DragonLance Saga

DragonLance Saga

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DragonLance Saga episodes

  • AD&D – Dargaard Keep Actual Play, Part 1

    Join us as we begin our AD&D liveplay of DL16 World of Krynn adventure,  Dargaard Keep with this part one! You can buy DL16 World of Krynn here: https://www.drivethrurpg.com/en/product/16936/dl16-world-of-krynn-1e?affiliate_id=50797 

    https://youtube.com/live/cFn3DCoykA8
    Time Stamps:
    • 0:00 Intro
    • 6:38 Invitation
    • 37:54 Graveyard
    • 1:59:00 Break
    • 2:19:18 Graveyard Part 2
    • 2:56:07 Dargaard Keep – Bridge & Courtyard
    • 4:02:57 Outro
    • Cast of Characters
      • Stolos Kyros | 10th Level Human Ranger | @gabrocca
      • Hazel | 12th Level Handler | @goldmoon
      • Armantaro, the Wayfarer Wizard | 9th level Irda Fighter/Mage
      • Krellic | 9th Level Irda Paladin
      • Indar Greatfury | 9th Level Minotaur Fighter
      • Aulus | 9th Level Human Cleric
      • Selma Hellcat | 8th level Kagonesti Barbarian
      • About DL16 World of Krynn

        You are cordially invited to enter the dangerous world of the Dragonlance saga. The World of Krynn brings you to previously unexplored corners of Krynn with new challenges for your characters.

        Explore Dargaard Keep, the vast and perilous lair of Lord Soth, and perhaps you will discover what really happened to Kitiara! Journey into the volcanic lair of a dragon to defend the city of Palanthus. Run a merry chase over hill and heath in search of a lost boy—can you find Master Lor before the other, more sinister searchers? Travel to the far-away isle of Mithas and save the remnants of a dying race of bird-men from the savage minotaurs, while simultaneously trying to thwart a massive invasion of Ansalon.

        The World of Krynn beckons to you; return to adventure once again in the world of fearsome dragons and vile draconians.

        4 hr 5 min
      • Life in the Age of Mortals

        The Age of Mortals saw more changes than any other age. Let’s take a look at Life in the Age of Mortals through its events and geography. Buy Age of Mortals: https://www.drivethrurpg.com/en/product/557/age-of-mortals-3-5?affiliate_id=50797 

        https://youtu.be/z4_0zKMflPQ
        Transcript
        Cold Open

        The Fifth Age of Krynn is one convoluted and torturous event after another.

        Intro

        Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about life in the Age of Mortals. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. I am referencing the Age of Mortals sourcebook for this information. If I leave anything out or misspeak, please leave a comment below!

        Discussion

        While the Fifth Age of Dragonlance, and the SAGA System that Dragonlance went to after AD&D2e were divisive to say the least, and actively split the fanbase, many have come around, especially after Margaret Weis and Tracy Hickman wrote their War of Souls trilogy and returned Dragonlance to a semblance of its old self. This entire age as I saw it was wiped out entirely by their newest Destinies trilogy, but there are fervent fans of this Age, and if I am being honest, I really enjoyed playing the SAGA System with my friends when it first came out and recently on this channel. All of this is to say, that the Fifth Age of Krynn, otherwise known as the Age of Mortals is an era of extremes. Extreme reactions by the fans, yes, but also extremes in situations for the campaign setting. 

        The Fifth Age began at the end of the Chaos War and while it only lasted just shy of forty years in time, a lot can happen in forty years, and a lot did! It saw the actual absence of the gods in order to save the planet of Krynn from Ionthas or Chaos. It saw the arrival of the Dragon Overlords and the terraforming of the land, in some cases entirely decimating its people. This trauma extended to the races creating a branch of Kender who were terrified all the time, called afflicted kender and gnomes who were actually successful in their inventions called the Thinker gnomes. Just this is enough to fill multiple videos with content, but it is not the end of the fifth age.

        The total absence of arcane and divine magic meant that mortals were helpless against these god-like dragons, until wild sorcery was discovered with the power of the heart or spiritualism. These two forms of magic helped the people of Krynn cope and defend themselves with madness all around them. But as I mentioned, this is not all. Because when Weis and Hickman returned, they took over characters, injected time travel, and a friendly kender, and changed everything. Now, it was Takhisis who stole the world away, and was regaining her strength as the Dragon Overlords dominated. With the world in a new location in space-time, the souls of the dead couldn’t travel to the hereafter and Takhisis used them to steal magic for her strength. 

        Then Takhisis woke a god from the Age of Starbirth called Mina and leveraged her as her new prophet. This child wasn’t originally a god in the War of Souls but would be revealed as one in the Dark Disciple trilogy by Margaret Weis. Mina destroyed many of the Dragon Overlords, and then Takhisis became mortal and was herself killed. This forces Paladine to step down from the pantheon and walk Krynn as Valthonis the wandering god. And this is the era of the Age of Mortals I will be describing for the next few videos. The post War of Souls era featured in the Age of Mortals supplement. 

        Ansalon is located in Krynn’s southern hemisphere and sits approximately 1,300 miles from east to west and 1,000 miles from north to south. It features a wide variety of terrain types and climate. This was all before the first Cataclysm. Then with the land torn asunder, the people had to adapt. Then the Chaos War or Second Cataclysm, and the Dragon Overlords, and they had to adapt even more to the changes of their once familiar continent. If it weren’t for the gnomes’ ceaseless work in studying their environment and keeping meticulous records, detailed information about this age would be nonexistent. It is clear that the damage done by the Dragon Overlords who are dead is reversing, but it is believed to take generations to fully return to a semblance of normality and as the climate is global, a change in once region inevitably affects the others.

        In the south, from the mouth of New Sea, the terrain is still excellent farmlands as cool breezes carried from the strong southbound currents. It has sultry summers and cold winters. The terrain of the now dead Beryllinthranox promotes thick plant growth in Qualinesti with its capital now at the bottom of a massive lake. The sun rarely shines through the canopy and a mysterious fog  rises at night. The Kharolis region has an increased humidity due to Beryl and when it meets the southern currents from Icewall it creates violent thunderstorms and heavy snowstorms.

        In the east the Lords of Doom maintain constant heat throughout the winter, with Geysers making up for the lack of rainfall. As the mountains give way to the Silvanesti forests, the Shield they erected earlier in the age drained the life out of all flora and fauna. Wherever the shield touches is death. Minotaurs have claimed the elven homeland. New life is just now beginning to return, with elves searching for a new homeland in Inath-Wakenti. Warm winds from Balifor clashes with the southern arctic creating harsh winter storms. The former land of Malystryx known as the Desolation features jagged outcroppings of scorched rock, rugged mountains and deserts of black sand. The Goodlund mountain range features volcanic activity and is the highest elevation on Ansalon. North of Kern benefits from the Northern Courrain Ocean which brings jungle-forming rains and heat. The blood sea stopped churching in the Chaos War, now its watters meander mildly to the shore.

        The North is closest to the equator and features thick verdant foliage. The interior lands are covered in grassy plains. The insufferable heat and insects make living here a challenge. Nightlund which was once perpetually twilight is now hot and sunny with the absence of Lord Soth and Takhisis. There is a mysterious forest of cypress trees which sprang up overnight. In northern Solamnia there is a massive canyon, again caused by Chaos in the Chaos War. Even further north was the realm of Khellendros, who fit right into the desert heat.

        In the west you have the islands of Northern and Southern Ergoth. Mount Nevermind suffered a massive explosion when the gnomes were trying to rout an occupying force of dark knights. Southern Ergoth was claimed by Gellidus the White, and completely terraformed into a land of blizzards and cruel frost. Its northern deserts are now a frozen tundra with winter winds clashing with warm ocean air creating a permanent storm called The Gale. The mouth of Morgash Lake is frozen over preventing entry.  

        Ansalon has changed dramatically but the people are persistent and struggle to survive, even against seemingly insurmountable odds. This Age of Mortals is the most compatible era with modern Dungeons & Dragons in my opinion, and it is ripe for adventure!

        Outro

        But that is all the time I have to talk about life in the Age of Mortals. Do you prefer the Dragon Overlord era in the Age of Mortals? How do you feel about the state of the gods in this era? And finally, would you ever play a game in this era? Leave a 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 for watching, this has been Adam with DragonLance Saga and until next time, remember: 

        I think that for me, books and stories should teach us who we should be, not show us who we are.

        9 min
      • Hederick the Therocrat Review

        Join me as I review Hederick the Therocrat by Ellen Dodge Severson, live! Share your thoughts on this fourth volume in the Villains Series, released on February 1, 1994. You can buy a copy here: https://amzn.to/4eraQsz 

        https://youtube.com/live/38D6Op07t9Y
        About Hederick the Therocrat 

        Hederick, leader of the Seeker religion in Solace and self-ordained conscience of Krynn, embarks on a terrifying Inquisition that threatens all who follow magic and the true gods and allows the forces of evil into the world

        Transcript
        Intro

        Welcome to another DragonLance Saga review episode. It is Palast, Reapember the 23rd. My name is Adam and today I am going to give you my review of Hederick the Therocrat by Ellen Dodge Severson. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. This year is the 40th Anniversary of Dragonlance, so join in on the celebration by submitting a video, piece of art or writing about Dragonlance to [email protected]. It will be added to the dlsaga.com/40th-anniversary celebration landing with all other contributors! This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat.

        This novel has enraged me. Not just because it presents Hederick in a light that has never been shown until now, but it brings back my sheer hatred of his action in the novel and their real world reflections. The story is framed by Aesthetics assigned to write his story to earn their place in the Great Library of Palanthas working under Astinus. It begins with his childhood which again, actually endeared me to him for at least a chapter and a half. His mother is an insane woman who shunned her daughter for having magical talent, and her daughter Ancilla left to learn from the Wizards of High Sorcery and would ultimately become a white robed wizard. The mother claimed to have a vision of a god and took over the entire town under this insanity. When her husband failed to live up to her expectations she had the townspeople kill him, And when Hederick did the same as a nine year old child, she banished him into the wilderness.

        I was kicked out of my childhood home for not conforming to my Mormon parents’ worldview, so I immediately connected with Hederick. He was fending off a wild cat when a man named Tarscenian rescued him. He was a Seeker priest, clearly a charlatan, but Hederick rejected him, believing in his mothers version of foolishness, even still. The man went to his town of Garlund and turned the townspeople against his mother and toward the Seeker faith, all the while enriching himself. Hederick was fascinated and fell in line with the seeker faith immediately. Then his sister returned to take him, and Hedeick was a blind follower at this point. As Tarscenian fell in love with Ancilla, Hederick believed he was a sinner. Hederick gained favor of Tarscenian by poisoning the supposed blasphemers and killing them. Hederick realized that he needed to punish his sister and Tarscenian too. 

        He went to the grove where his sister was waiting for him, and had a vision of a seeker god, like his mother had a vision of her god. This only convinced him of his righteousness and favor of the gods, then attacked Tarscenian and his sister, taking a magical artifact she was gifted after the Test of High Sorcery. This protected him from her magic and the cottage burned down as they fled, and Hederick returned to the village. He had the townspeople murder his mother and then kill each other so he was the only survivor. Then he traveled south to Haven and Solace, finding Elistan and bringing him to Haven, then taking over Solace. I hate the reality of this novel. Abrahamic religions have been terrorizing mankind in this exact same way since their inception. The inquisitions, witch burnings and recently the Satanic panic, priests molesting and raping children, parent torturing their children at conversion camps because of their sexual orientation, trying to shut down LGBTQ rights, and thousands of lesser infractions that torment and scar people physically and emotionally. Why anyone follows these clearly made up and hate filled religions is beyond me. They actively make up lies, then kill people for not believing them, or for not living up to their standards. They claim victimhood while actively controlling other people’s lives through legislation. 

        The author takes all this, and puts it in Dragonlance and it drives me insane. Hederick rules through fear, knowing it’s all bullshit but murdering and turning neighbor against neighbor all the while preaching peace. It’s like evangelists who pretend to teach Jesus’ word but only enrich themselves, and the dupes who follow them are either stupid or blind or both. He has literal witch trials which men and women have suffered under in our own history at the hands of the good and faithful christians in Scotland, America, and all of europe. Then his sister and Tarscenian convince the conclave to allow them to give up their lives to stop him because he is so powerful with her artifact, their souls would go into the Vallenwood trees and their power would go into Ancilla to stop Hederick. 

        And when they face off at a witch trial, Hederick actually wins! It’s totally inconsistent with the character from Chronicles yet it is set right before it. I know this is not a real book, but the situations are very true to reality and I am actually angry at a fictional character. So I guess the author did a good job writing a bad guy who is very real in his beliefs and actions, but the irony is that those who follow Abrahamic faith, who have committed these exact acts of evil will or would never admit or even see it. They will live their life claiming victimhood while actively taking away women’s rights, human freedoms, all in the name of their made up, clearly bullshit, bronze aged, fairy tale god. But after saying this, I guarantee that they will say that I am the bad guy. Oh the bitter irony!

        The story continues with Ancilla reaching out to Tarscenian in spirit form where she is trapped in a Vallenwood tree, and they decide to try to steal the diamond dragon artifact protecting Hederick. Then we have a scene where Ancilla tries to collect the artifact herself during a sermon by Hedereick but is unable. And instead forces him to embarrass himself in front of the congregation. Then Tarscenian tries to connect with the local thieves guild by approaching a girl named Mynx. They connect with a Kender named Kifflewitt and steal the High Seeker priest Dahos’ ring. This convinces Mynx to lead Tarscenian to the guildmaster, a half-elf named Gaveley. The guild was looking for Tarscenian anyway as there is a bounty on Tarscenian and they are going to turn in Mynx as well.

        So Mynx leads Tarscenian to her hideout for disguises and they get rid of Kifflewitt but he overhears Tarscenian telling Gaveley about the diamond dragon which he wants the guild to steal. The kender wants it as well. Then centaurs witness lumberjacks cutting a Vallenwood tree which reveals a wizards spirit inside, and they go to tell Hederick about it, but he’s in the temple, oh yea, there’s a massive temple near Crystalmir lake that was never talked about anywhere but here. This temple houses a Materbill beast that consumes heretics. Dahos sends the centaurs to it to get rid of them, but the kender saves one of them. Then Hederick gets pissed the Centaurs desecrated his temple and finishes services at the lake. 

        The guards bring a black robe wizard bound and gagged and they are about to judge him when the kender cuts his bindings and the mage casts a spell at the same time Hederick pulls out the dragon and the kender takes it. Then Hederick dies from the spell, but the kender gives his corpse the dragon which heals him! And runs off! The aesthetics recording this are arguing over writing that Hederick did in fact die, as if to truly kill him. It’s unclear if they believe what they are writing forces history, or if they are just recording history. But it’s obvious to anyone who has ever read dragonlance they are recording it as it happens, so I have no idea why this portion is even in the story.

        The kender ended up actually taking the diamond dragon artifact and Hederick, now healed, is convinced he was saved by the Seeker gods, and that he has the diamond Dragon in his necklace pouch. Tarscenian and Mynx, frustrated, believing that Hederick has the artifact again, return to the thieves guild to demand an answer from Gaveley. He refuses to do the job, leaving Tarscenian to try to steal the artifact from Hederick himself. Gaveley sends a thief to tail Tarscenian on the off chance he gets the artifact, the thief is to kill him, take the artifact and collect the bounty Tarscenian has on him from Hederick. Mynx complains and is taken into custody as she also has a bounty on her now. 

        Kifflewit sneaks into the thieves guild, finds Mynx, and breaks her out, revealing that he has the artifact. They leave and fight over ownership. Mynx is worried about Tarscenian going to the seeker temple to get the artifact that isn’t there. As they are fighting over it, she is summoned into the diamond dragon and trapped! The kender has no idea where she went and meets a Centaur he ran into before who is going to his forest to collect warriors. They are going to war with the Seekers. The kender rides with him, and as they get to the outer vallenwoods where the wizards are trapped inside, they call out to Mynx who manages to get the artifact to touch a tree, the mage inside releases her and she tells them both what happened, and that they need to go rescue Tarscenian. The centaur calls his warriors and they head out.

        Tarscenian sneaks into the temple with the thief who saved him from a lacydon, and the thief dies from a blob of blue slime as Tarscenian flees He gets to the laundry level and is met by the maidens who work there. They clothed him and gave him a dagger to kill Hederick with. He sneaks into Hederick’s room, but falls into a trap. Gaveley informed Hederick that he was coming and he was put in a cell. He’s given a chance to tell Hederick where the artifact is, but he really doesn’t know, only that it might be with the Kender, but he’s not saying anything. This leads to an execution date which is the culmination of the novel.

        The centaurs free slaves being led out of the city and together they are accosted by three hags, which they eventually defeat. They rush to the execution of Tarscenian and end up freeing Ancilla with the artifact, it allows her to release the mages, and they all have a massive battle. It ends with Ancilla demanding that Hederick destroy his temple, which he does, intending to die inside like a martyr, but is carried out by Tarscenian and Mynx. The temple is now destroyed, Hederick is alive, and is ultimately going to be brought before Verminaard, but it doesn’t happen in this novel. Instead it focuses on Ancilla dying and Tarscenian and Mynx returning to normal life. 

        The sages finished recording the tale for Astinus who elevated them to full scribes, but one of them decided to live history rather than write it, as he tried to write that Hederick died, only to have it rewritten by the quill. Proving they couldn’t change history, only record it. This was a wildly frustrating novel that made Hederick out to be so much more influential and powerful than he ever was in the modules or other novels. I don’t think I minded the change, but it didn’t contextualize him any more than the Kingpriest. Believing he was doing good, even when it was evil, and wanting to be an all powerful god. While I am not a fan of religion, and this story brought that out in full force, I don’t believe this was a consistent novel with the main character which is the whole point of the novel.

        If you are easily triggered by religion like I clearly am, I might suggest you steer clear of this novel. If you want to enjoy a wacky Dragonlance story and you don’t care about religion, you would probably like this novel, so if that’s the case, check it out. It was written well, with interesting characters outside of Hederick.

        Outro

        And that’s it for my review of Hederick the Therocrat by Ellen Dodge Severson. What did you think of the parallels with real world religious events and Hederick’s? Do you mind having an established character be realized differently from the Chronicles? And finally, are you glad the Seeker religion went the way of the Dodo? Feel free to email me at [email protected] or leave a 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.  

        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).

        18 min
      • DL2 Dragons of Flame Review

        Join me as I review DL2 Dragons of Flame by Douglas Niles, live! Share your thoughts on this second module in the Dragonlance Saga, released in July 1984. You can buy a copy here: https://www.drivethrurpg.com/en/product/16883/dl2-dragons-of-flame-1e?affiliate_id=50797 

        https://youtube.com/live/W1PqwY050Rg
        About DL2 Dragons of Flame 

        The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors.

        And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas.

        “Dragons of Flame” is the second in TSR’s series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story.

        An adventure for characters level 5-7

        Written by Douglas Niles.

        46 min
      • Hederick the Theocrat Unboxing

        Join me as I unbox Hederick the Theocrat by Ellen Dodge Severson. Released on February 1, 1994 by TSR Inc. This is the fourth volume in the Dragonlance Villains series. You can buy Hederick the Theocrat here: https://amzn.to/3B4eKt0 

        https://youtu.be/2YD-A3bi8AE
        About Hederick the Theocrat

        Hederick, leader of the Seeker religion in Solace and self-ordained conscience of Krynn, embarks on a terrifying Inquisition that threatens all who follow magic and the true gods and allows the forces of evil into the world

        6 min
      • Daltigoth: The Crimson Keep

        It was destroyed in the Lost Battles when Istar turned against the Wizards of High Sorcery. Let’s learn more about the Tower of High Sorcery in Daltigoth. Buy Towers of High Sorcery: https://www.drivethrurpg.com/en/product/2940/towers-of-high-sorcery-3-5?affiliate_id=50797 

        https://youtu.be/88aYM1VZsdM
        Transcript
        Cold Open

        Let’s examine the history of this lost Tower of High Sorcery.

        Intro

        Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Daltigoth: The Crimson Keep, a Tower of High Sorcery. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. I am referencing the Towers of High Sorcery sourcebook for this information. If I leave anything out or misspeak, please leave a comment below!

        Discussion

        The plans for the Tower of High Sorcery in Daltigoth was one with its origins in Tarsis. But the greedy merchant princes kept demanding more and more money for the land and the plans were scrapped. This would end in a curse on Tarsis which bore fruit after the Cataclysm. The next location was in Ergoth, then a fledgling empire. Harald Greytooth, a Red Robed wizard approached Emperor Pakin about purchasing the land, but as the new Empire was having growing pains of its own, the emperor refused the fee and instead asked if the wizards of high sorcery would help defend Ergoth for the land. Greytooth agreed, and when the Tarsian fleet invaded, they were overwhelmed by the magic of both the White and Red Robe Wizards defending Ergoth. This also inadvertently birthed the sea-mage tradition.

        When it came time to build the tower, the Emperor demanded they use white stone rather than the red stone planned, and in frustration Greytooth stepped down from the planning, allowing the White Robe Yoralyn to raise the tower instead. What the Emperor never knew was that the raising of the white tower was nothing but an elaborate illusion and that night Greytooth cast the true spell. The next morning brought shock as the once brilliant white marble had turned blood red. Greytooth told the Emperor that the tower must not have wanted to outshine the glory of the empire and the emperor understood the deception and joke. Laughing he stated that the tower would stand as it is, as long as the great empire of Ergoth stood.

        The presence of Wizards in Ergoth was unlike anywhere else on Krynn. They were accepted, and not only because they aided the empire in its defense. Wizardry was seen as an esteemed profession akin to the clergy. This created a reciprocal circle of appreciation and acceptance all around. But storms were on the horizon. As the ranks of the red robes swelled, a few points of note are worth mentioning. First, this is where Fistandantilus first made himself aware to Ansalon’s elite. And second was the Rose Rebellion. Emperor Emann Quisling requested the Towers aid against Vinas Solamnus’s uprising, and they refused, taking their neutrality seriously. In truth Vinas had powerful friends at the Tower, so the mage’s weren’t exactly inclined to betray him.

        Shamed but unable to strike against the Tower, as many of the empire’s elite were members of the Orders, the Emperor demanded they aid in rebuilding the empire and the wizards agreed. As Ergoth began to be eclipsed by the nations of Solamnia, Istar and Kharolis, the Orders of High Sorcery paid less attention and memberships in the Red Robed began dwindling over the generations. There was a brief resurgence after the Third Dragon War, even though Ergoth refused to aid Solamnia for past misdeeds. The aid the Red Robes gave was essential during the war, as it was Orichan the Tower’s keeper that used his magic to discover the magical metal in Foghaven Vale to craft the Dragonlances. But again, dark clouds were forming on the horizon even after the Dark Queen’s defeat.

        The Age of Might would be the doom of Ergoth and the Tower of Daltigoth. The empire itself grew more mad and corrupt, and the unity of the empire and the tower saw its cracks widen. As the Orders of High Sorcery began to debate the future of the Tower in Daltigoth, Ergoth received word of the war between Istar and the Orders of High Sorcery. The emperor Gwynned sent his advisor Duke Serl Kar-Thon to investigate and in two months the Duke returned in a rage. He was present when Andras Rannoch tried to assassinate Beldinas Pilofiro, and lost his two sons in the altercation. He convinced the emperor to censure the Orders with Istar. The Duke demanded that he be able to lead the first attack against Wizardry, and with the Emperor’s blessing, he gathered an army to assault the Tower.

        Knowing that the world would find itself in even more danger if those without temperament or understanding came into control of the tower and its secrets, The Orders decided to bring the tower down themselves. The explosion leveled both the tower and surrounding Daltigoth. Thousands perished with the capital, and the Empire was not long from the same fate with the Cataclysm.

        The Tower of Daltigoth is best described by the name it was given by the people of Ergoth: Rathfast, the Crimson Keep. The tower was uncharacteristically short and stout, keeping with the Ergothian style of the day. At just over two hundred feet tall, it was more than three times as broad as the Towers of Palanthas and Istar. It was built on a hill which made it appear to loom over the old city. It was also square in shape, and supported massive buttresses. Gargoyles and crenelated battlements topped it, making it appear more as a nobleman’s castle than a sanctuary for wizards. The walls were nearly blood red with mottled whorls of inky black. To those witnessing the tower it was as if storm clouds played across the stones surface. Crowning the keep were five parapets. The four exterior were white with its center wide and black, tipped with a sliver of electrum. Lights would play across the parapets.

        Surrounding the tower was a stout wall of red stone with no gate. Instead it featured an opening leading to a wide lawn of emerald grass featuring a maze of white stone paths. The widest of which lead to the double black oak doors of the tower itself. The interior of the tower was forever shifting with spaces and rooms seeming to overlap if maps were attempted to be made. Notable spaces are the Heartroom, Halls of Shifting Shadows, and the Chamber of Eyes. In modern eras all that remains is a deep hole in the earth that everyone avoids out of fear. No one has descended into the chasm and returned.

        Surrounding the Tower was the Kadothan Grove. As with all other towers this was meant as a defense against unwanted intruders, but the Kadothan Grove was decidedly less sinister. It was actually peaceful to behold, with tall trees swaying in the wind and very little undergrowth. The distance through the grove to the tower seemed only a simple walk, but therein lies the deception. As you began to move through it, the grove would seem to elongate exponentially, with greater distance as you proceeded. Tormenting you was the sight of the tower, ever directly in front of you, but wholly out of reach. In time, the smell of the pine and the chirping of the crickets would lul even the most resistant to magical effects into sleep. When you wake, you find yourself outside of the grove, completely rested. However you would soon realize a week has passed for every hour you walked through the Grove! A truly ingenious way of keeping intruders out. 

        Outro

        But that is all the time I have to talk about Daltigoth: The Crimson Keep. Do you have a favorite Tower of High Sorcery? What do you think about the history of the tower at Daltigoth? And finally, have you ever used a destroyed Tower of High Sorcery in your games? Leave a 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 for watching, this has been Adam with DragonLance Saga and until next time, remember: 

        Anger is energy spent foolishly.

        9 min
      • Hit Die, Hit Points & Healing

        Let’s take a look at Hit Die, Hit Points, & Healing in AD&D, and find out why it is the best version of Dungeons & Dragons in this How to Play Advanced Dungeons & Dragons series. Buy the AD&D Players Handbook: https://www.drivethrurpg.com/en/product/17003/players-handbook-1e?affiliate_id=50797 

        https://youtu.be/X_hXj5sqT30
        Time Stamps:
        • 0:00 Intro
        • 0:49 Overview
        • 1:50 Hit Die
        • 2:43 Hit Points
        • 4:02 Healing
        • 7:37 Afterword
        • 8:04 Outro
        • Transcript
          Cold Open

          When you understand healing, you understand how important combat tactics truly are.

          Intro

          Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Hit Die, Hit Points, & Healing in Advanced Dungeons & Dragons. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Advanced Dungeons & Dragons and Dragonlance gaming materials using my affiliate links. I am referencing the AD&D Players Handbook, Dungeon Masters Guide, and Unearthed Arcana for this information. If I leave anything out or misspeak, please leave a comment below!

          Discussion

          It is nigh impossible to discuss healing in AD&D without first addressing hit points. While I presented the concept briefly in the How to Make a Character in AD&D video, we should dive in a little bit deeper here. Every character and monster has a varying number of hit points. They represent how much damage you may withstand before being killed. In an abstract sense, hit points represent both the actual physical punishment you can sustain in addition to skill, luck and magical factors at higher levels. When you realize that the typical man-at-arms has a mere 5 hit points, it truly puts the concept into focus, including the importance for downtime between adventures and hirelings if you don’t have a cleric in your party, not to mention healing potions and scrolls for adventuring! All of this builds on the importance of economy in AD&D. For without adventuring you could never afford to hire hirelings or purchase potions or scrolls. But you can’t adventure without some form of healing and downtime. 

          Hit points are determined by hit dice. At first level a character has 1 hit die, with the exception of rangers and monks who begin with 2. At each successive level, another hit die is gained, with a level cap determined by your class. While you may regain hit points with magical spells, items and natural healing, you may never recover more than you began with. So if you have 10 hit points and lose 5 of them, then you are healed for 8, you would only be healed up to your original 10. Your character’s class will determine which die you use for your hit die in addition to its level maximum. Upon character creation you would roll that die, and apply any constitution modifiers you may have to determine starting hit points. And if you roll unluckily, you would begin with very few hit points. This is a common problem that was addressed in the Unearthed Arcana.

          Because survival past the first level is so difficult in AD&D, the Unearthed Arcana offers an alternate option. If your initial roll for hit points does not meet or exceed the minimum offered, you instead take this minimum. This is intended to assist in the initial hurdle of potential bad luck in a PC’s roll. We should address multi-classed characters briefly here, as they handle hit points and hit die a bit differently. First of all only non- or semi-human characters may be milti-classed. With further restrictions on race and class options including the racial maximums per class. Humans have the dual class option which I will address in future episodes. Multi-classed characters would roll one hit die for each of their classes, then divide that total by the number of classes. So if an elven fighter/mage/thief rolled a 5 for his fighter’s d10, a 2 for his mage’s d4, and a 3 for his thief’s d6, he would have a total of 10 hit points to be divided by the 3 classes equalling 3 hit points. But if they referenced the Unearthed Arcana, and took that average, they would instead have 6 for fighter, 3 for mage, and 4 for thief equalling starting hit points of 4. While 1 hit point is only 1, at first level it could mean the difference between life and death. 

          Now that we understand what hit points are and how many you begin play with, let’s talk about regaining them. Everyone understands that you can lose them from interacting with the environment, poison and disease, combat and magical spells. But to regain hit points in AD&D, it is decidedly more difficult than modern versions of the game. The most mundane way to regain hit points is to rest for an entire day. You gain 1 hit point by doing this. If you rest for 30 consecutive days, regardless of your hit point total, you will be fully healed. Your character’s constitution also affects this both positively and negatively depending on the ability score. If you have a -2 hit point adjustment that is applied to a week of rest, so instead of 7 hit points you would recover only 5. With the first two days restoring no hit points. After the first week of rest a character with a bonus would restore the 7 hit points plus the modifier.

          Thankfully this is not the only way to recover your lost hit points. Paladin’s have a ’lay on hands’ ability which equates to them praying over you and calling on their deity to heal you. Clerics have spells that, due to their deities’ power, may restore lost hit points. And magical potions and scrolls mimic those very same healing effects. Arcane magic may even be used to restore hit points, for example by a ‘wish’ spell. 

          Various divine and arcane spells and effects may even provide you with temporary hit points or even temporary levels which affect the number of hit die you have, and thus the number of hit points you have. All temporary hit die, points, or levels are lost after the spell effect lapses, so make sure you are keeping track of those changes. Once temporary hit points are lost, and they are the first to be removed on subsequent damaging effects after having gained them, you return to your original number of hit points, and if you had fewer than your maximum, you return to that amount. Some creatures’ effects even remove levels temporarily and permanently! So you will have to adjust your hit dice and hit points accordingly. To account for this, you may wish to keep track of what you rolled for each new level gained, and refer to it when you lose a level, to account for the accurate number of hit points lost and gained, or alternatively you can simply roll the hit die for that level lost and subtract that amount.

          Naturally through the course of adventuring you may be reduced to 0 hit points. If you are reduced to 0 hit points, or up to -3 from the same blow, you fall unconscious. In each of the successive rounds, you will lose an additional -1 to your hit points until reaching -10 which means that you are dead. This is due to bleeding, shock, convulsions, non-respiration, etc. This continuous loss ceases immediately on the round that a friendly character administers aid to the unconscious character. This aid may take the form of binding wounds, starting respiration, administering a draught, or otherwise restoring life. Once restored the unconscious character will remain in a coma for 1-6 turns. Afterward they will require a full week of uninterrupted rest at a minimum before regular activity may be continued. This is even true for cure spells and healing potions administered after having reached 0 hit points. With the exception of a heal spell which removed the aforementioned restriction. 

          A final note is that any PC that reaches -6 hit points or greater will suffer scarring and loss of memory! The physical toll they have taken is simply too much for their physiology to handle. 

          When you understand just how malleable and random hit points may be, even within a single class due to the roll of a hit die, you begin to appreciate how important it is to work together, and plan out your adventure before leaving the safety of your town. And how important it is to have an ample supply of help, in the form of henchmen and hirelings, not to mention the cooperation and tactics involved in overcoming encounters and combat during the adventure.

          Outro

          But that is all the time I have to talk about hit die, hit points & healing in AD&D. What do you think of the difficulty in healing in AD&D? Does it make you appreciate clerics all the more? And finally do you use diseases in your home games? Leave a 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 for watching, this has been Adam with DragonLance Saga and until next time, remember: 

          Random chance plays a huge part in everybody’s life.

          9 min
        • D&D 5e – Shadow of the Dragon Queen Actual Play, Part 34

          Join us as we continue our @Dungeons & Dragons liveplay of Dragonlance: Shadow of the Dragon Queen with this part thirty-four! You can buy Dragonlance: Shadow of the Dragon Queen here: https://amzn.to/3V73n8C

          https://youtube.com/live/hHu03_eytd0
          Time Stamps:
          • 0:00 Intro
          • 1:35 Chapter 7: Siege of Kalaman – The Citadel’s Destruction Continued
          • 49:21 Chapter 7: Siege of Kalaman – Dragon Army Rout
          • 1:09:45 Break Begins
          • 1:14:54 Warriors of Krynn: Scenario 12 – Retreat From the Field
          • 2:57:44 Chapter 7: Siege of Kalaman – Kalaman Victorious
          • 3:02:50 Outro
          • Cast of Characters
            • Bromly Savist | Lvl 11 | Human | Cleric / Sorcerer / Divine Soul
            • Aamela Panderson | Lvl 11 | Kender | Bard / Barbarian / College of Lore / Path of Wild Magic
            • Arjan Ghaleson | Lvl 11 | Human | Fighter / Battlemaster
            • Holgr | Lvl 11 | Gnome | Monk / Way of the Drunken Master
            • Game Setup

              Last time on Shadow of the Dragon Queen: The heroes were blessed by Mishakal and proceeded up to the Bastion of Takhisis. There they met Caradok, currently possessing a kalaman soldier. He told them that he wanted the Flying Citadel and he would help take it from Lord Soth, but the heroes refused. They proceeded up to Lord Soth and used the mirror of reflected pasts to distract him. The then broke into the Mourning Sanctum where Wersten Kern, Lord Soth’s Bannerwoman was overseeing the brazier of Cataclysmic Fire. The heroes fought Werrsten as they were breaking the supports holding the brazier up. Caradoc jumped into the fight but the heroes eventually defeated him. With the Braziers supports broken, the cataclysmic flame went out, causing the Flying Citadel to lurch to a stop and begin to fall apart. The heroes burst out onto the plaza of the flying citadel’s surface, and they are trying to figure out a way off the doomed citadel. 

              About Dragonlance: Shadow of the Dragon Queen

              Enlist in the War of the Lance 

              Takhisis the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only the defenders of the city of Kalaman stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen’s service seeks a magical weapon that could dominate Krynn for all time. 

              Dragonlance: Shadow of the Dragon Queen is a tale of conflict and defiance set during the legendary War of the Lance.

              3 hr 5 min
            • The Swordsheath Scroll Review

              Join me as I review The Swordsheath Scroll by Dan Parkinson, live! Share your thoughts on this third  volume in the Dwarven Nations Trilogy, released on December 21, 1993. You can buy a copy here: https://amzn.to/3ZeYQGa 

              https://youtube.com/live/LyyrZ1Il-hI
              About The Swordsheath Scroll

              The final volume in the Dwarven Nations trilogy reveals the origin story of Derkin, King of Living Stone—the legendary dwarven leader

              Despite the stubborn courage of dwarven warriors, the protracted Wilderness War ends as a no-win. The Swordsheath Scroll is signed, and Thorbardin shows its support of the open-minded Qualinesti elves by joining in the construction of Pax Tharkas, a magnificent fortress and a symbol of peace.

              Meanwhile, the Mountain Dwarves await the coming of a king who will restore them to their former glory. When a new leader emerges from their midst, it seems the prophecy has been fulfilled and a victory over the Ergothians is no longer a futile hope. He is Derkin, the King of Living Stone—a hero whose bravery and wisdom will be written in the dwarven annals and whose name will become the “throne name” of all future dwarven kings.

              Review
              Intro

              Welcome to another DragonLance Saga review episode. It is Misham, Reapember the 12th. My name is Adam and today I am going to give you my review of The Swordsheath Scroll by Dan Parkinson. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. This year is the 40th Anniversary of Dragonlance, so join in on the celebration by submitting a video, piece of art or writing about Dragonlance to [email protected]. It will be added to the dlsaga.com/40th-anniversary celebration landing with all other contributors! This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat.

              Part one of the novel dealt with catching the reader up with the passing of hundreds of years, until the very beginnings of the war between Ergoth and Silvanesti. Ergoth had raided the Niedar settlements outside of Thorbardin in Kal-Thax and collected every living being as slaves for their mining operation. This was how they funded and equipped themselves for the war with the elves. The dwarves of Thorbardin didn’t send anyone out to protect the Niedar because they were warring from within. With no king the only peace they found was temporary. The descendant of the king regent, Derkin Winterseed left the mountain out of frustration and was quickly snatched up and enslaved by Ergoth.

              Derkin was taken to the Klanath mine, and brutally whipped each time he tried to escape. The other dwarves could see that he was planning a new escape and recognized his heritage so they planned to escape with him, even against his wishes. He was ultimately met by a Daewar named Calan Silvertoe who had looked for him on behalf of an elf named Despaxas. Despaxas is the grandson of the elf Eloeth who first met the Hylar Calan when the Hylar first came to Kal-Thax. She is working with Kith-Kanan in opposing Ergoth and could use the dwarves’ help, but with them warring in Thorbardin, they will need a uniter or king, and Derkin is the dwarf with the lineage to do just that.

              Despaxas with Calan break out Derkin and tell him why they did it and that he needs to raise an army. He decides to free the slave miners and they all work together to liberate one mine after another until they free Klanath as well. However, Lord Sakar Kane, the Ergothian Emperor’s cousin is leading a brigade of human soldiers to Klanath mine for inspection as it will be their primary supply route. The mines Pit Chief, Shalit Mileen, is secretly hiding some of the ore mined, to enrich himself, and doesn’t want Kane to know the slaves were revolting, but is ultimately killed by Derkin before Sakar arrives. 

              The first part ends with a human Cobar named Tuft Broadleaf, who becomes a chieftain of his nomad tribe, reflecting on Derkins accomplishments and how his people renamed him Derkin Hammerhand. The Ergothian empire is currently in a war with both the Cobar and the elves. I am interested in seeing what happens when the dwarves get their shit together in Thorbardin and join in the battle. I am so pleased to be reading a novel about dwarves that not only highlights their decline, but also their superiority in building and general sense of honor with Derkin Hammerhand. I was so worried that this would be bad like the previous novel, but to my pleasure and surprise, two thirds into it, it is good.

              Derkin rounds up any of the Niedar scattered across Kal Thax and brings them into the Chosen Ones fold, it’s what his people call themselves. He marches to Thorbardin to trade and treat with them. You can imagine their shock seeing an army of nine thousand marching toward the North Gate, but when they get close enough, they can tell they are dwarves, and are more confused than anything. Derkin has given up his Winterseed name that anyone would know him by, so his identity is a secret for a while. They communicate with drums telling Thorbardin that they would like to trade and they want to address the Council of Thanes. 

              When they get close to Thorbardin, Derkin dons his invisibility cloak and enters Thorbardin to see what state it is in, and it has declined. Without work, through trade, there is only infighting to keep the dwarves busy, and they excel at it! Derkin meets with the Council and gives a wonderful speech about the decline of Thorbardin from its inception until now, and that they must reclaim Kal Thax from Ergoth. The Thanes ultimately vote to do nothing, and Derkin declares everything outside Thorbardin his and his Chosen Ones. If Thorbardin wishes to trade with them, they will have to leave their halls. He trades furrs and food for armor and equips his army, then leaves for Tharkan Pass.

              His army makes short work of the forces, in small part because the elf Despaxas asked the Cobar Tuft Broadland to harry the cavalry stationed there, and run them in circles miles away for as long as possible. Which they did and it worked. When Derkin defeated the remaining forces he built a massive wall to seal off Kal Thax and the returning forces. The commander arrived back and tried to get through the wall, but couldn’t so he returned to Klanath to face the inevitable retribution of the Ergothian General Sakar Kane. A truly despicable man, as is all of Ergoth portrayed. As an aside, I really want to read the Ergoth trilogy now to see if they project themselves as being so evil as the other nations make them seem.

              Lord Kane demanded that Commander Gart deliver an oath to Derkin Hammerhand. If the Dwarves stay behind the wall, the humans will leave them be through the winter. Kane was instructed by  the emperor’s emissary Dreyus, who is actually the magical half of the Emperor Quivalin Soth V. He is returning to Daltigoth until Spring, then he will bring an army to destroy the elves and dwarves, as the empire failed in defeating the Silvanesti. Kane had no choice but to do as he was told and stopped the mines and began his destruction of the Dwarves behind their wall at Tharkas Pass.  After the oath was delivered, Derkin sent his army south as the dwarves were not needed to protect the pass through winter, and Derkin stayed with his guards until the snow covered the pass.

              That is when Kane struck. They used catapults to lob granite over the wall and crush the dwarves, actually striking Derkin and killing many of his men. He was saved by Helta, his future wife and a runner who collected the army. They all returned and retook the pass. Derkin made three laws for their people and one for all others. If you strike a dwarf, they will retaliate immediately. They rode for Klanath mines in the night and decimated their entire force. It turned out that Kane was called to Daltigoth and was not there, but the rest of the army stayed. Derkin took oaths from all civilians to leave and never attack a dwarf, and let them go. He killed all the soldiers.

              Then he raised the fortress to the ground. Taking every stone to Tharkas Pass, and when they were done, crafted a monument with the fourth law for all to see before they would enter Kal-Thax. In spring Ergoth returned with their forces in mass. The dwarves knew they couldn’t survive but they would not back down. They bled the Ergothian army, burying many in landslides that filled in the mines. But they took massive casualties of their own. They were met by the dwarven force that aided Silvanesti in their conflicts and together they faced the Ergoth army until seeing their own deaths. Then the impossible happened. The elves joined in the fray as did the human Cobar! United together they defeated the Ergothian forces, making Dreyus flee through magic. 

              In the aftermath the elves proposed using the stones to build a new city together with the dwarves. And the construction of Pax Tharkas was begun. The dwarves renamed Derkin Lawgiver and pressed him to be their king. He refused initially but saw visions of his forebears and a possible united Kal-Thax and Thorbardin. He would stay to complete the dwarven portion of Pax Tharkas, then return to Thorbardin and visit each clan’s home, to gain their loyalty. Then he stepped up as King Regent, Chief of Chiefs, and the council amended the Covenant of the Forge, so there could be a king. After the elves were complete with their portion of Pax Tharkas, Derkin and Kith-Kanan signed the Swordsheath Scroll and Derkin and the kings to follow ruled all of Kal-Thax from Thorbardin, with each future king taking the throne name of Derkin out of respect for the dwarf who reunited their nation.

              There were a bunch of smaller plot threads that I won’t address but sufficeth to say, this was a brilliant book and a wonderful way to close out the Dwarven Nation Trilogy. If I could make a suggestion to future readers, you can skip Hammer and Axe, and read book one and book three only. You wouldn’t lose anything and it would save you some frustration. I truly love the trope of a king refusing his role until he realizes he is needed. A king that is willing to go to war with his allies and protect his people even if it means putting himself in danger. I wish we had leadership like that in our own governments. I highly recommend this novel to any fan of Dragonlance and Dwarves.

              Outro

              And that’s it for my review of The Swordsheath Scrollby Dan Parkinson. What did you think of Derkin Winterseed-Hammerhand-Lawgiver? Why does it take the males in these stories so long to recognize the amazon women around them? And finally, have you ever read a story about Ergoth where they weren’t all asses? Feel free to email me at [email protected] or leave a 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.  

              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).

              15 min
            • Currency in the War of the Lance Era

              One of the divisive aspects of Dragonlance is its lack of a currency norm. Let’s take a closer look at the currency of Krynn during the War of the Lance. Buy More Leaves from the Inn of the Last Home: https://www.drivethrurpg.com/en/product/204205/more-leaves-from-the-inn-of-the-last-home-2e?affiliate_id=50797 

              https://youtu.be/-eC6dp9CIGY
              Transcript
              Cold Open

              Who knew currency was going to be such a divisive issue?

              Intro

              Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about currency during the War of the Lance Era. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Dragonlance gaming materials using my affiliate links. I am referencing DL1 Dragons of Despair and More Leaves from the Inn of the Last Home for this information. If I leave anything out or misspeak, please leave a comment below!

              Discussion

              I think most people who play Dungeons & Dragons in the Dragonlance Campaign Setting never really consider the currency exchange rates for different nations or regions. And the reality is, they can be significant! Point in fact, ever since the Cataclysm, gold has significantly dropped in value, and in Abanasinia it is completely worthless. So if you are playing Dragonlance for the first time, you may be expecting the standard currency as two-hundred copper pieces being the equivalent of twenty silver pieces, which is the equivalent of two electrum pieces, which equals one gold piece, which itself is one-fifth of a platinum piece. The size and weight of each coin is relatively equal to each other coin, regardless of type. But Dragonlance is anything but normal in the Dungeons and Dragons ecosphere. 

              The act of minting coins is a relatively new concept to Dragonlance, and it is not the preferred method of exchange of goods globally, outside the more civilized regions of Krynn. Once coins did begin to be minted it wasn’t even for the exchange of goods, but rather the simple transporting of metals. The dwarven nations would stamp their rounds for simple tracking of the site of the forging and the year. These rounds would ultimately be melted down to make tools, machines or armaments. For the exchange of goods, most humans would barter furs, wood, polished stones, bones, or shells and clay tokens. They would eventually see the metal rounds as a more practical and durable method. It wouldn’t be until the glory of Istar that the minting of coins would be normalized. The Kingpriests’ likeness and that of the gods’ were stamped on the surface of their currency. Ironically it was about this time that dwarves would adopt the clay marker representing metal coins.

              In Xak Tsaroth, a major location for commerce and trade on Abanasinia, the clay culli was the accepted currency, which eliminated the need to carry heavy metals. This practice spread far and wide allowing nations to hoard precious metals, with their citizens using tokens to represent the nation or city-state’s combined wealth. And as with all tales in Dragonlance we must continue with the phrase, then the Cataclysm struck. Among a whole host of other atrocities, with the Cataclysm came the total destruction of the world’s economy. With the value of clay and metal tokens being entirely dependent on the nation which held them, and those nations being wholly absent or decimated, what value was any of it?

              In the years after the Cataclysm the surest and most widely used metals became the standard: bronze, iron, and dwarven steel. The steel could be easily transported then melted down and reworked into necessary equipment to eke out a living. And thus steel became the standard of currency on Krynn. When the seeker religion gained power, they began minting the Steel Emas. But regionally across Ansalon, different sentiments toward the different metals drove varying exchange rates for each, so there is no such thing as a global standard of currency. Within each of the following governments and their territory, currency and the standard value of one steel piece varies as follows: In the Seeker Lands .75, The Dragon Empire .90, The Dwarven Lands from .90-1.10, The Empire of Ergoth 1, The Minotaur Isles 1.25, The Knight lands 1, Lemish .80 and Silvanesti 1. So trading Solamnic coins in Lemish would make you lose 20% of their value. Equally taking Seeker coins to the Minotaur Isles would see a profit. Most other more primitive regions prefer to barter or trade, borrowing coins from other nations. 

              Knowing which nation’s currency you carry is an integral part of trade in Dragonlance. Exchange rates vary simply because each nation has had its own unique economy based on a particular product or industry that it is known for. Not to mention the military might and political influence each nation wields influences it as well. Let’s examine how each nation’s steel stacks up to the international standard of steel, so we can better understand currency as you travel through Ansalon. All of these nation’s individual value for steel is the basis of all other metals in trade, so understanding the difference will help adventurers and travelers. Point in fact, outside gold, steel, and iron, many nations value coal, tin, nickel, copper, brass, bronze, silver, electrum, platinum, adamantine, ivory, cowrie shells, conch shells, hacksilver, jade, agate and garnets!

              For the following human-governed nations and empires, the coinage is primarily used in the cities with farmers and others who accept the coins in addition to barter. Ergoth still treats pre-cataclysm coinage as valid currency. Saifhum, whose residents tend toward piracy accept many Blood Sea Isles neighboring currency as their own. Abanasinia only recognised the Seeker currency. The Empire of Ergoth: 1 steel disk = 2 platinum platters = 5 gold gilts = 5 iron rounds = 10 electrum ambers = 20 brassies = 25 silvers = 50 hacksilvers = 100 coppers = 400 tinnys. The Dragon Empire: 1 steel weight = ⅕ platinum weight = ½ iron weight = 2 bronze weight = 10 gold weight = 20 silver weight = 100 copper weight. The Knight Lands of Sancrist, Solamnia, and Eastwatch: 1 steel Sword or 1 silver Monarch = 2 platinum Florins = 5 iron Dirks = 10 bronze donjons or 10 silver Castles = 20 gold kronin = 25 electrum marks = 50 silver tharns/shields = 100 copper commons = 400 nickel quinces. Lemish: 1 steel brand = 1/50 adamantine guard = ½ platinum florn = 2 iron stamps = 5 bronze dollars = 10 gold krones = 20 electrum marks = 25 silver stars = 50 copper pense = 200 tin commons. Saifhum: 1 steel disk = 5 iron rounds = 10 bronze dolons = 20 silvers = 100 coppers. And the Seeker Lands: 1 steel emas =  ½ platinum moon = 2 iron hammers = 5 bronze plates = 10 copper helms = 50 silver stars.

              The three dwarven nations acknowledge the standard currency, but the Aghar do not operate the same with commerce or barter. Kaolyn: 1 steel anvil = 1/10 adamantine forge = ⅕ garnet chip = 5 iron ingots = 15 gold crowns = 20 silver bucklers = 50 bronze gauntlets = 100 copper slugs = 200 nickel rivets. Thorbardin: 1 steel anvil = 1/20 adamantine forge = ⅕ agate chip = 2 iron ingots = 5 bronze gauntlets = 10 copper slugs = 20 nickel rivets = 25 gold crowns = 50 silver bucklers = 100 coal pails. Zhakar: 1 steel bar = 1/10 jade chip = 2 iron bars = 10 bronze bars = 25 brass bars = 50 copper slugs = 50 silver slugs = 100 tin slugs = 200 coal rations. The Elven nations are wholly represented by Silvanesti who rarely has any trade with the outside world. 1 steel crest = 1/10 ivory tooth = ⅕ platinum moon = 5 iron rings = 10 gold crowns = 20 electrum solars = 50 silver stars = 100 brass seals = 200 copper shells. The minotaur isles were unified after the War. Mithas and Kothas: 1 steel sabre = 2 iron wards = 10 bronze shields = 20 gold crowns = 50 electrum lances = 100 brass darts = 200 copper arrows.

              As you can see, global events have a dramatic shift in what the accepted currency is in any given part of Krynn, so being aware of the region your adventure takes you is just as important as being properly equipped for the journey. History has shown us that today’s common denomination will be tomorrow’s collector’s item.

              Outro

              And that is all the time I have to talk about currency during the War of the Lance. What do you think of swapping out war time materials for currency? Did you know that is why Pax Tharkas and mining  was so integral to the Dragonarmy? And finally, do you use steel in your War of the Lance campaigns for currency? Leave a 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 for watching, this has been Adam with DragonLance Saga and until next time, remember: 

              The top coin of a fallen despot is less precious to the hound than a gleaming houndstooth.

              11 min

            About DragonLance Saga

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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,…

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