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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
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.
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.
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.
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.
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.
Core point: Good improvisation isn’t randomness — it’s structured reaction.
Reframe:
When players surprise you, one of three things is happening:
Instead of resisting surprise, ask:
Surprises are energy. Your job is to redirect it — not suppress it.
What “Yes, And” Actually Means. You accept the intent behind a player’s idea and build forward. But DMs also need:
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.
This is your practical tool. When caught off guard, silently ask yourself:
That’s it. You don’t need lore. You need consequences. This trick turns chaos into plot.
Fast NPC formula:
Want + Mood + Leverage = Instant personality. You do not need accents. You need intention.
When players go somewhere unplanned: Think in layers:
That’s enough to run a scene. You can fill in details later.
Improvisation feels scary when:
But players don’t see your prep. They see confidence. Consistency over perfection. Commitment over polish.
You are not losing control when you improvise. You are collaborating. The best campaigns often come from:
Improvisation is where player agency becomes real.
Improvisation is not chaos. It’s structured reaction. When surprised:
You don’t need to predict your players. You just need to respond.
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 [email protected] 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
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
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.
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.
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 [email protected] 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
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.
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?
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!
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
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!
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
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.
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
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.
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.
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.
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
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….
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
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:
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.
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.
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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 [email protected] 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).
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