Episodios

  • Are Wizards of High Sorcery Clerics?
    Jan 13 2026
    In Dragonlance, The Orders of High Sorcery are governed by the three gods of Magic, Solinari, Lunitary, and Nuitari. Does that make the Wizards of High Sorcery Clerics? Buy Holy Orders of the Stars: https://www.dmsguild.com/en/product/3239/holy-orders-of-the-stars-3-5e?affiliate_id=50797 https://youtu.be/ubZWAe9_1Ks Transcript Cold Open Wizards of High Sorcery serve the gods, obey strict laws, and can lose their power if they stray. So… are they clerics? Intro Welcome to another DragonLance Saga episode. My name is Adam, and today I’m going to answer a question that comes up surprisingly often: are Wizards of High Sorcery clerics? I’d like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I’m referencing DLA Dragonlance Adventures, and the Chronicles and Legends for this information, if I leave anything out or misspeak, please leave a comment below. Discussion At a glance, Wizards of High Sorcery look very much like clerics. They draw power from divine beings. Their magic waxes and wanes according to heavenly bodies’ cycles. They are bound by oaths, laws, and a rigid hierarchy. They can be punished, stripped of power, or even executed for violating doctrine. And like priests, their lives are defined by service to something greater than themselves. So the confusion is understandable. But in Dragonlance, Wizards of High Sorcery are not clerics, and the distinction matters greatly—both thematically and cosmologically. To understand why, we have to start with what the gods of magic actually are. Solinari, Lunitari, and Nuitari are gods, yes—but they are fundamentally different from the rest of the pantheon. When the other gods aligned themselves for the coming All-Saints War, the gods of magic refused to take sides. Instead of ruling from the heavens, they bound themselves to Krynn itself, revolving around the world as moons, anchoring magic directly into creation. They do not demand worship. They do not ask for prayer. They do not require devotion, sacrifice, or moral obedience. They grant access, not favor. A Wizard of High Sorcery does not serve a god in the way a cleric serves Mishakal, Paladine, or Takhisis. A wizard pledges loyalty to magic itself. This is explicitly stated in the doctrine of the Orders: a wizard’s only loyalty is to magic. That single principle is the reason magic survives in Krynn at all. This is the first and most important difference. Clerics are instruments of divine will. Wizards are custodians of a cosmic force. Since the Second Dragon War, the gods of magic have not intervened to guide behavior. They do not issue commandments. They do not speak through visions demanding obedience. Instead, they allow the Orders to regulate themselves through law, tradition, and brutal accountability. The Conclave, not the gods, governs wizardry. The Test of High Sorcery, not divine judgment, determines worthiness. And the Test makes this distinction crystal clear. The Test of High Sorcery is not about faith. It is not about morality. It is not even about good or evil. Wizards are not judged on why they want power, but on whether they will use it responsibly. Failure does not mean excommunication. It means death. When a wizard takes the Test, they are not dedicating their soul to a god. They are pledging their entire life to magic. That pledge is enforced not by divine punishment, but by the Orders themselves. A wizard who breaks faith with their order does not lose magic because a god is displeased—they lose it because they have broken alignment with the cosmic structure that allows them to channel it. Even the moons reinforce this difference. A cleric’s power flows continuously so long as they remain in good standing with their deity. A wizard’s power fluctuates mechanically, predictably, impersonally. Solinari waxing does not reward a White Robe. Nuitari waning does not punish a Black Robe. The moons do not care. They simply are. When a wizard strays too far from the principles of their order, the moon ceases to affect them—not as judgment, but as consequence. And this brings us to the crucial dividing line. Clerics exist to serve divine purposes. Wizards exist to preserve balance. A White Robe wizard must pursue good, yes—but only because unrestrained magic is destructive. A Black Robe wizard pursues self-interest, but within boundaries. A Red Robe wizard stands between extremes, maintaining equilibrium. These are not moral callings. They are functional necessities. That is why White and Black Robes can slaughter each other on the battlefield, then calmly debate spell theory in a Tower of High Sorcery. Their loyalty is not to ideology, nation, or god—it is to magic’s survival. And it is why renegade wizards are treated more harshly than apostate clerics. A fallen cleric has...
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    8 m
  • DM101: The Five Pillars of Running the Table
    Jan 13 2026
    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: The Five Pillars of Running the Table. https://youtube.com/live/5Pq90qF-nYw Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 12th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Most new Dungeon Masters think a good session comes down to one thing: combat. But if every session is only a fight, players burn out. If there’s no tension, the world feels flat. And if characters don’t grow, the story doesn’t stick. Running a great game isn’t about doing one thing well — it’s about balancing multiple forms of engagement. Today we’re breaking down the Five Pillars of Running the Table, and how understanding them can transform the way you run your game. 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 and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below. Discussion Segment 1 — The Table Is a System, Not a Scene Before we talk about the pillars themselves, we need to reset expectations. A D&D session is not a sequence of encounters. It is a dynamic system made up of: player motivationsemotional energypacingchoice and consequence The Five Pillars are not rigid categories — they are lenses. They help you diagnose what a session needs right now. A balanced table feels alive because it shifts focus naturally. Segment 2 — Pillar One: Combat (Tension & Stakes) Combat is not just about tactics and damage. At its best, combat provides: urgencyriskvisible consequencescinematic payoff For new DMs: Combat should answer the question: What happens if the players fail?Short, meaningful fights are better than long, repetitive ones.Every combat should matter narratively or emotionally. Combat is the pressure cooker of the game — use it intentionally. Segment 3 — Pillar Two: Exploration (Curiosity & Discovery) Exploration is about giving players the freedom to investigate the world. This includes: physical traveldungeonswildernessmysteriesenvironmental storytelling Exploration works when: choices lead to different outcomesinformation is earnedthe world reacts to curiosity For new DMs: You don’t need maps for everything.Give players meaningful options, not exhaustive detail. Exploration feeds player agency. Segment 4 — Pillar Three: Social Interaction (Connection & Influence) Social interaction is where players test who their characters are. This pillar includes: roleplaynegotiationdeceptionpersuasionalliances and rivalries Key points for new DMs: NPCs should have goals, not scripts.Let conversations change the world.Reward engagement, not just high rolls. Social scenes turn the world from a backdrop into a relationship. Segment 5 — Pillar Four: Downtime (Reflection & Growth) Downtime is often overlooked — and that’s a mistake. Downtime allows: characters to reflectplayers to breatheconsequences to settlethe world to move For new DMs: Downtime doesn’t need weeks of in-game time.A single evening, festival, or travel montage can count.Use downtime to highlight character priorities. Without downtime, the game becomes exhausting. Segment 6 — Pillar Five: Character Arcs (Meaning & Investment) Character arcs are the emotional backbone of the campaign. They answer: Why does this character care?What do they want?What challenges them personally? For new DMs: You don’t need full backstory novels.Look for unresolved questions.Tie character choices to world consequences. When characters grow, players stay invested. Segment 7 — Balancing the Five Pillars You do not need all five pillars in every session. Instead: Rotate focus over multiple sessions.Watch player energy and shift accordingly.Use one pillar to support another. Examples: Exploration leads to combat.Social interaction creates future conflict.Downtime sets up character arcs. Balance is about awareness, not math. Segment 8 — The DM101 Mindset Behind the Pillars Here’s the mindset shift that ties everything together: You are not delivering content —you are curating experiences. The Five Pillars exist to serve: player agencyemotional pacingshared storytelling Your role is to notice what the table needs and provide the right pillar at the right time. Closing Takeaway Combat excites. Exploration invites. Social interaction connects. Downtime sustains. Character arcs endure. A great Dungeon Master doesn’t master one pillar — they learn to balance all five. Once you understand these pillars, you stop asking, “What should happen ...
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    40 m
  • D&D 2024 – Tyranny of Dragons Actual Play, Session 19
    Jan 11 2026
    Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session nineteen! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND https://youtube.com/live/oDLH2mA2Q6A Time Stamps: 0:00 Intro 2:44 Chapter 5: Construction Ahead – Carnath Roadhouse Continued 20:52 Chapter 6: Castle Naerytar – Traveling to the Castle 1:53:56 Break 2:10:22 Chapter 6: Castle Naerytar – Traveling to the Castle Continued 3:53:18 Outro Cast of Characters Elemier of the Thornwood | Kagonesti Elf, 5th Level Paladin of Kiri-Jolith, Oath of Vengeance | RyanLucan Silvershaper | Solamnic Human, 5th Level Cleric of Mishakal, Life Domain | AustinK’thriss | Aurak Draconian, 5th Level Fighter, Psi Warrior | Robert/@emtman25Gunnar Thorvald | Nordmaar Human, 5th Level Barbarian, Path of the Wild Heart | ChrisGarrick Bloodmoor | Icewall Human, 5th Level Rogue/Fighter/Ranger | GregorySeto Hoshiko | Ran-Eli Human, 5th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream Game Setup Last time on Tyranny of Dragons: The heroes return to the caravan en route to Gander and Elowyn is near being strung up. At this point it seems the cult is ready to blame anyone for the death of their member even if it means manufacturing a reason. The heroes negotiate a solution to have her brought to Gander and turned over to the authorities. They make their way on this last leg of the trip and aside from regular road hazards and inclement weather, make it to Gander, finally. They let Elowyn go and she decides to head for the Temple of Paladine in Palanthas. The heroes meet up with Jamna and are all introduced to Seto. They decide to work together as they all are trying to discover more about the Cult and what they are planning with the stolen loot. The Cult’s wagons are going to be headed East, and the heroes learn of Lord Winterholm starting a building campaign to rebuild the road from Winterholm to Gander. Construction is already underway and the heroes join up with the High Road Charter Company. They are ambushed on the way to Carnath House, the drop off point for tradesmen and supplies for the construction, and overcome the Bullywug’s. Once at the roadhouse they realize some of the crates, specifically the cults’ loot crates are being stored in a secured area. The heroes deal with one furious cultist who calls out Gunner and as tensions are high, Bog Luck, the half-ogre who runs the construction effort, suggested Gunner retire to his room rather than have the cultists kill him. As Soto and Garrick discover a secret portal in the secure room, Bakali erupts from within. The heroes all come to help fight off the Bakali, but with the sounds of battle evident and the already high tension with the cultists, what will the heroes do? 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 partyWield 13 new magical items against the forces of Tiamat with a click of your character sheetA good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
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    3 h y 55 m
  • OA News – January 9th, 2026
    Jan 10 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 Starting an adventure, down time in game, RealmsBound project, and Dungeon Crawl Classics.

    https://youtube.com/live/ZY7AiDCzjQE Show Notes Intro

    Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 9th. 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 and get $10 by signing up to StartPlaying.Games in the description below.

    Discussion
    • DLSaga Anthology – Now through March 1, 2026
      • https://dlsaga.com/contributors/
      • 8k words or less
    • Members and patron benefits:
      • Weekly readings and monthly downloads
      • Discord sections for subscribers and members only
      • Discounts on merchandise
    • D&D: Five Classic Ways To Open An Adventure
      • https://www.belloflostsouls.net/2026/01/dd-five-classic-ways-to-open-an-adventure.html
    • The worst part of Critical Role is one of the best parts of Dungeons and Dragons
      • https://www.wargamer.com/dnd/critical-role-downtime
    • Ed Greenwood’s RealmsBound Project Brings New Depth to Dungeons & Dragons’ Forgotten Realms
      • https://techraptor.net/tabletop/news/ed-greenwoods-realmsbound-project-brings-new-depth-to-dungeons-dragons-forgotten
    • After 8 years of playing D&D nonstop, I’ve finally tried its biggest alternative
      • https://www.polygon.com/dnd-alternative-dungeon-crawl-classics/
    Outro

    And that’s it for this OA News episode! How do you like to open your adventures? Do you mind long periods of player discussion above table in your games? And finally, have you ever tried dungeon crawl classics? 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).

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    44 m
  • Gaming AD&D: Dungeon Masters Guide Reading 15
    Jan 9 2026

    Welcome to part fifteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797

    https://youtube.com/live/tA9owQw7hCU

    Time Stamps:

    • 0:00 Intro
    • 0:57 Treasure: Miscellaneous Magic Continued
    • 58:54 Outro
    About the Advanced Dungeons & Dragons Dungeon Masters Guide

    The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:

    • Combat Matrices
    • Encounter Tables
    • Monster Attacks Alphabetically Listed
    • Treasure and Magic Tables and Descriptions
    • Gem Values by Type
    • Random Wilderness Terrain Generation
    • Random Dungeon Generation
    • Suggestions on Game Mastering
    • And a Whole Lot More!

    This excellent tome is a must for every Dungeon Master!

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    1 h
  • Dragonlance Hangout – January 7th, 2026
    Jan 8 2026
    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 TTRPG actual plays and paid games. https://youtube.com/live/li4JAhXcgJE Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 7th, 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 Anthology https://dlsaga.com/contributors/4,000–7,500 words preferredNotifications sent by March 1, 2026 1. Actual Plays: Entertainment or Tabletop Gaming? Opening Framing Thought Actual plays began as a way to share a game—but they’ve evolved into a distinct form of fantasy entertainment. Key Contrast Playing a Game Agency, immersion, personal stakesMessy, slow moments are part of the funThe story belongs to you Watching an Actual Play Passive, narrative-focusedEdited (or performed) for pacingThe story belongs to the cast Prompt “Is watching an actual play closer to playing D&D… or closer to watching a fantasy series set in a D&D world?” Dragonlance Angle Dragonlance is deeply narrative and character-drivenWatching fits well for fans who love the lore but don’t want rules overheadPlaying hits harder for those who want to leave a mark on Krynn 2. Do People Enjoy Playing Online More Than Watching? Why People Prefer Playing You matter to the outcomeEmotional investment is strongerEspecially powerful in settings like Dragonlance where legacy, honor, and tragedy matter Why People Prefer Watching No scheduling stressNo social anxietyHigh-quality storytelling without homeworkYou can love Krynn without knowing THAC0 Question “If you could only choose one—would you rather be in Krynn, or observe it being explored by others?” 3. Paid Games vs Free Games (StartPlaying, etc.) This is where things get spicy—and relevant to a lot of viewers. Why Players Try Paid Games Consistent schedulingExperienced, prepared GMClear expectationsSafety tools and table normsEspecially appealing for online-only players What Players Expect From a Paid Game Compared to free games, players often expect: Paid Game Expectations Strong session prep and continuityClear campaign directionSpotlight balanceProfessional table managementRespect for player timeStable tone (very important for Dragonlance) Free Game Expectations More flexibilityMore chaosOften more forgiving of rough edges“We’re here to have fun” energy Question “Is paying for a game paying for quality… or paying for reliability?” 4. What Should a Paid Dragonlance Game Deliver? This is a great moment to subtly establish your philosophy as a DM. Dragonlance-Specific Expectations Respect for established lore (without being shackled by it)Epic stakes, not kitchen-sink chaosMeaningful moral choices (Good, Evil, and the gray between)Consequences that matterCharacters who feel like they belong in Krynn—not generic fantasy avatars Discussion Prompt “If you paid to play in Dragonlance, what would feel like a betrayal of the setting?” 5. Does Any of This Matter to Viewers? Short answer: Yes—but not in the way players think. What Viewers Care About Chemistry at the tableEmotional authenticityClear character motivationsMomentum and pacingRespect for the world What Viewers Don’t Usually Care About Whether the game is paid or freePerfect rules accuracyWho ‘won’ the encounter Key Insight Viewers can feel professionalism, even if they don’t know why. A paid-level game often produces: Better focusFewer derailmentsStronger narrative arcs Which—ironically—makes it better viewing. 6. The Big Question “Are actual plays about showcasing a game… or showcasing a Dungeon Master’s philosophy?” And for Dragonlance specifically: “Is Krynn better experienced as a place you visit… or a story you watch unfold?” Chat Polls Would you rather: Play online or Watch an actual playHave you ever paid for a game? Yes / No / Would ConsiderWhat matters more: Lore Accuracy or Good StoryShould Dragonlance games stick close to canon? Yes / No / Depends Outro And that is all the time we have to hangout today. What do you think of actual plays? Would you ever pay to play a TTRPG? And finally, what is your favorite system to play Dragonlance in? 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 ...
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    35 m
  • The Citadel Review
    Jan 6 2026
    Join me as I review The Citadel by Richard A. Knaak live! Share your thoughts on this third novel in the Dragonlance Classics series, released by Wizards of the Coast on July 1, 2000. You can buy a copy here: https://amzn.to/3LkFPxk https://youtube.com/live/kiArl9R5CJs About The Citadel Weapon of the Dark Queen Against a darkened cloud it comes, framed by thunder and lightning, soaring over the ravaged land: the flying citadel, mightiest power in the arsenal of the dragon highlords. In an age of war, an evil wizard learned the secret of creating these castles in the air and sought to use them to gain power over all Krynn. Against him were ranged a red-robed magic-user, a cleric, an ancient warrior, and — naturally — a kender. Their battle shook the skies of Krynn. Review Intro Welcome to another DragonLance Saga review episode. It is Majetag, Newkolt the 6th. My name is Adam and today I am going to give you my review of The Citadel by Richard A. Knaak. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat. Review This is a solid start to a story. We are in Christine with the red robe wizard Tyrus and white robe Leot. They are researching when the city is attacked by General Markus Cadrio. He was a former member of the Black Dragon Army who was trying to rally an army around him. He commands dragons, gargoyles and two citadels which pummel Crystine. However, the city is protected by two gold dragons who fight off many of the attackers. The gargoyles take the wizards, but Tyrus falls. He wakes after the battle to Captain Bakal who shares the outcome. Immediately Tyrus wants to travel to get back his friend Leot. He goes to the gold dragons who refuse, as one is ready to deliver her eggs. Cardio is met by a wizard named Valkan who wants to raise another Citadel in Atrium, so he travels there and they sacrifice Lemuel, a cleric of Takhisis to raise this new, but different citadel. They use it to destroy the town of Norwich, but the new citadel destroyed one of Cadrio’s other citadels in the process as well as fighting off the silver dragons defending the town. This infuriates Cadrio who doesn’t feel he can trust Valkan. Back in Crystine, Tyrus is visited by a cleric of Branchala named Serene who asks where Cadrio is. He doesn’t know but he asks if she needs help, and introduces her to Captain Bakal. They travel with twelve soldiers to meet up with a kender named Rap who invites griffons to carry them all in search of General cardio. They eventually arrive at Norwich, shocked at the devastation and remains of a flying citadel. They suddenly realized there was motion in the clouds, and saw the Atrium citadel flying, concealed in the clouds. They moved to intercept it as they sent Rap to Gwynned to get the Gold Dragons to aid in the attack. Simultaneously, the gargoyles that served Valkan were beginning to mutiny as Stone was speaking with both General Cardio and Tyrus about helping either of them overthrow Valkan. Once the battle began it was a brutal one, with lightning striking and decimating foes. The black dragons joined and the gold dragons were defeated. Serene and Tyrus were taken into the Citadel as captives as it slowly made its way to Gwynned. General Cadrio and Vulkan were at each other’s throats as well, vying to power, but Vulkan is clearly the victor. Selene realized that the love of her life she was searching for, is actually Vulkan, but was shocked to see the transformation in him. Vulkan showed Tyrus how he has been powering the citadel, through the life force of captured magi. Including Tyrus’ friend Leot. He then curses him to be unable to cast magic, and imprisons Tyrus again. Tyrus is saved by a gargoyle and Leot, and escapes to report to Captain Bakal. Together they come up with a scheme to stop the Citadel before it reached to Gwynned. Captain Bakal, Tyrus, and Serene once again invaded the citadel as it was staged to attack, and Tyrus was captured and replaced Leot as the power cell. Rap went to save him and was killed by Valkan. Serene began to take control of the citadel and the gargoyles attacked each other. Valkan was playing General Cadrio off his officer Zander, as they fought the gold dragons with the black dragons. In the Atrium citadel, they destroyed the help which steers the citadel, but needed to also destroy the magical columns which powered it. Tyrus sent Bakal and Serene off and he went to destroy Valkan, the calendars or both. When he arrived, Valkan was busy focusing on the power, but after a short battle Tyrus sent his staff hurtling toward a calendar and destroyed it, and the citadel began falling from the sky. Valkan was caught under rubble and doomed, as the gargoyles in his ...
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    17 m
  • Was Raistlin Majere A Warlock?
    Jan 6 2026
    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 ...
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