![]() įirbolgs were typically over 10 feet (3 meters) tall, averaging a height of about 10.5 feet (3.2 meters). A firbolg's voice was deep and smooth, and they tended to roll their consonants when speaking. Their thick, tough skin was fleshy pink, and their hair, though it came in many colors, was usually either red or blond and worn long. Ultimatetly, the Mages of High Sorcery are wholly dedicated to magic itself, and they guard their secrets with the utmost care.Firbolgs resembled humans, and the males would sport great, thick beards. The Mages of High Sorcery have their own laws that members are expected to follow, and even good and evil characters will put aside their differences and behave on neutral ground, such as the Tower of Wayreth. Good-aligned spellcasters join the White Robes, the neutral-aligned spellcasters join the Red Robes, and the evil-aligned spellcasters join the Black Robes. Luckily, the arcane spellcasters of Krynn are easily the most organized compared to those from the other D&D campaign worlds, as the Mages of High Sorcery oversee the use of magic.Īll arcane spellcasters on Krynn (including the newer classes like sorcerer and the warlock, as well as Dragonlance's new Lunar Magic sorcerer subclass) are expected to belong to one of the three Orders of the Mages of High Sorcery, which reflect the alignment of the user. As such, the arcane spellcasters of Krynn withdrew from the world as much as possible, as an age of superstition, suspicion, and hatred was upon them. The Dragonlance mages, according to DnD lore changes, maintained their power, but they bore the brunt of a civilization that turned on spellcasters, having felt abandoned by the gods and left to suffer. The gods may have vanished from Krynn, but arcane magic did not. Toril is full of clerics of every level, while Krynn's clerics have only just begun their training. The players in the Shadow of the Dragon Queen campaign will represent a new generation of clerics. The reason that players should be worried is that there are no high-level clerics around to raise them from the dead if they die, nor any handy resurrection scrolls sitting around in dungeons. This means that in Shadow of the Dragon Queen, divine magic is a relatively new thing again. When the War of the Lance began, the gods of evil had already returned in secret, with the good and neutral gods returning later. Related: D&D Subclasses Dragonlance Must Add The gods responded to this hubris by causing the Cataclysm, an apocalyptic event that involved dropping a mountain on Istar and reforming the land, kicking off an age of destruction and loss, made all the worse by the loss of divine magic, and D&D clerics losing access to spells. The Age of Might involved the rise of the Istar empire, whose Kingpriest attempted to ascend to godhood. ![]() This is an interesting time in the history of Krynn, as it comes after an era where the true gods vanished, along will all divine magic, and have been gone for so long that people wonder if they ever existed. ![]() Shadow of the Dragon Queen begins near the start of the War of the Lance. The people who badly want to play a dragonborn or a halfling in Shadow of the Dragon Queen can easily whip up a backstory about how they (or their family) originally came to Krynn from another world. ![]() There are plenty of ways to travel to Krynn using high-level spells to cross the planes and D&D's Spelljammer campaign ships can also travel to Krynn. Krynn was once considered one of the three core worlds of the D&D multiverse, alongside Oerth and Toril. This isn't to say that people who want to play the missing races are out of luck. The draconians were created using dark magic rituals on the eggs of metallic dragons, and were not created by the gods of Krynn. The dragonborn also don't exist, but a similar race that predates the dragonborn, called the draconians, reside on Krynn. The halfling race also doesn't exist in Krynn, but Dragonlance has the kender race, which is similar in terms of appearance, but different in terms of personality. One of the most notable absent races from Krynn is the orcs, which means half-orcs also don't exist in the setting. Dragonlance differs from the other main D&D campaign settings, as some of the familiar races don't exist on the world of Krynn.
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