DragonLance Saga

DragonLance Saga

This podcast is a celebration of the one-of-a-kind, high fantasy setting Dragonlance. It will include information about the Dragonlance Saga and the world of Krynn, including features on characters, events, stories, art and more!

  1. 15H AGO

    Was Raistlin Majere A Warlock?

    He had a natural aptitude for magic as a young man, but clearly survived and benefitted from Fistandantilus. Let’s examine if Raistlin Majere was a warlock. You can buy Towers of high Sorcery here: https://www.dmsguild.com/en/product/2940/towers-of-high-sorcery-3-5?affiliate_id=50797   https://youtu.be/k_w-BOj03wY Transcript Cold Open If there’s one character who bends the rules of magic on Krynn, it’s Raistlin Majere. But what if the greatest wizard in Dragonlance history… wasn’t purely a wizard at all? What if his unparalleled power came, at least in part, from a dark pact that echoes the mechanics of a D&D Warlock? Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re diving deep into a fascinating theory: Was Raistlin Majere secretly a Warlock? I’d like to thank the DLSaga YouTube members and Patreon Patrons, and invite you to consider becoming a member or patron. You can also grab Dragonlance media through my affiliate links. This discussion pulls from the Chronicles & Legends novels, Dragonlance sourcebooks, and D&D 5th Edition 2024 rules, particularly the Warlock class from the Player’s Handbook. As always, if I miss details or get something wrong, let me know in the comments. Discussion To understand this theory, we first need a quick refresher on how magic works in Dragonlance. Arcane magic on Krynn is tied to the three moons of magic: Solinari for White Robes and good-aligned wizards, Lunitari for Red Robes and neutrality, and Nuitari for Black Robes and evil. Wizards must take the grueling Test of High Sorcery, swear allegiance to one order, and draw power through rigorous study, meditation, and devotion to the moons’ gods. It’s a scholarly, disciplined path—very much like the classic D&D Wizard class, relying on Intelligence, spellbooks, and long preparation. Raistlin starts firmly in this tradition. He wears the white robe of his instructor and his early life is all about mastering the craft through intellect and observation. But everything changes during his Test of High Sorcery in the Tower at Wayreth. At the climax of the Test—the youngest mage ever to take it—Raistlin faces what seems like certain death against a powerful dark elf illusion. That’s when the spirit of Fistandantilus appears. This ancient, infamous archmage—known as the Dark One—offers Raistlin a bargain: immediate power to defeat the elf and survive the Test, in exchange for a steady drain on Raistlin’s life force. Raistlin, ever ambitious, accepts without hesitation. The deal transforms him physically and magically. His skin turns golden (providing resistance to spells), his hair goes white, his eyes become hourglass-shaped (letting him see the ravages of time on all things), and he’s cursed with a chronic, debilitating cough. But he gains immense power in the moment, and Fistandantilus’s essence lingers within him, subtly feeding him knowledge and strength for years to come. Now, let’s shift to D&D 5th Edition 2024 mechanics. The Warlock class is defined by one thing: a pact with a powerful otherworldly patron. Warlocks don’t grind through spellbooks like wizards—they gain their magic through a binding agreement with entities like fiends, archfey, celestials, Great Old Ones, or undying beings. In exchange for power, they often give up something: loyalty, service, life essence, or even their soul. Some Key Warlock features include: Pact Magic: Spell slots that recharge on a short rest, not a long rest. Eldritch Invocations: Customizable magical abilities that feel like built-in perks from the patron. A subclass based on the patron type, granting themed spells and abilities. Often, the pact is sealed through a direct bargain, especially with Fiend or Undying patrons. Raistlin’s deal with Fistandantilus fits this template almost perfectly. Fistandantilus is an undying archmage—a lich-like figure who extended his life by draining others via his Bloodstone and even bargained with Takhisis herself. He qualifies easily as an Undying Patron (from the Sword Coast Adventurer’s Guide) or a Fiend Patron. The bargain is explicit: power now for life force over time. Post-pact, Fistandantilus inhabits Raistlin like a possessive patron, granting boosts during critical moments—helping him master the Dragon Orb in Silvanesti, providing insights in Skullcap, and accelerating his overall arcane growth. This “patron” influence explains Raistlin’s meteoric rise. A normal wizard progresses steadily, but Raistlin goes from novice to the most powerful mage on Krynn in mere years, absorbing Fistandantilus’s ancient knowledge. It’s like gaining levels in Warlock on top of his Wizard base, with the patron providing “invocations” in the form of enhanced resilience and forbidden lore. We see the patron dynamic play out further in the Legends trilogy. When Raistlin travels back in time, he apprentices under the living Fistandantilus, learns his secrets, and ultimately defeats him in a magical duel—absorbing the archmage’s essence completely. This flips the script: the “warlock” overpowers and consumes his patron, becoming the Master of Past and Present. It’s a classic tale of a Warlock who outgrows or betrays their patron, wielding its power against it. There are other Warlock parallels too. Raistlin’s golden skin acts like a permanent magical ward—similar to the Undying patron’s features that defy death and decay. His hourglass eyes give him a unique perception of time, evoking Chronurgy Wizard elements but also the alien insights some patrons grant. And his addictive thirst for power mirrors how many Warlocks are portrayed: always chasing the next boon from their patron, even as it destroys them. But here’s where the theory hits its limits—Raistlin is still, at his core, a wizard. He meticulously studies spellbooks every day. He relies on the moons for high-level magic. He wields the Staff of Magius, a classic wizard artifact. His spellcasting is Intelligence-based, rooted in arcane theory, not the Charisma-driven pact magic of Warlocks. The Fistandantilus deal enhances him but doesn’t replace his foundational wizardry. He never gets short-rest spell slots or true invocations; his power surges come from artifacts, study, and the lingering patron essence. In modern D&D terms, the best way to build Raistlin is as a multiclass: primarily Wizard (maybe School of Divination or Chronurgy for the time themes), with a few levels in Warlock—Undying or Fiend subclass—to represent the pact’s boost. This captures the hybrid nature: scholarly depth plus a dark bargain for extra edge. A pure Warlock build would miss his vast spell repertoire and intellectual arrogance. Other characters in fantasy have similar “warlock-ish” elements—think of Anakin Skywalker’s fall or Gandalf’s ring of power—but Raistlin’s story is uniquely tragic because the pact fuels his fatal flaw: ambition bordering on addiction. It costs him his health, strains his relationships (especially with Caramon), and nearly dooms Krynn. Yet without it, he might never have become the fulcrum that defeated Takhisis. So, is Raistlin Majere a Warlock? Strictly speaking, no—he’s a wizard who made one fateful, devilish bargain that supercharged his destiny. But viewing him through the Warlock lens adds a thrilling layer, highlighting the cost of forbidden power and making him even more compelling for D&D adaptations. Outro That’s my take on whether Raistlin Majere could be considered a Warlock. Do you buy the theory? Would you play him as a Warlock multiclass in your game? Does the Fistandantilus pact change how you see his redemption? Leave your thoughts below. These videos happen weekly because of your support—thank you. If you’re not a patron or member yet, I’d love for you to join. Grab Dragonlance books or games online via my affiliate link in the description. This channel is all about celebrating the Dragonlance Saga, and I hope you’ll keep watching. Thank you—this has been Adam with DragonLance Saga. Until next time, remember: No my brother, where I go, you cannot follow. Strong as you are, it would lead to your death.

    9 min
  2. 1D AGO

    DM101 Core Foundations: What a Dungeon Master Actually Does

    Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What a Dungeon Master Actually Does. https://youtube.com/live/I-yhpqr-sP0 Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 5th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. When most people think about being a Dungeon Master, they imagine rules mastery, monster stat blocks, or elaborate worldbuilding binders. But here’s the truth: None of those things define what a Dungeon Master actually does. Dungeon Mastering isn’t about knowing everything. It isn’t about control. And it certainly isn’t about telling your story. At its core, being a DM is about facilitating a shared experience between very different people — and doing it with intention. Welcome to Dungeon Mastering 101. 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, using my affiliate links. All links are in the description below. Discussion Segment 1 — The DM Is Not the Protagonist The first misconception new DMs struggle with is this: “I’m responsible for the story.” You’re not. The Dungeon Master is not the hero, not the main character, and not the author of a finished narrative. Your role is to create situations, not outcomes. Your players: make the choices take the risks live with the consequences You provide the structure that allows those choices to matter. Once you let go of the need to control the story, your games immediately improve. Segment 2 — The Five Core Roles of a Dungeon Master A Dungeon Master wears many hats, but most of what you do falls into five core roles. 1. The Facilitator You keep the game moving. This means: setting the pace clarifying options transitioning between scenes managing spotlight time A facilitator doesn’t rush players — but also doesn’t let momentum die. Your job is to keep the shared experience alive. 2. The Arbiter You interpret rules and make calls. Not perfectly — consistently. Rules exist to support play, not interrupt it. When something is unclear: make a ruling keep the game moving revisit it later if needed Fairness matters more than precision. 3. The World’s Voice You describe the environment and its reactions. The world speaks through: weather NPC behavior danger opportunity consequence You don’t tell players what to think — you tell them what happens when they act. A living world responds. 4. The Spotlight Manager You decide who gets attention and when. This is subtle, but critical: inviting quieter players into scenes gently limiting dominant voices rotating focus naturally When everyone feels seen, trust forms. When trust forms, engagement follows. 5. The Tone Setter Your energy sets the emotional temperature of the table.  Calm → calm Excited → excited Tense → tense Players take their cues from you more than you realize.  Managing your own reactions is one of the most important DM skills you’ll ever develop. Segment 3 — What a Dungeon Master Is Not Understanding what you don’t do is just as important. A DM is not: an adversary a rules lawyer a novelist a referee trying to “win” Conflict exists within the world — not between you and the players. You succeed when the table succeeds. Segment 4 — The Hidden Skill: Decision-Making Most of what a DM does boils down to making decisions under pressure. Every moment behind the screen asks: Does this happen? How hard is it? What reacts? Who goes next? You don’t need perfect answers — you need timely ones. Confidence comes from decisiveness, not encyclopedic knowledge. Segment 5 — Responsibility Without Control Here is the balance every DM must learn: You are responsible for: fairness clarity safety momentum You are not responsible for: player choices perfect outcomes saving characters from consequences Great Dungeon Masters respect player agency — even when it leads somewhere unexpected. Segment 6 — The Human Side of the Screen Every player arrives with: different motivations different comfort levels different expectations Your role is not to flatten those differences, but to work with them. Dungeon Mastering is as much about reading people as it is about running a game system. Closing Takeaway Being a Dungeon Master isn’t about mastery — it’s about presence. You: create structure guide momentum make fair calls and hold space for creativity When you understand what your role actually is, the pressure drops, the game flows, and the experience improves for everyone at the table. This is the foundation. Welcome to Dungeon Mastering 101. Outro And that’s it for this episode of Dungeon Mastering 101, Core Foundations: What a Dungeon Master Actually Does! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu! 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).

    30 min
  3. 4D AGO

    OA News – January 2nd, 2026

    Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing James Haeck, Ravenloft Anniversaries, Stranger Things Conclusion, and D&D in 2026. https://youtube.com/live/LE2D5SGvDlw Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 2nd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.  I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links in the description below. Discussion DLSaga Anthology – Now through March 1, 2026 https://dlsaga.com/contributors/  Members and patron benefits: Weekly readings and monthly downloads Discord sections for subscribers and members only Discounts on merchandise  James Haeck Hired as Senior Game Designer for D&D https://dungeonsanddragonsfan.com/james-haeck-dnd-senior-game-designer/ PSA: Dungeons and Dragons Fans Should Circle March 15 and May 18 on their Calendars https://gamerant.com/dungeons-dragons-dnd-march-15-may-18-2026-ravenloft-curse-strahd-more/  Was Stranger Things real or just a Dungeons and Dragons game? https://poprant.indiatimes.com/trending/was-stranger-things-real-or-just-a-dungeons-and-dragons-game-fans-make-wild-theories-as-finale-ending-scene-sparks-debate-over-mikes-dd-campaign-678285.html  5 Things We Need to See From Dungeons & Dragons in 2026 https://comicbook.com/gaming/list/5-things-we-need-to-see-from-dungeons-dragons-dnd-2026/  Outro And that’s it for this OA News episode! Are you excited about a new D&D designer? Will WotC make anniversary Ravenloft products? And finally, what would you like to see in 2026? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

    59 min
  4. 6D AGO

    Dragonlance Hangout – December 31st, 2025

    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 the forthcoming DLSaga Anthology and my process of writing! https://youtube.com/live/eEVnGgwPaGc Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Frostkolt the 31st, and my name is Adam. Today I am discussing the forthcoming DLSaga Anthology and my process of writing! I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links in the description below. Discussion DLSaga Contributors https://dlsaga.com/contributors/ 4,000–7,500 words preferred Stories must be unpublished and original DLSaga acquires First Publication Rights All rights revert to the author after publication Accepted authors receive: Full author credit A complimentary copy of the anthology (print and/or digital) Notifications sent by March 1, 2026 Writing tips Start Small (Short Is a Feature, Not a Limitation) A short story isn’t a novel in miniature. Focus on: One main character One core problem or moment One change by the end If you can summarize your story in one sentence, you’re on the right track. Give Your Character a Want Every scene should revolve around what the character wants right now: To escape To prove themselves To protect someone To uncover the truth Conflict comes from something standing in the way of that want. Show Change, Not Just Events By the end of the story, something should be different: The character has learned something The world has changed A belief is broken or reinforced Even quiet stories need an emotional shift. Let the Setting Do Story Work Your setting should actively affect the plot: Magic behaves differently at night A city is built on forbidden ground The forest remembers those who enter If the story could happen anywhere, the setting isn’t pulling its weight. Use Specific Details Strong stories come from concrete details, not vague descriptions: “A chipped blue mug” beats “a cup” “The smell of wet leather” beats “a bad smell” One or two sharp details per scene is enough. End With Meaning, Not Fireworks Fantasy endings don’t need giant battles. Strong endings often include: A sacrifice A quiet victory A revealed truth A cost paid The best endings feel inevitable in hindsight. Don’t Aim for Perfect—Aim for Finished Your first draft is allowed to be messy. Finishing stories teaches you more than endlessly polishing the opening paragraph. A great habit: write to the end, then revise. Revise With Purpose When revising, ask: Does every scene matter? Can I cut anything without harming the story? Is the ending earned? Short stories often improve most by cutting, not adding. Simple Fantasy Short Story Formula (Beginner-Friendly) A character wants something Magic complicates it The character must choose The world or character changes That’s it. Everything else is flavor. Story Ideas A mercenary company discovers their employer is a Dragon Highlord—and must choose between gold and conscience. An apprentice of the Tower of High Sorcery fails their Test—not catastrophically, but quietly—and must live with what was taken instead. A disgraced Knight of Solamnia hides his past while protecting a caravan—until his old order comes calling. A plainsfolk storyteller realizes their oral history will die with them unless they entrust it to an outsider. An artifact from before the Cataclysm resurfaces, but using it may doom the fragile balance of the new world. A widow casts her knight-husband’s armor into a river sacred to Habbakuk—and something answers. Log Line A Knight of the Divine Hammer struggles with leaving his secret wife to chase down the Cult of Chemosh. Era The Age of Might, ~39 PC after the Kingpriests declaration of Manifest Virtue Characters Kingpriest Beldinas Pilofiro Formed the holy knighthood to defend the Holy Empire from wickedness Cathan MarSevrin Cathan Twice-Born Received a vision of a burning hammer falling toward Istar first Knight of the Divine Hammer Tavarre of Luciel first Grand Marshal, answered to the Kingpriest and no other. Darian Volkar Main character, former orphan, in love with Amara Kesh Knight of the Divine Hammer Amara Kesh Darian’s secret wife, former orphan Cassian Morvek Darian’s battle buddy Loyal, direct, dirty minded Tiber Kaelos Darian’s Icodio, or Knight Banneret. The leader of his Ina, or Squadron. The Bone-Seer Arkhavel High Priest of Chemosh Hierophant Caldris Ossian Local Cult Leader of Chemosh Organizations Order of the Divine Hammer The smallest military unit was the Ina, or squadron, which consisted of ten knights, twenty Scatas, and three clerics or war-priests. An Istaran company (Cosa) consisted of four Inas and pursued roaming hobgoblin and ogre bands.  The Imperial squadron (Meniba) quelled civil unrest in minor lands and consisted of 300 Scatas plus a contingent of knights and clerics. Istaran Birafas, or regiments, saw use in the Lost Battles and were each comprised of five Menibas the mighty Istaran division (Droma) was made up of six Birafas but was only deployed once during the Hammer’s existence. The first officer position within the Hammer is that of Knight Banneret (Icodio), who commands a dozen knights and can commandeer thirty Scatas for crucial missions. Above the Knight Banneret is the Knight Commander, or Icilmo. A Knight Commander leads six Knights Banneret and associated troops, and he can requisition two hundred additional Scatas. Knights Commander also instruct squires and younger knights in the use of arms; they are known as Preceptors when serving in this capacity. A Knight Marshal (Frebo) leads four Knights Commander and associated troops and is usually given authority over a particular city. Above the Knight Marshal is the Senior Marshal, or Frecico, who is responsible for the defense of a particular province within the Holy Empire. The Grand Marshal (Freburmo), also known as the Lord Marshal, heads the Order of the Divine Hammer and can be discerned by his crimson surcoat, in contrast to the white surcoats of other knights. Knights of Solamnia Kingpriest of Istar Cult of Chemosh Locations Lordcity of Istar Midrath Mountains Vsule, Southeast side of the Midrath Mnts Zathraas, darian and Amaras’ home Story Arc Act 1 We learn about Darian and the Knights of the Divine Hammer. In addition to his secret wife Amara. Darian is searching for Hierophant Caldris Ossian, a cult of Chemosh cell leader in the town of Vsule.  Act 2 Discovery of Ossian leads the Order to the Midrath mountains and a n ancient temple there. Darian is tormented by his inability to be with his wife, the fact that he is living a lie, and the terror the Order of the Divine Hammer is spreading across the Holy Empire. Act 3 Darians squad finds the temple and confronts the high priest The Bone-Seer Arkhavel. Outro And that is all the time we have to hangout today. What do you think of a DLSaga Anthology? Will you be contributing a story? And finally, what is your favorite anthology? Feel free to email me at info@dlsaga.com or comment below.  I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu! 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).

    58 min
  5. 12/30/2025

    Riva Silverblade

    She was told she could never be a knight. So she became a legend. Riva Silverblade trained in secret, slew dragons, wielded the dragonlance, and carried Solamnic honor from Ansalon to Taladas. This is the story of the Knight who proved courage has no limits. You can see readings of all DC Dragonlance comics here: https://www.youtube.com/playlist?list=PL-ZMN0IxDq3QY9hD0rB8n4JIETH-Czi8k  https://youtu.be/0KQlpZ5t2KQ Transcript Cold Open In every age, there are knights born to banners… and there are knights who must carve their place into history with blood, steel, and unyielding will. This is the story of Riva Silverblade— a woman who defied tradition, challenged destiny, and proved that courage recognizes no gender, no station, and no age. Intro Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Riva Silverblade, Knight of the Sword. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron, you can even pick up Dragonlance media using my affiliate links in the description below. I am referencing the Dragonlance DC Comics, Dragonlance Campaign Setting sourcebook and the Price of Courage adventure module for this information. If I leave anything out or misspeak, please leave a comment below! Discussion Riva Silverblade was born Riva Silvercrown in 332 AC, within the cold stone halls of her father’s ancestral castle. Lord Silvercrown was a respected noble—firm in tradition, immovable in his beliefs—and like most of Solamnia, he believed knighthood was a path reserved for men. But from her earliest years, Riva dreamed of becoming a Knight of Solamnia. She watched tournaments from the battlements. She listened to tales of Huma Dragonbane and Vinas Solamnus. And though denied sword, shield, and saddle, she trained in secret—practicing with stolen weapons, learning footwork and form until she was certain she could surpass many of her father’s sworn knights. In 344 AC, Lord Silvercrown hosted a tournament within his own keep. Disguised and unrecognized, Riva entered. She defeated every challenger. When the victor removed her helm and revealed herself, the hall fell silent. Her triumph was undeniable… and so was her father’s fury. Though humiliated, Lord Silvercrown refused her knighthood. So Riva resolved to earn what tradition denied. Seeking to prove her worth, Riva learned of a raid by Dark Dwarves upon Neidar merchants and rode to intervene alone. She was captured. Bound and helpless, Riva was offered as a sacrifice to a White Dragon. But her father, tracking her trail, arrived at the dragon’s lair. Together they fled as the cavern collapsed around them—stone shattering, flame roaring, death close at hand. In the chaos, the dragon was impaled upon Riva’s battle standard, dying amid the falling rock. Riva returned home not as a knight… …but with her father’s respect. When Riva’s courage was again questioned, she climbed a mountain in search of a dragon’s egg—an act few dared attempt. She fell into a dragon’s nest…  and into a secret older than nations. There she encountered gnomes, holding dragon hatchlings captive in pursuit of treasure. Riva chose the hatchlings. She fought beside them—and was recognized by a Bronze Dragon as a dragon-friend. But the time was not yet right. Bound by the Oath of Neutrality, the dragon erased her memory of the encounter. Only her courage remained. In 351 AC, Riva was rescued from hobgoblins by a young warrior named Sturm Brightblade. Their journey led them to a Temple of Majere, where Riva met Vandar Brightblade, Sturm’s uncle and a monk of deep conviction. When the Blue Dragonarmy descended, the temple was annihilated. Only Riva and Vandar survived. From a hidden shed, Vandar revealed a weapon of legend—a dragonlance. Their path led to Castle Silvercrown, where betrayal awaited. Riva’s brother Marik revealed himself as a Sivak Draconian, murdering, taunting, and mocking before Riva struck him down—only to watch his body twist into her own likeness as he died. That night, Riva and Vandar shared the same dream. Lord Soth. Takhisis. And Temptation. Riva raised the dragonlance against the Dark Queen herself. When the Dragonarmies attacked, Riva struck down a red dragon—but was no match for Kitiara uth Matar. Vandar died shielding a child. The dragonlance was taken. And Fizban revealed the truth: Riva had wielded a false lance. The real one had never been lost. By the time Riva stood before the minotaurs of Nethosak, she was no longer merely Riva Silvercrown. She was Riva Silverblade— Knight of the Sword, champion of Paladine, and voice of Solamnic honor beyond Ansalon’s shores. Even when alliances failed, her resolve did not. Summoned by Fizban, Riva was cast across the world to Taladas, a land broken by war and forgotten by gods. There, she slew a blue dragon, opposed traitorous minotaurs, freed captives, and became a symbol of hope among strangers who had none. She crossed shardstorms, elven caverns, and burning fields. She chose mercy when others chose fire. And when a village punished a boy mage for a terrible mistake, Riva defied the law—saving him from death, even as fate claimed him anyway. In Taladas, Riva learned that righteousness does not always bring victory. Sometimes… it only ensures that goodness survives. Decades later, weakened by poison and age, Riva fled draconians across Ansalon. Her dragon Ktarrh lay dead. Yet even then, Riva stood. She entrusted a scroll to Solamnic Knights astride bronze dragons—guiding them to victory one last time. In her final years, Riva Silverblade became head knight of Castle Eastwatch, guarding Southern Ergoth with wisdom earned through sacrifice. She commanded not with arrogance—but with memory. She passed peacefully in 422 AC. Riva Silverblade was never meant to be a knight. That is why she became one. Headstrong. Impulsive. Noble. She carried the courage of a dragon, and proved that honor is not inherited—It is earned. Outro And that is all I have to say about Riva Silverblade. Do you think she should have been given entrance into the Knighthood? Did you like her storyline largely taking place in Taladas? And finally, have you played Price of Courage and did you witness her final moments? 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: So I’m credited with a book I didn’t write, That’s about sex although it isn’t, and is being used by a rebellion that has yet to rebel.

    8 min
  6. 12/30/2025

    DM101: Advanced Skills – Gaming

    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 Advanced Skills, the gateway to DM201. Mini-Arc, From Running Sessions to Shaping Campaigns. https://youtube.com/live/PVSEgLkSGLs Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 29nd, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss Running Sessions to Shaping Campaigns in this gateway to DM201, Advanced Skills episode. 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, using my affiliate links in the description below. Discussion At some point, every Dungeon Master crosses a threshold. You’re no longer struggling to keep the game moving. The rules feel comfortable. Improvisation doesn’t scare you anymore. And yet — something still feels flat. Advanced Dungeon Mastering isn’t about more prep or more complexity. It’s about intentional pressure, long-term payoff, and thinking beyond the current session. Welcome to DM201: Advanced Skills. Segment 1 — The Shift from Moment-to-Moment to Long-Form Thinking Beginner DMs think in scenes. Intermediate DMs think in sessions. Advanced DMs think in arcs. Your focus shifts from: “What happens next?” to “What is being set up?” “What will this matter later?” “How do player choices echo forward?” Advanced DMing is about shaping trajectory, not just content. Segment 2 — Designing for Consequence Consequences are what give player choice weight. Advanced consequences are: delayed layered sometimes unseen until much later When designing outcomes, ask: Who notices this? Who benefits? Who is harmed? What does this destabilize? A choice that changes nothing is not a choice. Segment 3 — Foreshadowing That Pays Off Foreshadowing is not hinting — it is preparation. Effective Foreshadowing: is subtle appears more than once feels obvious only in hindsight Plant: rumors symbols recurring NPCs repeated phrases unexplained reactions When the payoff arrives, players should say, “We should have seen this coming.” Segment 4 — Villains With Purpose Advanced villains are not obstacles — they are counter-arguments. A compelling antagonist has: a belief system a vision of a better world methods the players find unsettling reasons to think they are right Ask: What truth does this villain believe? What flaw makes them dangerous? How are they a mirror to the party? The best villains challenge the players ideologically, not just mechanically. Segment 5 — Campaign Structure & Narrative Beats Advanced campaigns are not plotted — they are structured. Think in: arcs, not rails beats, not scripts pressure points, not paths Useful structures: rising tension → rupture → fallout stability → disruption → transformation mystery → revelation → consequence Structure gives freedom meaning. Segment 6 — Player Arcs as Campaign Engines At an advanced level, player characters are not passengers — they are drivers. Use: backstories as unresolved questions relationships as leverage personal goals as story hooks Weave character arcs into: faction conflicts villain motivations world events When the world responds to who the characters are, investment skyrockets. Segment 7 — Managing Complexity Without Overload Advanced play introduces more moving parts — but clarity is still king. Tools: track only what is changing summarize between sessions let factions act off-screen collapse unused threads Complexity should emerge naturally, not all at once. Closing Takeaway Advanced Dungeon Mastering is not about control — it is about cultivation. You plant seeds. You apply pressure. You watch what grows. When you think in arcs, design for consequence, and trust your players to shape the world… you stop running games and start building legacies. Welcome to DM201. Outro And that’s it for this episode of Dungeon Mastering 101, Advanced Skills! Do you have any tools and techniques you would like to share? What would you like to see covered in the DM201 series? Feel free to email me at info@dlsaga.com or leave a comment below.  Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

    53 min
  7. 12/28/2025

    D&D 2024 – Tyranny of Dragons Actual Play, Session 18

    Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session eighteen! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND  https://youtube.com/live/Ub0FGy97SPM Time Stamps: 0:00 Intro 11:19 Chapter 4: On the Road – Life on the Road Continued 53:45 Chapter 5: Construction Ahead – Waterdeep 1:53:30 Chapter 5: Construction Ahead – Northbound, Again 2:00:51 Break 2:09:33 Chapter 5: Construction Ahead – Northbound, Again Continued 2:42:10 Chapter 5: Construction Ahead – Carnath Roadhouse 4:06:22 Outro Cast of Characters Elemier of the Thornwood | Kagonesti Elf, 4th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan Elowyn | Kayolin Niedar Dwarf, 4th Level Cleric of Mishakal, Life Domain | Amy/@amyalys77 K’thriss | Aurak Draconian, 4th Level Fighter, Psi Warrior | Robert/@emtman25 Gunnar Thorvald | Nordmaar Human, 4th Level Barbarian, Path of the Wild Heart | Chris Garrick Bloodmoor | Icewall Human, 4th Level Rogue/Fighter/Ranger | Gregory Seto Hoshiko | Ran-Eli Human, 4th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream Game Setup Last time on Tyranny of Dragons: As the heroes decide to chase after Li’High they run into the two doppelgangers from the caravan a week back. Then inadvertently wake an Ettin as Li’High communicates from the cliff that she wants K’thriss to join her. He tries to talk her down when another voice declares ownership of Li’High, and she disappears. The heroes do their best to track her to no avail. They decide to return and bury the corpse of Boros. Back at the caravan, Gunner notices one of the cultists recognizes him, and then points to a bracelet that a child has. Seemingly trying to start a problem, the cultists were let down as the heroes politely reclaim the bracelet and pay the travelers for it. That night, the cultists try to kill the party, but K’thriss informs on them, and the heroes overcome them. This does, however, create a problem. If they are known to be in the caravan still, the cultists might continue assassination attempts, alternatively, it also may blow up K’thriss’ position. They decide to stay out of the caravan and follow to Witdel. Now at the town, a new hero joins the caravan, a Kagonesti paladin, a female gnome, and a male human with red tattoos he seems to be covering up on his head. This human joins the cultists caravan, and the gnome Jamna Gleamsilver offers to work with the heroes and the new Paladin, then a dead cultist body is found and the caravan, now under way to the next destination, is once again, in an upheaval. About Tyranny of Dragons The Return of Tiamat An epic draconic adventure for levels 1-15 The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny? Jump Into Play with D&D Beyond Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level! New features: Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party Wield 13 new magical items against the forces of Tiamat with a click of your character sheet A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs

    4h 8m
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This podcast is a celebration of the one-of-a-kind, high fantasy setting Dragonlance. It will include information about the Dragonlance Saga and the world of Krynn, including features on characters, events, stories, art and more!

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