The upcoming book Dragonlance: Shadow of the Dragon Queen takes us to Krynn, a high fantasy world of powerful magic, meddling gods, and an epic amount of dragons. But hold on to your helmets because the dragons aren't the only awesome thing about this new book! Not only is this the first time you can grab a physical book along with the digital version on D&D Beyond via the physical and digital bundle, but the board game Dragonlance: Warriors of Krynn can supplement the adventure with mass combat experiences!
Not familiar with Dragonlance and the world of Krynn? This article will touch on the history of Krynn, as well as what you can expect when creating characters for this setting.
- What is Dragonlance?
- The birth and rise of Krynn
- The Cataclysm
- The War of the Lance
- What awaits you in the world of Krynn
What Is Dragonlance?
Dragonlance was created in the 80s by Laura and Tracy Hickman as a world in which they could run their Dungeons & Dragons adventures. These adventures were later retold in a series of novels, referred to as the Dragonlance Chronicles, by Tracy and his writing partner and D&D party member, Margaret Weis.
The popularity of these books helped make Dragonlance one of the most beloved D&D settings, prompting numerous other stories to be told in the world of Krynn via D&D supplements, novels, short stories, and graphic novels.
The Birth and Rise of Krynn
Little is known of the Age of Starbirth, as much knowledge of Krynn's earliest days has been lost to the passage of time. But it is believed that during this era the gods forged the world out of primordial chaos. The first age of mortals, the Age of Dreams, followed this era. It was during this time that the famed Knights of Solamnia and the Mages of High Sorcery were established, as were many of the cultures that hold power throughout Krynn to this day, such as the dwarven kingdom Thorbardin.
During the Age of Dreams, a pivotal moment in Krynn's history came about in the Third Dragon War. It was during this war between the forces of good and Takhisis the Dragon Queen that the dragonlance was first used in battle. This mighty weapon was gifted to the knight Huma Dragonbane, who used it to defeat Takhisis, banishing her and her chromatic dragons from Krynn. After victory was achieved, the good metallic dragons of the realm also departed in order to maintain balance.
In the absence of many gods and the devious dragons that worshipped Takhisis, civilization flourished during what is known as the Age of Might. This era lasted 1,000 years, until humanity's progress became its downfall—for even in Takhisis's absence, seeds of evil took root and bore fruit.
The first step toward their eventual destruction came when the city of Istar grew to become an empire that spanned the continent, in part thanks to the military power that the Knights of Solamnia provided. This empire was ruled by kingpriests who fanatically sought to root out evil from the world—so much so that they came to control every aspect of their people's lives, even their thoughts. Eventually, one kingpriest came into power that was so morally misguided that they strove to become a god so that they might forever rule Krynn in the name of good. This drew the ire of the gods and led to the event known as the Cataclysm.
The Cataclysm: The Catastrophe That Shook Krynn
While some gods of Krynn prefer their influence on the world to be subtle, this was not a time for subtly. When the last kingpriest of Istar put their plan to transcend to godhood in motion, the gods sent Thirteen Warnings to deter their efforts. These signs were ultimately ignored. As a last-ditch effort to avoid the retribution to come, the gods tasked some of their followers with stopping the kingpriest. When this failed, the gods had no choice but to act.
By the hands of the gods, fiery destruction befell Istar. The devastation didn't stop with the kingpriest or even the capital city. Shockwaves of the gods' fury were felt around Krynn, flattening mountain ranges, forming new oceans, and sundering the population in all corners of the world. The only people spared from this calamity were the devout followers of these vengeful gods, who were taken by their deities as they vanished from the world.
After the Cataclysm, Krynn was in ruins. For three centuries—a period known as the Time of Darkness—Krynn suffered mass famine and plagues that ushered in mass migrations. This caused certain less-impacted societies, like the elves and dwarven kingdoms, to close their homes to those that were displaced. Eventually, the citizens of Krynn began to recover, trade routes were reestablished, and life returned to some semblance of normalcy—though the gods remained absent.
Krynn and the War of the Lance
Even as the Time of Darkness comes to an end, the people of Krynn struggle to piece their civilization back to what it was pre-Cataclysm. Unfortunately, evil once again has its sights set on Krynn. With the gods gone and the metallic dragons in exile, the Dragon Queen Takhisis seeks to return to Krynn. From afar, she has raised an army of draconians from the corrupted eggs of metallic dragons. To bolster her forces, she has also recruited a great many people to her five Dragon Armies, promising wealth and glory not seen since before the Cataclysm. Commanding each of her armies are her most cunning, devout, and dangerous followers, the dragon highlords.
This conflict between the people of Krynn and Takhisis' Dragon Armies is known as the War of the Lance, and it is during this legendary battle that Dragonlance: Shadow of the Dragon Queen takes place.
What Awaits You in the World of Krynn
Even after the destruction caused by the Cataclysm, the lands of Krynn are not without magic, unique creatures, and powerful factions. How will these powerful forces influence the hero you create to challenge the armies of Takhisis?
Mages of High Sorcery
Magic is a strictly controlled power in the world of Krynn. The public has an innate distrust for those who can wield nature's fundamental forces, so much so that magic users are often exiled from their societies. One of the only places those facing discrimination for their arcane talents can turn is the Tower of High Sorcery. This fortress houses the Mages of High Sorcery, who oversee the responsible use of magic across the realm.
If you're looking to create a character affiliated with the Mages, you can choose the Mage of High Sorcery background available in Shadow of the Dragon Queen. Though, to be fully indoctrinated into their ranks, you must undergo a deadly trial to see if you're worthy of a place among the esteemed mages. If you succeed, you'll join one of the three orders that make up the Mages' ranks, the White, Red, or Black Robes.
Despite being referred to as the Mages of High Sorcery, all people that can channel the arcane arts are able to join the order. That said, the strict rules devised by the Conclave—the Mages' governing body—make it unlikely for those with a more free-thinking way of life to want to join their ranks.
Knights of Solamnia
Proud and selfless, the Knights of Solamnia do their utmost to defend the innocents of Krynn. Unfortunately, since the fall of Istar, the Knights of Solamnia have become distrusted by the general populace. When Istar expanded its kingdom, the Knights of Solamnia made a military alliance with the righteous empire, allowing Istar total military dominance over the region.
When Istar was destroyed in the Cataclysm, the Knights of Solamnia received the public's ire as enablers for the kingpriest's plots. Now, the Knights' numbers are greatly diminished as portions of the order have retreated to their strongholds, refusing to defend a people that reject and persecute them. Though some have abandoned their oaths, others have doffed their shining armor and continue their work, disguised so as not to draw the anger of those they defend.
Dragonlance: Shadow of the Dragon Queen provides a new Knight of Solamnia background for players looking to create a character associated with this conflicted group.
Kender
While maybe not the most powerful force in Krynn, kender are curious beings in the most literal sense. Available as a new playable race in Dragonlance: Shadow of the Dragon Queen, all kender share an unrestrained curiosity and fearlessness, making them excellent adventurers. These happy-go-lucky folk are masters of provocation and have an uncanny ability to get on the nerves of enemies and allies alike. Whether the kender is endlessly teasing their target, stonewalling an attempt to be intimidated, or displaying a dangerous amount of inquisitiveness, kender are usually running away from or getting into some sort of trouble.
Because of their small stature and nimble fingers, kender make natural rogues. That said, their fearless attitude and naturally good mood can also work well for bards!
Lunar Sorcery Sorcerer
Krynn has three mystical moons from which some sorcerers gain their magic. Players will have the opportunity to play the new Lunar Sorcery sorcerer with the release of Dragonlance: Shadow of the Dragon Queen. This subclass has abilities that change depending on the lunar phase they manifest, and has access to more known spells than any other sorcerer subclass. Check out our Lunar Sorcery sorcerer guide for more information!
Can You Turn the Tides of War?
Dragonlance: Shadow of the Dragon Queen and the board game Dragonlance: Warriors of Krynn pit your party against the dark forces of the Dragon Queen in a continent-spanning conflict of epic proportions. Will you have the strength and courage to defend your home world against the forces that seek to destroy it?
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
I don't see a credit in here for Margeret Weis. It was she and Tracy Hickman that created the Dragonlance settings through the Project Overlord. Please give credit where credit is due.
Ms Weis and Mr Hickman were not involved in this project. Any work they did for OG Dragonlance was work for hire, so all of the rights were retained by TSR and now WOTC. It would have been nice if it was there, and maybe there will be a mention on a dedication page or in a preface, but legally, no credit is due.
I don't understand how a barcode would stop people from immediately sharing the code with all their friends or, worse, online. Maybe that's why they haven't tried that route on many products. I hope they fix the shipping charges or I don't see this first attempt succeeding. But I don't believe anyone wants to offend their clients.
They credited Tracy and Laura Hickman for the the creation of the world. If you look at the history, Weis and Hickman worked on the novels before the campaign world was created. It was called Project Overlord at TSR before it became Dragonlance. They were contracted for 3 modules and a novel which became Dragonlance. Now, Laura and Tracy may have come up with the concept but Margaret's contribution can't be denied and she should receive credit for it. I notice that they also updated the initial description giving some credit to Margaret, however she had a large contribution to the project and novels and deserves full credit. TSR may have the rights but they should credit it properly, just like owning the rights to a song doesn't mean you are the one who wrote it.
It won't but they can limit who can claim that digital copy. If you look at a barcode you will also see it usually has a series of additional numbers and an ISBN code. You could use that as a key for the digital copy and tie it to an account at D&D Beyond.
As for why they don't do that on many products it's rather a simple answer. Money. Why make less when you could make more? If people are willing to buy the physical copy AND the digital copy, why shake things up? Paizo has been doing something like this for a long time, successfully. You can purchase the book.. and/or you can purchase a digital copy of the same book for a fraction of the price.. usually between 10-15.00 for the digital copy.
Maintaining and developing a site like DnD Beyond is expensive. It costs quite a bit every month and usually, subscription sales don't cut the costs. Initially partnering with WOTC to sell digital copies made income for both parties. Now that WOTC has made a purchase offer for DnDBeyond, the company has more leeway to look at making such offers because they have the backing of WOTC. Let's be fair.. DnD Beyond was a POWERFUL tool for sales for 5e D&D. Most of D&D's online popularity in the past 5 years is due to DnD Beyond. The acquisition made sense in both directions. Now WOTC is looking to lock up their user base with new digital tools and we will see how that plays out. I hope they don't exclude the talented creators that other VTT companies have endorsed as it would simply lose them revenue.
cant wait
So replaying the War of the Lance again? Not that I don't like the War of the Lance. But it'd be nice if you could progress a little instead if just rehashing the same thing (eberron,, ravenloft).
This is a look at the War of the Lance from a new fresh angle (Lord Soth and the Siege of Kalaman). I’m really hoping it does for Dragonlance what VRGtR did for Ravenloft.
I wish Kender had kept the "pull items from thin air" ability from the UA. I thought it was really interesting. Now they're just halflings with a taunt move, snore.
I would be interested to know how much input Tracy Hickman & Margaret Weis had in this book, if any?
Yes you are....:-)
It was kinda cumbersome and would grind the game to a halt with its ability based on that the player would have to roll, then choose what they wanted. Plus is made it seem that Kender are inherently magical, which they aren't. It was an interesting idea, but ultimately I think it deviated too hard from Kender lore.
They now have a taunt and immunity to fear, which is kinda fitting for their race.
Im not sure thats true. Tracy and Laura Hickman wanted a world where their D&D group could play, so they created Krynn. Then came the gaming modules and the novels known as Chronicles written by Tracy and Margaret came from the gaming modules.
They filled out the survey for the play test. That's pretty much it
agreed
This is quite a step down from the 1E Dragonlance Adventuers.
There's 14 races in the first 1E, including the gully dwarves, Thanoi, and mad gnomes that seem to have been removed. There doesn't seem to be anyway of playing the original four draconian races as well. While it's nice to put a fresh coat to the game as well as retcon the less that desirable aspects of Dragonlance, this feels like a lot of the new content...small, poorly tested, and very little additions to lore or connections to the multiverse.
With the money Wizards are making now, surely they can afford to get a distribution centre in place for Europe and other zones outside of the US! I'm sure there's established warehouse or hobby shop businesses they could work with that can help perform this service for them... Unless they're pushing to do everything in house, cut out the middle man, and make the higher margins they get for digital product sales, and the subscriptions that come alongside?
Draconians are monsters found in Fizbans, they are not suited for PCs.
They are probably also dumping Gully Dwarves (at least as a PC option) as a race like them are pretty questionable in modern D&D.
You can probably simulate the others, e.g. Thanoi using Giff or Ardling, and Mad Gnome as Rock Gnome.
So, you're rebooting Dragonlance, so that nothing happened past the War of the Lance?
The fiction has come so far. The Queen is dead, Paladine roams as a mortal, Mia, (who was just terrible) is the Goddess that stands aside...
Thats a lot of time, effort, writing, and money that is what? No longer canon?
Dont get me wrong, im happy that Dragonlance is fjnally coming to 5e, but at what cost?
How are the writers going to change DL to make ut fit j today's me me me me me society?
Are all of these new, rediculous races going to suddenly appear out of nowhere? Are they going to allow all spellcasters to join the Towers of High Sorcery? The KoS are an army of humans and half elves... is thst going to change to allow anyone?
What about Draconians? Are Dragonborn going to be allowed on Krynn? Arent theh an abimination?
I wish you good luck...
Get the original 2nd ed book off ebay. Its SO much better.
You canconvert everyrhing to 5e yourself.
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