Exiles From Elsewhere
When Elminster of the Forgotten Realms, Mordenkainen of Greyhawk, and Dalamar of Dragonlance met, they brought more than spells. They carried entire ways of thinking. Dalamar’s sorcery is shaped by the moons of Krynn, while Elminster’s magic is steeped in Mystra’s Weave. Mordenkainen’s arcane philosophy grew out of the balance he sought in Greyhawk.
These exiles show us that sorcery is not just power — it’s culture. It’s the moons, gods, and beliefs of another world. Letting one or two players create exiles can bring this to your game. Their heritage might mean they cast spells differently, or see magic as something that must align with celestial cycles, not just memorized from a book.
But in Session Zero, set limits: not every character is an exile. The rest of the party should be part of the world you’re playing. That way, the meeting of worlds feels rare, and the exiles’ magic stands out as a story of difference, not a free-for-all.
Exiles bring more than spells — they bring the idea that magic is a language of worlds, and sometimes, that language doesn’t translate perfectly. That’s the beauty of having them at the table.

