Dragonlance Campaign Setting
Dungeon & Dragons Campaing Setting (2003 release)
Product Code: 869900000, ISBN: 0-7869-3086-1
Wizards of the Coast, $39.95
With everything that has transpired on the world of Krynn over the years, a new reference source was definitely needed. The new Dragnonlance campaign setting fills the void in superb fashion. Starting with the new artwork, a clearer representation of the old as well as the new prestige classes will give readers a glance at the physical makeup of the people (and creatures) of Krynn.
However, the best part of the new edition is the introduction of several new classes. For instance, those who have played in the Dragonlance realm before are all too familiar with the Knights of Solamnia. Well, the most notable new class is the Knights of Neraka! The Knights of Neraka are the newly appointed guardians of evil. Having three sections within it the Lily, Skull and Thorn they compliment our good guys very well as a nemesis. Anti-Paladins rejoice as this faction enters the lands that many of us have loved for so long.
Another newly added class is the Steel Legionnaire. More chaotic than lawful, it was formed from disillusioned knights of both Solamnia and Neraka to solve the problems that Ansalon faced after the wars. The Legion of Steel does not follow rigid oaths or codes of measures, nor is it broken up into three orders like the others. Because of these differences, there are no racial or class restrictions on who can become a legionnaire.
Other new Prestige classes include Dragon riders, Inquisitors, and Legendary Tacticians. However, Mystics and Monks also have their places now among the people of Krynn as well.
The world of Krynn also now offers a player the chance to stretch their roleplaying ability by including information on playing new races. In addition to the traditional human, elf (of which there are many types in Krynn), dwarf, kender and halfling, the new Dragonlance campaign setting includes new roleplaying information for player characters wishing to play centaurs, draconians, ogre races such as the Irda and minotaurs. Imagine playing a lawful good Minotaur!
Of course with new races and classes come new feats. Although some are specific to races of Krynn, most of the new feats can be combined with any race in any gaming world you may play in depending on how your DM feels about it. Resist Dragonfear, Honor-Bound, Tremendous Charge, and Strafing Breath are just a few of the new feats listed. Honor-Bound, for example, allows a player to take an additional +2 to any saving throw if failing would mean breaking an oath or promise.
Magic is always an important aspect of adventuring. Krynn is no exception. However, magic on Krynn has always been a divine instrument. Because of the changes in the deities, there has been a slight change in where the magic comes from, and the religions that accompany them. The Fifth Age of Krynn introduced the “one god” in the War of Souls. This is either a good thing or a bad thing depending on your personal beliefs. However, a decent overview and background for all of the gods of Krynn is given with information on the alignment, religion and types of magic they govern.
The remainder of the book deals with the geography, social structure, and the history and time line of Krynn. Several full-color maps are included with detailed trade information regarding capitals, population number and types, important sites, and languages spoken. Of course there is a section describing many creatures found on Krynn, including a very detailed section dedicated to the types of Dragons, including their alignment and purpose.
Also the book includes two adventures: The Sylvan Key, an adventure for characters of 1st to 3rd level; and The Ghost Blade, an adventure that can be used for low-level characters or modified for higher-level ones.
Overall, the new version of the campaign setting can be used as a single resource for all the changes that adventurers who are returning to gaming in Krynn need to know but may not have time to gather from reading all of the new novels that have come out since the original Chronicles and Legends. It can also serve as a great way to start campaigning in Krynn for the first time. For either the first-timer or Dragonlance devotees, I recommend adding this book to your collection if for no other purpose than to add the wealth of information on new spells, feats, races and classes to your own gaming world, and maybe to add a new spark to your player’s adventures.
(review (c) March 2004 / John Romeo)