Writing Adventures for Dragonlance

Dungeons & Dragons has announced that Dragonlance is returning as an official adventure setting with the release of Dragonlance: Shadow of the Dragon Queen in December of 2022. With that release will come a whole host of DMs and writers (including myself!) trying their hand out at writing adventures for the world of Krynn. As someone who has been a lifelong fan of the Dragonlance setting and the novels by Margaret Weis & Tracy Hickman, I have had to stop and consider the question,  "What sets a Dragonlance adventure apart from other D&D adventures?"

 

I have seen many people who did not grow up with these books state online that they don't see a difference between Dragonlance and Forgotten Realms - it's just another generic fantasy world that is old and antiquated because it was written in the 80s. I recognize those criticisms and while I believe they have the right to their opinion, I believe they aren't seeing the whole picture. There are certain themes and characteristics of a good Dragonlance story that make it unique. 

 

Here are some themes you should consider when writing your own Dragonlance adventures. Additionally, each section includes a DM Lesson that can apply to any game whether Dragonlance or not.

 

Companions

First and foremost, the bonds that characters - especially the player characters - in a Dragonlance campaign have with each other determines where the storyline goes. There is a reason that one of the names given to the group of main characters in the Dragonlance Chronicles is The Companions. The story starts with these friends coming home to a reunion. Their bond leads them all on an unforeseen adventure that changes the face of their world, Krynn. When the bonds of companionship are broken, there is an emotional weight that comes with that choice.

 

In your adventure or campaign, you may not get that deep but knowing who your characters consider their closest friends and allies allows you to grow those characters and make a deeper connection between you and your players. It also gives you as the DM a starting point for adventures. If your PCs are all lifelong friends, then when one of them needs to go on an important quest they will all go without the need for the "How much do we get paid?" discussion.

 

DM Lesson: Setting up companions in your Session Zero will allow you as a group to establish the party's history and get you set ready to kick off their grand adventure.

 

Loyalty, Courage, and Honor

Building off of the companionship theme, another recurring theme within the pages of Dragonlance is that certain virtues - loyalty, courage, and honor - are what drive the forces of the world. This can either be to better one's self through these virtues or to turn away from them for one's self-interests.

 

The Companions come back home after five years because of their loyalty to each other. But, one of their friends does not return because they chose a greater loyalty. In a world torn by war, political allegiances have significant consequences and may test the bonds of companionship.

 

There are many things in the world of Krynn that will instill fear and dread in a person - death knights, ancient curses, and, of course, dragons! Even standing before unsurmountable odds like the combined armies of Takhisis, the Dragon Queen herself can shake the heartiest warrior. Having the courage to make a stand and hold the line against the darkness is epic and we see this constantly throughout the saga. Even Kender, considered by many to be the most annoying race to ever exist, have the unique quality of being immune to fear, but that does not mean they are courageous. A courageous Kender is a powerful thing indeed.

 

"My Honor is My Life", the code of the Solamnic Knights is a double edged sword. It is indeed noble to seek honor amongst your peers. However, when everything else comes second to honor, it is a millstone around that person's neck. It can lead to boastfulness and make one blind to the needs of others.

 

DM Lesson: Giving opportunities to players to wrestle with virtues and vices will allow them to explore their characters. As the DM, rewarding players with Inspiration (a single re-roll of a d20 of their choice) when they exhibit one of these traits in a dramatic way can encourage memorable table moments that will be the stuff of legends.

 

"Good Redeems its Own. Evil feeds on itself. Good and Evil must exist in contrast."

The balance of good and evil is prevalent in Dragonlance. If either is left unchecked it can mean the ruin of the world. The apocalyptic Cataclysm that redrew the map of Ansalon, the continent where the Dragonlance saga mostly takes place, didn't occur because great evil sought to destroy the world. It was because the Kingpriest of Istar, a godly man was blind to his hubris and sought to eradicate evil by becoming a god himself.

 

This does not mean that alignment  is a hard rule in Dragonlance. Characters shift their alignment because of the traits we have mentioned already. Loyalty, honor, courage, and companionship can all redeem someone from the darkness or the lack thereof can drive them to terrible acts. There are examples throughout the body of Dragonlance fiction where a usually evil creature (even a red dragon) turns out to be good-hearted or a seemingly good person is, in fact, incredibly selfish and callous. The idea of subjective alignment is becoming more of a norm now in the days of 5th Edition, but at the time, Dragonlance was unique in this concept.

 

When writing your adventures, keep this in mind. The gods of good and evil are ever-present even when it is believed they have abandoned the world. During the War of the Lance especially, they are very active in the world. But, mortals still have free will and are not bound to a set rule. However, those who do walk the path of good are rewarded in the long-term while the rewards of evil are short-lived and will eventually turn into exploitation.

 

DM Lesson: Consider the actions of the players. In general, good acts should lead to long-term positive in-game outcomes. While evil acts should eventually get their own in-game comeuppance. Define your expectations about character actions and stick to it.

 

Gods and Magic

Along the same line as the balance of good and evil, gods and magic are part of the fabric of this world. The gods are represented as the constellations and moons and watch over the world at all times. In times of great turmoil, they will walk the world in unassuming avatars and champion heroes for their cause. There is a large pantheon of gods to choose from when writing a Dragonlance adventure. Do not feel like you have to stick to just Paladine, Gilean, and Takhisis the primary gods of good, neutrality, and evil. Explore lesser known gods like Habbakuk and Chemosh and find ways to fit them in as well.

 

Magic is potent and powerful. All magic is derived from the three moons depending on one's magical preferences. Alignment has some bearing here as well though, again, alignment is not a hard rule. There are plenty of examples of Black robed wizards who draw their magic from Nuitari, the evil god of magic who still work for the greater good. Though, they may seek out their own personal rewards while doing so.

 

When writing your adventures let magic and gods have bearing on your story. Even if your players all choose fighters and rogues, the world around them is magical and it should be part of their lives. Magic items, mythical creatures, blessings, and curses can at times be quite common.

 

Alternatively, you can actually write a very low-magic adventure if you set it before the War of the Lance. The gods have withdrawn from the world during that time known as the Age of Despair. There is no divine magic or healing and arcane magic is met with mistrust and hatred. Wizards are rare as very few people trust them enough to take the dangerous tests required to join their ranks. If you want to have adventures with a high danger, pulp fantasy flavor that time period is perfect for them.

 

DM Lesson: Have a Session Zero conversation with your players about how much they want gods and magic to be involved in their game. Knowing your players expectations ahead of time gives you a starting point for writing the types of adventures they are interested in playing.

 

Fallen Nations and Ruined Cities

In a world with constant wars and cataclysms the bones of the ancient world are everywhere. Great cities are now partially sunken in swamps, mighty fortresses are now slag, even great kingdoms are shattered remnants of their former glory. After the Cataclysm, the sea shifted flooding some areas and receding  in others.

 

This status quo provides unlimited opportunity for you to insert a long forgotten ruin, a crumbling castle, or a settlement of refugees who could not return home. In returning to the map of Ansalon for my own writing, I realized there were hundreds of places that have never been fleshed out beyond a name. Pick a place that sounds interesting and make it your own! The opportunity for your own worldbuilding within this established setting is great.

 

DM Lesson:  Explore the forgotten places in a world. Often as DMs we get wrapped up in character storylines, political intrigue, and world events. Sometimes it's good to give your players a break and let them go explore some abandoned ruin, climb distant mountains, or wade through uninhabited swamps.  You can populate these places with all manner of monsters, magic items, and hazards. Forgotten magic items can have ancient names or histories tied to myth and legend.

 

Heroes of Mundane Origins

Dragonlance is intrinsically epic high fantasy. There are powerful mages, mighty warriors, terrible dragons, and manipulative gods. The power dynamic is at times nearly Tolkienesque. However, what is important to remember is that every mortal in Dragonlance has the chance to shape the world through their actions. The greatest heroes are not wealthy nobles or chosen by destiny for greatness. They begin in humble ways and the most unlikely characters may change the course of history.

 

In addition to this concept, diversity matters in Dragonlance. It is as likely for a woman to be a great general as a man. The variety of physical shapes, skin colors, socioeconomic statuses, and cultures is very wide. As you are writing your adventures, use non-traditional characters. Give them wide-ranging backgrounds and ethnicities and allow their deeds to speak louder than their appearance.

 

DM Lesson:  Let the adventures be the defining moments of your characters and not something that has already occurred. In your Session Zero encourage your players to keep their backstories simple. Tika Waylan was the barmaid at the Inn of the Last Home until she decided to join her friends and fight against tyranny.

 

 A Final Word About Lore

Dragonlance is a classic setting that has the possibility for countless great adventures. There are dozens of books that have been produced in this series spanning nearly 40 years. You can go deep and find rich veins of lore ripe for mining in your adventures. But, this is not necessary. What makes a Dragonlance story successful are the elements we've discussed. Combine those with the specific details like Kender, Draconians, Minotaurs, and Tinker Gnomes and you will be successful.

 

DM Lesson: Don't be afraid to worldbuild within a pre-existing setting.  Margaret Weis and Tracy Hickman often refer to their creation as home. As you write, create, and build in Krynn it should feel like home to you. It should be familiar to the tastes of you and your players. Don't feel like you have to follow the books as sacred texts. Change things and make them your own.


BONUS DM Lesson! Use artwork as authentic inspiration. You may not be a great artist yourself but there is artwork out there that will inspire you to authentically describe and evoke your setting. All artwork used in this article was created by the legendary Larry Elmore and used here for illustrative purposes only. If you like any of what you see here, please consider purchasing a print. Larry, along with Keith Parkinson, Jeff Easley, and Clyde Caldwell created Dragonlance artwork that was specifically designed to communicate the world of Dragonlance. Use them for authentic inspiration.

 

Need an example? I have published Dragonlance: Quest for the Horn of Kiri-Jolith, a 5th level adventure for 5e on the Dungeon Master’s Guild using the lessons included here: https://www.dmsguild.com/product/431082/Dragonlance-Quest-for-the-Horn-of-KiriJolith

The primary sources for this article were Dragonlance: Tales of the Lance for AD&D 2nd Edition and Dragonlance Campaign Setting for Dungeons & Dragons, 3rd Edition. Both are available for purchase in digital format on https://dmsguild.com.

A special thanks to Margaret Weis and Tracy Hickman for creating a world that I have loved dearly throughout my life and continue to share with others.

If you would like to support DMing the World, please consider purchasing Dragonlance: Shadow of the Dragon Queen at our affiliate link: https://amzn.to/3TLHP1l

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