hume agreed to go as well. They adopted a kender named Carver, and a sailor mercenary named Raika. Together they aided the escape of a Kagonesti hunter named Amergin who killed the son of a gang leader in a duel. They only needed a leader and came across a disgraced Knight of th eRose named Howland. He agreed to help them, and they all left town, evading the gang. They came across a lynching where the crowd was paralysed. Ezu, a traveler, was going to be hanged by these villagers for being an outsider, but he paralysed them hoping to escape his bonds. He was unable, so the group let him out and he joined them. They continued on their way to Nowhere and Raika was trapped by a Kagonesti bounty hunter, but rescued by her group, and they all captured him. He turned out to be the famous Robein the tireless. THey all arrive at the town and let Robein go. He agrees to help, but will need to deliver his bounty afterward. They all rally the townspeople and start to build defences when some of them go to scout the enemy camp. They hide while some prisoners and guards are going to get water, then attack, killing some of them. The guards fight back and end up killing Hume, as the others flee. Malek saw Laila and was trying to rescue her which is what led to Hume’s death. He is scolded and they return to Nowhere hoping their plans haven’t been ruined. They spend a significant amount of time digging trenches, teaching villagers to fight and making plans for Rakell to return. By the time Rakell was supposed to return, he did not. The bounty hunter and Kagonesti had a brief back and forth about fighting each other when scouts arrived and they slew them, then returned to camp. Rakell sends a soldier with troops to test the fortifications. The villagers fought off all the probs by the invaders. Howland sent Malek and Nils to scout the area and report back. And then the real battle began. They fought off the invaders, taking damage, but delivering it in kind, and then they planned to parlay for peace. When they went, they were captured but Ezu the traveler cast a darkness spell and Howland escaped with the aid of the seemingly traitorous Marren uth Aegar. Rackel also knew Howland from the same Solamnic Knight company, but he was only a Sergeant not a Knight. He is led to Malek and Nils who all escape even though Malek wanted to find Laila. They return to the village and the battle resumes, this time with catapults and ogres attacking. In the end they fought off the invaders, killed the ogres, and many of Rackell’s bandit soldiers abandoned him. They ended up losing Amergin, Carver, and Khorr in the battle. Ezu returned to camp to deliver a message, and Rackell used him as a distraction to attack the village again! Rackell’s forces are diminished, but they fought well. In the end Howland and Rackell faced off against each other and dueled. It was a pitched battle, back and forth, bothering the other, but in the end Rackell died before Howland could deliver a final stroke. Turns out Amergin wasn’t dead after all as his metal throwing star was plunged into Rackell’s neck. With his death, the battle was lost. His bandits fled, and the town returned to normalcy. They buried all the dead, and honored the fallen Khorr. Turns out the kender Carver wasn’t dead either, just stuck in a house from the battle. And Howland, Raika, and Robien all went to free the remaining slaves from Rackells mine. Along the way Ezu arrived and revealed he is a wanderer. Whether they are inferring he is Valthonis or something else entirely, I really don’t like him in the story. This is an era where there are no gods, so someone wandering the land with the powers of a god is off brand and out of place. He leaves and they all arrive at the mine. It was destroyed and revealed the slaves all revolted after a red dragon assaulted the mine. Left behind are stacks of steel bars. The remaining three take what they can carry and travel in different directions to their own futures. In all it was a trite and expected story, falling back on old Kirasowa tropes that bled into and informed American westerns. It was entirely derivative and I had to force myself to read it, rather than enjoying it. It was well written, but just not a good telling of the familiar story. If you are a completionist, by all means read it, otherwise, you can skip this novel entirely. Outro And that’s it for my review of The Middle of Nowhere by Stephen D. Sullivan. What did you think of the familiar tale? Do you like divinity present in the Fifth Age? Feel free to email me at info@dlsaga.com or leave a comment below.  I would like to thank Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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).
Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session twenty-two! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND  https://youtube.com/live/xf1AmzXn7M4 Time Stamps: 0:00 Intro 2:50 Chapter 6: Castle Naerytar – Beneath the Castle Continued 2:12:55 Break 2:22:12 Chapter 6: Castle Naerytar – Beneath the Castle Continued 3:59:17 Outro Cast of Characters Elemier of the Thornwood | Kagonesti Elf, 5th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan Lucan Silvershaper | Solamnic Human, 5th Level Cleric of Mishakal, Life Domain | Austin K’thriss | Aurak Draconian, 5th Level Fighter, Psi Warrior | Robert/@emtman25 Gunnar Thorvald | Nordmaar Human, 5th Level Barbarian, Path of the Wild Heart | Chris Garrick Bloodmoor | Icewall Human, 5th Level Rogue/Fighter/Ranger | Gregory Seto Hoshiko | Ran-Eli Human, 5th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream Game Setup Last time on Tyranny of Dragons: The heroes are collected by two Dragonclaws who are assigned to new recruits. They set them to cleanup and training before letting them get a bite to eat. Once they are fed, it is time to feed the crocs in the moat. On their way out they see a figure in black robes, standing with a smile and crossed arms. It is the renowned Renegade Hunter Vest of the Orders of High Sorcery. He gives  Seto an ultimatum, join us and take the test or die. As they are talking, the Dragonclaws run to find their master Dralmorrer Borngray. Azbara Jos appears in the courtyard demanding what is going on. It seems Azbara knows the reputation of Vesh and suggests Seto go with him, never having met Seto before. Seto agrees just as Jkeauu the Night Hag of Morgion appears at the far end of the courtyard. She has been looking for them as they robbed her of Li-high’s soul. She wants a replacement. Everyone is stunned as she summons mummies who crawl up from beneath the keep and attack! It is a long brutal fight where the heroes call upon Mishakal and Kiri-Jolith, revealing their true ties, not with the evil Cult of the Dragon. Jkeauu flees after being bested and the mummies drop lifeless as Azbara demands the parties surrender. Without Dralmorrer to guide them, Azbara sends the remaining cultists to capture the heroes, but then the Bakali, in the final moment, decide to rebel. They call to the heroes to escape, leading them to the underground tunnels in the central tower. The heroes barricade the tower, but investigate the central tower, the residence of both Dralmorrer and Azbara. At the top they trigger gargoyles who chase them all down into the caverns below the keep and the heroes are desperately trying to find the way out as they evade the gargoyles. About Tyranny of Dragons The Return of Tiamat An epic draconic adventure for levels 1-15 The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny? Jump Into Play with D&D Beyond Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level! New features: Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party Wield 13 new magical items against the forces of Tiamat with a click of your character sheet A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
Join us as we continue our Advanced Dungeons & Dragons 2nd Edition actual play of DLS1 New Beginnings with this session two! 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/5A5lE7HnHxk 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: The heroes entered the town of Boremium at night, and headed straight for the tavern. They overheard a number of rumors about a fading economy based on the Minotaur Legion’s forces being directed south to the Thenol Border. This has opened up an opportunity for brigands and ne’er-do-wells to enter High Vale and that is exactly what has happened. As they were seated and began their meal, a fanatic bust opened the door ready to throw a flask of oil but Tobin snatched it out of his hands, and Gunsh shoved him out the door. This revealed an invasion of the town by Priests and Fanatics of Usa the Mighty, the name Hiddukel has in the Nation of Armach. The heroes stand against the forces and are quickly shown they are not meant to face these invaders alone. They do their best to drive them off, and end up reentering the tavern to aid the citizens against the undead and a cleric of Usa. This is where we pick up with our heroes, in the heat of battle! 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.
Welcome to part one of my Gaming AD&D: Monster Manual Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Monster Manual by Gary Gygax, released in August 1977. Buy the Advanced Dungeons & Dragons Monster Manual now: https://www.dmsguild.com/en/product/17002/monster-manual-1e?affiliate_id=50797   https://youtube.com/live/pN5WUHzra8o Time Stamps: 0:00 Intro 2:16 Foreword 7:33 Preface 9:21 Explanatory Notes 20:11 A 25:25 B 53:04 C 58:41 Outro About the Advanced Dungeons & Dragons Monster Manual All your favorite monsters are back! Now you can download the 1st Edition Advanced Dungeons & Dragons Monster Manual. An encyclopedic collection of information certain to be of invaluable use to players and Dungeon Masters alike, the Monster Manual comes complete with game specifications, background details and, in many cases, an illustration in addition! Note about the Print edition: While this book is black & white, it was printed using the Standard Heavyweight “color” option for better quality paper.
The History of Taladas

The History of Taladas

2026-02-1610:03

Let’s learn about the history of Krynn’s second continent. Taladas is either wholly unknown or misunderstood. But their history is not entirely dissimilar to Ansalon’s. Buy Time of the Dragon: https://www.dmsguild.com/en/product/16960/time-of-the-dragon-2e?affiliate_id=50797  https://youtu.be/3B07fV_4bF8 Transcript Cold Open In Taladas, history is not written in ink. It is carved in lava. Whispered through plague. Carried in the smoke of a shattered sky. While Ansalon remembers with parchment… Taladas remembers with scars. Tonight, we cross the sea to the forgotten continent of Krynn — and uncover the history of Taladas. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at the history of the continent of Taladas. 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 journey beyond Ansalon… beyond Palanthas and the War of the Lance… to the second great continent of Krynn: Taladas. This is the History of Taladas. In Ansalon, history is carefully chronicled by Astinus in the great tome known as the Iconochronos. Taladas has no such luxury. Most cultures on Taladas rely on oral tradition. Written histories exist primarily among three groups: The gnomes of Hitehkel, The Lost Silvanesti, and The cities of the League. Even their dating systems are borrowed from Ansalon — using Pri-Cataclysm and Post-Cataclysm conventions brought by the minotaurs and elves who crossed the seas. The gnomes, however, divide history differently: The Birthing Age — from Reorx’s creation of them to the release of the Greygem. The Cursed Age — from the Greygem’s release to the Cataclysm. Reorx’s Gift — the current era. But for clarity, we’ll follow the familiar divisions recorded by Astinus: the Age of Dreams, Light, Might, Darkness, and Dragons. The Age of Dreams. This is the most mystical era — the age of gods. The gods awaken from the Beyond. The Highfather remains apart but commands his children to create. They establish the Balance — dividing into Good, Evil, and Neutrality to slow Chaos into Order. According to Taladan gnomish tradition, it is here that Reorx begins forging mortal forms. Sparks from his hammer become the stars. Impurities from the forge become the world. This differs from Ansalon’s telling, where Reorx forges Krynn itself. Before the mortal races can inhabit the world, divine conflict erupts — the All-Saints War. The gods of good argue that spirits must have dominion over the world. Reorx resists, claiming he did not create it for conquest. The evil gods exploit the disagreement, plunging the infant universe into war. It ends only when Blindel — known elsewhere as Habbakuk — convinces Graylord, or Gilean, to reveal secret knowledge to Reorx. Reorx joins the forces of good, and together they drive back evil. The Highfather intervenes to preserve the Balance. The spirits enter their mortal forms. Who came first? The minotaurs claim ogres. The elves claim themselves. Humans say all at once. The gnomes and dwarves insist they were last — the final children of Reorx. Already, we see Taladas’ defining trait: History depends on who is telling it. The Age of Light. Around 4000 PC, Reorx attempts to teach humans the arts of forge and machine — after already teaching the gnomoi. They disappoint him. In frustration, he curses them, transforming them into the minoi. In Ansalon, these minoi are the gnomes of Mount Nevermind. In Taladas, they are something different — a separate branch of Reorx’s flawed experiment. Then comes the forging of the Grathanich. Atop Mount Garath, Reorx creates a gem of immense magical power, drawing upon Lunias. Udras the Alchemist infuses it with arcane energy. It is gifted to the gnomoi king Aldinanachru. In Ansalon, this gem is known as the Greygem of Gargath. In Taladas, it is the Grathanich. And like in Ansalon, its release changes everything. Tricked by Hiddukel — known here as Hiteh — a minoi releases the gem. It drifts west, warping life wherever it travels. As punishment, Reorx banishes the Kadwar clan to pursue it across Ansalon. When they reach Ansalon, they abandon the minoi name and become the gnomes of Mount Nevermind. Taladas loses them. Ansalon gains them. The continents begin to diverge. The Age of Darkness — The Cataclysm. Year 0. While Ansalon suffers multiple meteor strikes… Taladas suffers one. A single catastrophic impact tears apart the central plains. The land splits. A molten sea forms at its heart. This begins Hiteh’s Night. For twenty years, ash blocks the sky. Volcanoes erupt. Mountains rise overnight. Seas form where deserts once stood. And then the plagues come. Cholera. Black death. Influenza. Unlike Ansalon, Taladas had never developed strong immunities. Entire populations collapse. Worse still — the priests lose their spells. As in Ansalon, the gods withdraw. But here is where Taladas’ story diverges. In year 21, Mislaxa — known in Ansalon as Mishakal — cannot bear the suffering. She secretly restores power to her faithful priests. But she does so in defiance of the other gods. Her followers must go underground. Thus begins the Mystery Cult of Mislaxa — secret healers operating in shadows while the world burns. Taladas becomes a land where faith survives… but in secrecy. The Return of Dragons. In 210, Takhisis — called Erestem in Taladas — travels from Ansalon and releases the evil dragons imprisoned beneath the Burning Sea. Unlike in Ansalon, dragons awaken first here — but quietly. Then Hiteh appears, seeking to use the chaos and the fire-filled heart of Taladas to build power. This leads to the Gnomoi War. From 243 to 252, dragons and fire-minions assault the Citadel of Aldinanachru. The gnomoi respond with invention. They design ships capable of sailing lava. The firefleet is born. In 255, they launch an assault on the Tower of Flame at the center of the Burning Sea. They fail to take it — but they terrify their enemies enough to halt major offensives. Taladas survives not through divine intervention. But through ingenuity. The Oath and the Usurpation. In 296, the evil dragons summon a council and demand neutrality from the good dragons. The Oath is sworn. Meanwhile, Takhisis grows wary of Hiteh’s ambitions. By 315, she usurps his position, absorbing his fire-minions into her own forces. Hiteh retreats to the Void — outmaneuvered by the Queen of Darkness. Taladas becomes a staging ground. A shadow continent preparing for a war that will erupt elsewhere. The Age of Dragons. In 330, dragons depart Taladas en masse to prepare for the War of the Lance in Ansalon. But not all go. Some refuse. These dragons become known as the othlorx — the Uninvolved. They are cursed by Takhisis. When good dragons arrive in 345 searching for their stolen eggs, they are bound by the Oath from interfering in Ansalon’s war. They scour Taladas instead. In 352, news of the draconian secret frees them from the Oath. Most depart westward. But again — some refuse. These good dragons, unwilling to join the war, are shunned by their kin. They join the othlorx in uneasy neutrality. Taladas becomes the birthplace of something rare in Dragonlance lore: True draconic neutrality. Neither good nor evil. Merely… independent. What Makes Taladas Different? Taladas is not simply “Ansalon 2.0” It is: A continent shaped by one devastating impact instead of many. A land where plagues nearly erased civilization. A world where faith went underground instead of disappearing entirely. A crucible for dragon neutrality. A battleground fought with lava-ships and secrecy instead of dragonlances and knights. It is harsher. Stranger. More fragmented. And because it lacks an Astinus… Its history remains debated. Contradictory. And Alive. Taladas is one of the most fascinating yet underexplored corners of Krynn. While Ansalon tells the story of knights, dragonarmies, and the DragonLance…Taladas tells the story of survival. Of secret faith. Of molten seas. And of dragons who chose not to choose. Outro But that is all the time I have to talk about the history of Taladas. What do you think of this second continent of Krynn? Have you ever explored Taladas in your home games? And finally would you like to learn more about the people and cultures of Taladas? 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: Cold, hard steel. That’s what I want. No wizard stuff. Bat’s eyes. We’ve got a vault full of them.
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.
Welcome to part twenty of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797  https://youtube.com/live/ygBqYsqSonQ Time Stamps: 0:00 Intro 1:00 Appendix H: Tricks Continued 5:40 Appendix I: Dungeon Dressing 13:30 Appendix J: Herbs, Spices and Medicinal Vegetables 21:25 Appendix K: Describing Magical Substances 23:50 Appendix L: Conjured Animals 26:11 Appendix M: Summoned Monsters 30:52 Appendix N: Inspirational and Educational Reading 34:33 Appendix O: Encumbrance of Standard Items 39:33 Appendix P: Creating a Party on the Spur of the Moment 45:57 Glossary 58:02 Afterword 1:01:25 Outro About the Advanced Dungeons & Dragons Dungeon Masters Guide The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find: Combat Matrices Encounter Tables Monster Attacks Alphabetically Listed Treasure and Magic Tables and Descriptions Gem Values by Type Random Wilderness Terrain Generation Random Dungeon Generation Suggestions on Game Mastering And a Whole Lot More!  This excellent tome is a must for every Dungeon Master!
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).
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!
Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session twenty-one! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND  https://youtube.com/live/nR79V39rDMU Time Stamp: 0:00 Intro 2:28 Chapter 6: Castle Naerytar Continued 2:01:23 Break 2:11:31 Chapter 6: Castle Naerytar Continued 3:56:51 Outro Cast of Characters Elemier of the Thornwood | Kagonesti Elf, 5th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan Lucan Silvershaper | Solamnic Human, 5th Level Cleric of Mishakal, Life Domain | Austin K’thriss | Aurak Draconian, 5th Level Fighter, Psi Warrior | Robert/@emtman25 Gunnar Thorvald | Nordmaar Human, 5th Level Barbarian, Path of the Wild Heart | Chris Garrick Bloodmoor | Icewall Human, 5th Level Rogue/Fighter/Ranger | Gregory Seto Hoshiko | Ran-Eli Human, 5th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream Game Setup Last time on Tyranny of Dragons: The heroes turned the tide on the crocodiles and then a shadow fell over the entire river. A massive dragon flew overhead, blocking out the sun momentarily and its sheer presence struck fear into the hearts of nearly everyone present, forcing them to panic and flee. After a bit of time, the heroes came back to their senses, but something changed in the Bakali. They began arguing with Snapjaw, and when they arrived at a river checkpoint, Snapjaw was taken by the Bakali guards. K’thriss and Elemier confronted the guards and tried to convince them to help. Bakali agreed but no one saw Snapjaw again. THey arrived at the Citadel of Karoc-Tor to find a massive encampment outside its walls. On one side the Bullywugs and on the other Bakali. The cult seems to be running things but the grunt work is completed by these two groups. With the appearance of a dragon, it has set everyone on edge. They send word back to Leosin Erlanthar, their Legion of Steele Akroatis or scout captain, then head toward the long houses. As Elemier tries to understand who is in charge of the Citadel when Rezmir is absent, the Bakali seem to ignore the question. There seems to be something off. They are led into the Citadel by Jamna and Garrith appearing as Bakali and are met inside by guards who show them to a room for recruits. After clearing it out they awoke cultists who were killed. In the morning the party began exploring the south western tower they were in, but Jamna went missing… About Tyranny of Dragons The Return of Tiamat An epic draconic adventure for levels 1-15 The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny? Jump Into Play with D&D Beyond Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level! New features: Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party Wield 13 new magical items against the forces of Tiamat with a click of your character sheet A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
Welcome to part nineteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797  https://youtube.com/live/xXRnFCQ-fTw Time Stamps: 0:00 Intro 1:00 Appendix C: Random Monster Encounters Continued 44:37 Appendix D: Random Generation of Creatures from the Lower Planes 50:47 Appendix E: Alphabetical Recapitulation of Monsters 52:05 Appendix F: Gambling 57:31 Appendix G: Traps 58:10 Appendix H: Tricks 1:00:08 Outro About the Advanced Dungeons & Dragons Dungeon Masters Guide The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find: Combat Matrices Encounter Tables Monster Attacks Alphabetically Listed Treasure and Magic Tables and Descriptions Gem Values by Type Random Wilderness Terrain Generation Random Dungeon Generation Suggestions on Game Mastering And a Whole Lot More!  This excellent tome is a must for every Dungeon Master!
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).
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.
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.
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).
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).
Welcome to part eighteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797  https://youtube.com/live/qrnuBVdI-UY Time Stamps 0:00 Intro 0:57 Treasure: Swords Continued 20:47 Treasure: Miscellaneous Weapons 29:55 Appendix A: Random Dungeon Generation 37:47 Appendix B: Random Wilderness Terrain 40:46 Appendix C: Random Monster Encounters 59:27 Outro About the Advanced Dungeons & Dragons Dungeon Masters Guide The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find: Combat Matrices Encounter Tables Monster Attacks Alphabetically Listed Treasure and Magic Tables and Descriptions Gem Values by Type Random Wilderness Terrain Generation Random Dungeon Generation Suggestions on Game Mastering And a Whole Lot More!  This excellent tome is a must for every Dungeon Master!
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).
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