This is not a playtest review.
Note: The review tends to focus on the differences to previous editions of Dragonlance and presumes at least a passing knowledge of some of the important facets of the setting - apologies to those new to the setting. Ask me below if you want to know more.
This review contains spoilers, both for the adventures within and for the Dragonlance novels if you haven't read them.
The Dragonlance Campaign Setting is released by Wizards of the Coast, though future releases in the line will be made by Sovereign Press.
The Dragonlance Campaign Setting is a 288-page colour hardback product costing $39.95. The right hand margin is pretty large, showing a dragonlance surrounded by Celtic knotwork. This is somewhat made up for by the top and bottom margins and the lack of space between paragraphs, text density otherwise being average. There are pretty much no chunks of white space. Seventeen different internal artists and an eighteenth cover artist (Matt Stawicki) were used for the artwork (where's the expected iconic Elmore? boo!). The art is appropriate to the text and is generally of fairly good quality, though there are some poor pieces within as well. The cover, of course, shows an aerial battle between a gold and blue dragon and their riders. The writing style is concise and workmanlike, concentrating on covering a great deal of ground rather than concerned with enhancing the ambience of the setting through more detailed description and evocation. Editing seems good, with occasional minor errors.
The book begins with a two-page table of contents (disappointingly there is no index), a heartwarming foreword (for Dragonlance old-timers like myself) by Tracy Hickman, and a three-page introduction (including the poem the Canticle of the Dragon) giving a good overview of the history, geography, people, and epic good vs. evil tone of the setting.
Chapter One: Races
Begins with the poem 'Song of the Nine Heroes', introducing the heroes from the original Dragonlance books, before going on to discuss the different races of the continent of Ansalon.
* Humans remain pretty much the same as the PH, despite being divided into civilised humans and nomads. However, a sidebar discusses nomad languages and names and has information on the great ice axes, frostreavers, used by the ice folk to ward off the thanoi walrus-men.
* Dwarves - covers the dwarven subraces of Ansalon - both the mountain dwarves (Hylar, Daewar, and Klar) and hill dwarves (Naedar) remain much as the dwarves from the PH, whereas the dark dwarves (Theiwar and Daegar) gain an additional -2 penalty to Cha, darkvision, bonuses to skulking skills, light sensitivity and have the rogue as favoured class, and the pitiful, snivelling Gully Dwarves (Aghar) are changed even more dramatically, with a series of abilities reflecting their cowardly, scavenging ways including bonuses to survival checks even in cities and penalties to resist Intimidation and fear effects.
* Elves - most elves gain elvensight instead of low-light vision; this provides limited-range darkvision. The Kagonesti wild elves gain minor bonuses to skills for forest survival, take the ranger as favoured class, and take penalties to Int and Cha rather than Con. Qualinesti are the closes to PH elves, though they gain a bonus to Diplomacy and Sense Motive checks. The proud and arrogant Silvanesti gain an additional bonus to Int and penalty to Cha beyond standard elven ability changes and also gain a bonus to Knowledge (Arcana) and Spellcraft checks to reflect their great ability with magic. Half-elves remain much as the PH. Two types of sea elves (the shallow-water Dimernesti and the deep-water Dargonesti) are also described, receiving a number of adjustments based on their natural environment such as water breathing, shapechanging to ocean-going mammals, and surface sensitivity (penalties to attack when out of water for any length of time); they also receive a +1 Level Adjustment.
* Gnomes - gnomes are significantly changed from the PH with bonuses to Dex and Int and penalties to Str and Wis (though a sub-section known as mad (thinker) gnomes lose the Int and Wis changes) as well as a bonus to Will saves and an interesting twist on favoured class - the first class a gnome takes becomes his favoured class and are usually dependent on guild affiliation within Mt. Nevermind where most gnomes live. Gone are spell-like abilities, weapon familiarity, Listen check bonuses, low-light vision and a few others as well.
* Kender - the iconic Dragonlance halfling also see a major change to the PH halfling with the ability to taunt (+4 to Bluff checks for this), immunity to fear, and a penalty to Concentration checks. They also get an additional -2 to Wis. Afflicted Kender gain some skill check bonuses but lose fearlessness, taunt and penalty to Concentration checks.
* Centaur - centaurs get a +2 LA to offset some impressive stat bonuses, and racial features including natural attacks and AC. Bizarrely, no mention is made to penalties for Climb checks - I guess they leave that to the common sense of the GM. Favoured class is ranger.
* Irda - shapeshifting ability and spell-like abilities give these good ogres a +2 LA. They have a +2 Int and Cha, and a -2 to Con. Favoured class is wizard.
* Minotaur - impressive Strength, but penalties to Dex, Int and Cha balance out. Class features such as natural AC and attacks, access to the scent feat and bonuses to Intimidate, Swim and Use Rope feats do not seem to merit any LA.
All the above can be found in previous versions of Dragonlance. However, the product does introduce some new player character races for DL:
* Draconians - draconians are also an iconic race for DL and two of the five types are made available as PC races - Baaz receive a +1 LA for class features such as glide, natural attacks and AC, disease immunity, and spell resistance. Kapaks have a +2 LA to cover much of what the baaz has, plus aspects such as poison saliva and sneak attack.
* Ogres - again, a +2 LA for major physical stat bonuses and natural armour amongst others.
* Half-ogres are also available with reduced class features compared to the ogre and only a +1 LA.
Chapter Two: Classes And Feats
The first section of this chapter looks at most of the core classes and NPC classes, plus introduces two new classes - the Mystic and the Noble. Most classes remain the same as in the PH, with the following exceptions: bards lose access to spells from the Conjuration (Healing) subschool and rangers can choose organisations such as the Knights of Neraka as their favoured enemy. The major changes come with the lack of the paladin class (instead we get the Knights of Solamnia prestige classes), aristocrat NPC class (now the new noble PC class) and the adept NPC class (subsumed by the other spellcasting classes). A number of sidebars cover the deities (chart showing alignment, domains and typical worshippers), bardic colleges, medallions of faith, the influence of Chaos, and a brief look at the role of kender Handlers though with no game stats.
The Mystic is a little like the divine equivalent of the sorcerer. Mystics worship no deities, instead channeling divine energy from within themselves. BAB, saves and HD are as the cleric (and they use Wisdom as the basis for spellcasting) whilst spells per day follow the sorcerer's progression. Spell's known pretty much follow the sorcerer progression too, except that the Mystic also gains a domain spell at each level like the cleric - however, they have access to only one domain.
The Noble class is similar to the Noble class from Star Wars RPG - they gain favours that they can burn to move the plot in the right direction, inspire others a bit like a bard, gain an additional class skill at 1st level, and increase the bonus of skill checks when a group is working together to achieve a goal. They have a bard's progression, a d8 HD and 4 skill points. They seem more orientated towards roleplaying than combat.
The prestige classes are broken down into three sections - Knights of Krynn, High Sorcery, and Others:
* Knights of Krynn looks at the three knightly organisations - Knights of Solamnia (the three orders of Crown, Sword and Rose), Knights of Takhisis/Neraka (the three orders of Lily, Skull and Thorn), and the Legion of Steel (Steel Legionnaire). The hierarchy of the first two knightly orders is easily captured within the requirements of the higher orders. Each of these PrC's is 10-level, except the Steel Legionnaire, which is only a 3-level PrC. Sidebars are included outlining the codes of the Solamnic Knights, the Test of Takhisis and the history of the founding of the Legion of Steel. Entrance to Knight of the Crown (the lowest Solamnic order) can be achieved by 4th level, using a Fighter/Cleric multiclass approach, whereas the requirements for a Knight of the Lily demand 5th-level and can be gained by any combat-oriented class the quickest. Further advancement through to the higher orders is best achieved by further multiclassing with cleric for Solamnics and with cleric and sorcerer/wizard for Knights of Neraka, rather than advancement in the current PrC. The class features of the PrC do a pretty good job of creating a paladin/anti-paladin feeling whilst getting away from the standard paladin from the PH. The Steel Legionnaire PrC has requirements demanding 6th level and gives some ranger-style abilities.
* High Sorcery - this covers the three wizardly orders - White Robes, Red Robes, and Black Robes (over-simplistically good, neutral, evil). Each order draws power from one of the three moons circling Krynn (also linked with a deity). Only one table is given for all 10-level PrCs for the three orders - each order has a series of secrets that can be chosen from every other level from 3rd level, gain an enhanced form of specialisation, a magical item, and access to research and material resources from the towers of high sorcery. Entrance can (and must) be achieved at 4th level - those wizards who do not join the orders are considered renegade and hunted down.
* Other Prestige Classes - these four 10-level PrCs include Dragon Rider (minimum 10th-level required by prerequisites with class features allowing the dragon rider to work with his dragon as a team), Inquisitor (minimum 5th-level required by prerequisites, with class features that aid investigation and avoidance of danger), Legendary Tactician (minimum 6th-level required by prerequisites, with class features that aid leadership of troops and battle tactics), and the Righteous Zealot (minimum 5th-level required by prerequisites, with class features that aid oration to the masses and resisting mind control).
Just over a dozen new feats are added - these tend to be race and class orientated such as hulking brute for half-ogres and minotaurs (bit of an oxymoron there!), improved draconian breath weapon for draconians, and honour-bound and tremendous charge (which seem designed particularly for knights).
Chapter Three: Magic Of Krynn
The first section deals with arcane magic and looks at high sorcery (including the towers of high sorcery, the test of high sorcery, renegade wizards, and the moons of magic (including a tracking chart for the effects of the 3 moons on the different wizardly orders' magic). Sidebars include information on a variant rule for adding the possibility of high sorcery spells exhausting the caster judged through Fortitude saving throws, and info on three powerful items - the Staff of Magius, the Dagger of Magius, and the Nightjewel. There is a short section on sorcery, including some info on the Academy of Sorcery.
The next section looks at divine magic, with some information on clerics and mystics, along with a sidebar giving information on how to deal with the changes that could affect any spellcasting character during the periods where the nature of magic changes in the history of Dragonlance (such as the disappearance of the gods for a while).
The following section covers the domains used by clerics and mystics of Krynn and includes several new domains: alteration, community, forge, insight, liberation, meditation, mentalism, necromancy, passion, pestilence, restoration, storm, and treachery. 25 new spells follow including some named after the famous spellcasters of Krynn such as Dalamar's Lightning Lance, Fistandantilus's Portal, and Magius's Light Of Truth as well as plainer sounding spells such as drown, deep freeze, and plague of rats.
Some special materials are discussed at the end of this chapter such as dragonmetal (used to create dragonlances) and star metal (effectively adamantine), as well as a discussion of and stats for the lesser and greater dragonlances.
Chapter Four: Deities
After a brief discussion of cosmology and a full page illustration of the constellations of Krynn (which reflect the image of the gods in the night sky), each of the gods is discussed, with information on their home plane, their symbol, appropriate colours, portfolio, worshippers, dogma, relationships with other deities, and the preferred vestments of their priesthood as well as the standard stats such as domains, alignment, etc. No stats are given for Takhisis or Paladine here, they are found in the chapter covering other eras of play. There is a short discussion of the One God and the war of Souls at the end of the chapter along with a sidebar regarding the Seeker movement and the worship of false gods.
Chapter Five: Geography
Purely covers the continent of Ansalon, from the plains of Abanisinia to the goblinoid nation of Throtl and from the jungles of Nordmaar to the glaciers of Icereach. Each section uses a template covering capital, population, government, trade, languages, and alignment, as well as a discussion of life and society, regional history, major geographical features, and important sites. Maps of individual areas are scattered through the text, taken from previous editions, but suffers from having no complete map of the continent, say in a pullout form like the FRCS. Those who own previous editions will have to take their complete maps from those products. NPCs and magical items are also scattered through the text with information and stats on Alhana Starbreeze, Linsha Majere, Tasslehoff's dagger Rabbitslayer, the legendary sword Wyrmslayer, Gilthas, the draconian governor of Teyr (Kang), plus some information about the elven and draconian nations amongst others. Unfortunately, some of this information is set off in sidebars whilst others can be found in the main text.
Chapter Six: The Dragonlance Campaign
Begins with some discussion on the concepts that underlie a Dragonlance campaign such as Good vs Evil, the importance of fallen nations and ruined cities (including a quick rundown of the major ruins of Ansalon), the influence of the gods, the importance of heroism and companionship, and the secrets and shadows of the past. A notable sidebar deals with the effects of dying curses such as the one that affected Lord Soth.
The next section looks at campaign crafting and adventure design, with discussion on creating memorable villains and the importance of a home base, as well as encouragement to use the story and roleplaying awards from the DMG as Dragonlance campaigns are meant to focus on story and character more than combat and stealth. More detailed information is given on awarding mission goals and roleplaying awards to balance possible story outcomes that might be unfavourable to a character despite roleplaying their character appropriately.
Further sections look at the languages and coinage of Ansalon. The remaining 16 pages of the chapter are dedicated to a lengthy timeline of Krynn through its five ages but also include sidebars on Astinus, the Lorekeepers and the Herald, and the history of the Graygem. Calendrical information is also given.
Chapter Seven: Creatures Of Ansalon
Covers the Death Knight template, the five draconian types, the Dragonspawn template, fetch, fireshadow, minotaur of Krynn, shadowperson, skeletal warrior template, spectral minion template, Tarmak (or brutes), and Thanoi (or Walrus-folk). Each template has a sample. Sidebars include information on Tarmak warpaint effects, an exotic piercing weapon, the shadowstaff, and information on how draconians are created.
Chapter Eight: Dragons Of Krynn
A discussion of the chromatic and metallic dragons and their role on Krynn, followed by detailed rules for aerial combat over 8 pages including information on scale, speed, manoeuvres, altitude, and combat (including collisions).
Chapter Nine: Other Eras Of Play
22 pages are dedicated to adventuring in the war of the Lance era, with amended information on geography and deities, and include stats for Paladine and Takhisis. No stats are given for any of the characters of the War of the Lance in this section. The rest of the chapter provides some short discussion on the early Age of Mortals, including information but no stats on the dragon overlords, and an overview of the War of Souls. Note that the standard setting for the product is after the War Of Souls.
Chapter 10: 'The Sylvan Key' Adventure
Designed for 1st or 2nd level PCs, this 6-page adventure revolves around the retrieval of a precious elven artifact from a group of degenerate dark knights in Silvanesti.
Chapter 11: 'The Ghost Blade' Adventure
Designed for 5th-level PCs, this 5-page adventure involves the PCs discovering a map of an elven tomb. They must raid the tomb to stop a group of greedy draconians from stealing its treasures - two powerful magical items.
High Points:
The Dragonlance Campaign Setting seemed to get a bad name for itself over the years. I never felt its reputation was deserved - the setting concentrates on epic storylines and in-depth roleplaying rather than hack and slash. With a good group, it's given me some nights to remember and some classic gaming. The most important thing this product does is bring Dragonlance back to the gaming table using the latest D&D ruleset, and the most impressive section for me was the discussion of roleplaying rewards in Chapter Six. In a brave move, game balance has taken second place to campaign flavour in some instances - notably the weakness of the gnome race and the noble class, and the strength of the dragon rider PrC. DL GMs and players have got to be prepared to forsake or control munchkinism to the enhancement of the flavour and storylines of the campaign. I did particularly like the Mystic class, and this could be used for other campaigns. The DLCS took a few good leaves from the FRCS with the detail in its Geography and Deities sections.
Low Points:
No index and no complete pullout map of Ansalon are the major misses in terms of the content. For those who like game balance over campaign flavour, some of the racial and class stats will rankle. In my personal opinion, I think that evil races (like ogres and draconians on the whole) and difficult-to-play races (such as aquatic elves and irda) have their place in alternate campaigns such as all evil PCs or an underwater campaign, but would have been better off presented in a separate sourcebook. I also felt that some of the additional prestige classes to the Knights and Wizards lacked enough bite in terms of campaign flavour to merit the space used on them. Adventures are usually out of place in a campaign setting book and the two here proved to be no different - they failed to capture the epic feel of the campaign setting despite being valid adventures in and of themselves, if a little short. The space would have been better spent developing the concepts in Chapter Six, which felt a little stymied - I would have liked to see more campaign and adventure ideas based on the underlying flavour of the Dragonlance setting, law and order across Ansalon, and more about general politics of the continent.
Conclusion:
The DLCS gives you enough and more than enough to start running your Dragonlance campaign using the 3.5 ruleset (apart from maybe that map). The problem for me remains one of choice, as to which character races and prestige classes to welcome into my campaign and which to ban. This issue of game balance may cause problems for inexperienced GMs and might disappoint players who have become used to certain racial and class abilities from other campaign settings. It certainly needs more playtesting and I'll report back once I've given the rules a run-through with my gaming group - watch this space! On the whole, the product does a good job of providing basic sourcebook information without providing quite the shine the FRCS had. Despite this, the focus on roleplaying and story, and the epic characterisation and plot lines along with the depth of information on the geography, deities, and organisations of the setting, manage to hoist it above the average.