WotC Dragonlance: Everything You Need For Shadow of the Dragon Queen

WotC has shared a video explaining the Dragonlance setting, and what to expect when it is released in December.

World at War: Introduces war as a genre of play to fifth edition Dungeons & Dragons.

Dragonlance: Introduces the Dragonlance setting with a focus on the War of the Lance and an overview of what players and DMs need to run adventures during this world spanning conflict.

Heroes of War: Provides character creation rules highlighting core elements of the Dragonlance setting, including the kender race and new backgrounds for the Knight of Solamnia and Mage of High Sorcery magic-users. Also introduces the Lunar Sorcery sorcerer subclass with new spells that bind your character to Krynn's three mystical moons and imbues you with lunar magic.

Villains: Pits heroes against the infamous death knight Lord Soth and his army of draconians.


Notes --
  • 224 page hardcover adventure
  • D&D's setting for war
  • Set in eastern Solamnia
  • War is represented by context -- it's not goblins attacking the village, but evil forces; refugees, rumours
  • You can play anything from D&D - clerics included, although many classic D&D elements have been forgotten
  • Introductory scenarios bring you up to speed on the world so no prior research needed
 

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Thank you! At least we can stop arguing about that one. :p
most likely not.
especially since it seems they just wanted to be different then tolken and not use them as random foot soldiers of evil... were that made sence in 1985 it doesn't in 2022 where orcs and half orcs are not very tolken (not any more then any other bit of D&D) and they are not just evil foot soldiers any more but a nuanced race next to elf and human.
 



most likely not.
especially since it seems they just wanted to be different then tolken and not use them as random foot soldiers of evil... were that made sence in 1985 it doesn't in 2022 where orcs and half orcs are not very tolken (not any more then any other bit of D&D) and they are not just evil foot soldiers any more but a nuanced race next to elf and human.
It went beyond that, though and they said it also didn't make sense for the mythology/origin of Krynn for orcs to be there. They had multiple reasons, Tolkien seemingly being the greater reason, for not including orcs.
 


It went beyond that, though
not really, but I think we should take this to the dedicated thread.
and they said it also didn't make sense for the mythology/origin of Krynn for orcs to be there.
this smacks of the DM/Writer version of "that's what my character would do"
They had multiple reasons, Tolkien seemingly being the greater reason, for not including orcs.
and again those reasons in 1982 made sense, I even can understand them, but this is 2022 and orc isn't just an enemy isn't a 1 note foot soldier and isn't just Tolkien... the new orc of WotC is not the old orc of 1982
 


not really, but I think we should take this to the dedicated thread.
It was, but not a very strong reason. Had they gone into more depth then it would be stronger.
this smacks of the DM/Writer version of "that's what my character would do"
That's 100% of what worldbuilding is, though. You come up with things and explanations for why things are so. It's all "What would my world do?" The only time it isn't, is when there truly isn't a reason for why you did something.
and again those reasons in 1982 made sense, I even can understand them, but this is 2022 and orc isn't just an enemy isn't a 1 note foot soldier and isn't just Tolkien... the new orc of WotC is not the old orc of 1982
The in-fiction reason makes sense for 1982 or 2082. A reason is a reason and if the world creation doesn't account for orcs, then it's anti-world building to include them. You're doing the above and just throwing something into the world with no rhyme or reason for it being there. That's not world building. That's just arbitrary.
 

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