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?.
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Discussion
DLSaga Anthology
https://dlsaga.com/contributors/4,000–7,500 words preferredNotifications sent by March 1, 2026What 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 scarsBelief shapes realityCulture exists beyond stat blocksTonight 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
Tolkien’s Middle-earthMartin’s WesterosWeis & Hickman’s DragonlanceAnd then: a comparison to DireLands, a dark fantasy setting built with many of the same tools — but different intentions
Dungeon MastersWorldbuildersAnyone who wants their setting to feel lived in, not just describedPART I — YOUR CORE ELEMENTS OF EPIC FANTASY (Establish the Lens)
1. Deep, Recorded History
Epic fantasy has epochs, not backstoriesHistory isn’t flavor text — it’s pressureWars, rises, collapses, consequencesDM 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 abstractionsBelief changes behavior, laws, taboosDivine or cosmic forces matter, even indirectlyDM takeaway: Cosmology should create:
ConflictsFactionsCultural divides3. A World Scarred by War
Epic fantasy worlds are post-traumaPeace is fragileVictory always costs somethingDM 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, giantsNot just monsters — symbolsEach race carries history, loss, and perspectiveDM takeaway: If elves are just “humans with pointy ears,” you’re wasting epic tools.
5. Culture Beyond Combat
MusicRecipesPoetryStories told by the people of the worldDM takeaway: Culture is how players emotionally anchor to a setting.
PART II — HOW THE CLASSICS DO IT (DM-TABLE PRACTICAL)
MIDDLE-EARTH — Mythic Epic
Unparalleled depth of historySongs, poems, languages baked into the worldClear cosmological orderEvil has a metaphysical weightLimitations (DM Practical)
Mythic distance can reduce player agencyThe world feels preordainedHard to run long sandbox campaigns without fighting canonMyth gives weightBut too much destiny can suffocate choiceWESTEROS — Historical Epic
History as cycles of violencePower structures feel realCulture varies sharply by regionConsequences are relentlessMinimal cosmology engagementMyth exists, but is distant or unclearHope is often absentPolitical realism creates tensionBut without mythic meaning, darkness can feel nihilisticDRAGONLANCE — Heroic Epic
Clear epochs and agesGods directly shape eventsWar defines generationsBuilt for play, not just readingArchetypal characters can feel restrictiveMoral clarity can limit ambiguitySome depth sacrificed for accessibilityLesson for DMsEpic fantasy at the table thrives on clarity
But nuance keeps it alive long-termPART III — DIRELANDS AS A DARK EPIC (Compare & Contrast)
Where DireLands Aligns With Epic Fantasy
Recorded History with BiasEpochs defined by conquest, ice, liberationHistory acknowledged as written by victorsCosmology That Warps RealityCosmic entitiesTwo moons with mechanical and narrative impactGods tied to culture, language, and regionA World After the “Victory”Witch-Queen defeated — but nothing healedThe Triumvirate mirrors the corruption they overthrewMythic Races With ConsequencesElves exiledDwarves driven undergroundHalflings isolatedCultural TextureLanguagesMusicPoetryReligious schismsWhere DireLands Intentionally Diverges
Epic fantasy usually asks: “How do we save the world?”DireLands asks: “What if saving the world wasn’t enough?”Corruption replaces destinyVictory creates new injusticesMagic is feared, politicized, genderedHistory doesn’t inspire hope — it demands reckoningDireLands is epic fantasy through erosion, not ascensionThe epic scale comes from systems of belief collapsing, not heroes risingPART IV — WHAT DMs SHOULD STEAL FROM ALL OF THIS
Bullet-point, actionable advice:
Build history that players inherit, not just learnLet cosmology influence laws, fear, and traditionMake war change culture permanentlyGive races reasons to mistrust each otherEmbed art and ritual into everyday lifeDecide what your world believes about hopeOutro
Epic fantasy isn’t a checklist, It’s an agreement between the world and the players.
Tolkien gave us mythMartin gave us consequenceDragonlance gave us playabilityDireLands asks what happens after the epic victoryAs 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 [email protected] or comment below.
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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).