Books
Core & Complete Handbooks And
The Collection of Campaign Books:
Forgotten
Realms:
The Core Realms:
The main section of the Realms is intended to be a
generic *D&D world. It has many similarities to
medieval Earth. It also has enormous cities, many
countries with foreign flavors, hordes of NPC's, and more
room to maneuver than you'll ever need. There are also
wild magic and dead magic zones, where magic can surge in
power (and unpredictability) or not work at all. There
are also a lot of supplements out for the core Realms,
and a lot more on the way.
Al-Qadim: This
setting is located far to the south of the core Realms,
but can easily be placed on any campaign world. It
encompasses the genre of the Arabian Nights, with djinn,
magic lamps, Sinbad-like sailors, emirs, and the
ever-present Hand of Fate. It is intended that players in
Al-Qadim use Al-Qadim characters, but it is possible to
take "normal" characters into the Al-Qadim
setting.
Kara-Tur: This
setting is located far to the southeast of the core
Realms, but like Al-Qadim, may be transported anywhere.
It is an "oriental" setting, with much of the
flavor of ancient China, Japan, and Mongolia. There are
martial arts, intrigue, highly civilized areas, family
honor, and wild horse-folk. It is intended for use with
oriental characters, but "normal" characters
can easily be worked in.
Maztica: This
setting is located far to the west of the core realms
and, unlike the previous settings, can only be reached
via a long sea voyage. It is meant to represent the
Americas during the time of the Spanish conquistadors.
While it is possible to play a "conqueror" from
the core realms, it is intended that native characters be
created. This setting has its own unique magic variant,
which not only changes the way priests and wizards
operate, but many warriors as well.
DragonLance:
The world of Krynn is
fairly well-known, through the series of novels and
modules which started it. Gold has little or no value
there, as the world is on a steel standard. Clerics are
relatively unheard of, as well, because the main focus
for the world is the ongoing battle between the deities
Takhesis and Paladine; other "normal" deities
have been pretty much forgotten. In addition, as the name
might suggest, dragons are more active here than
elsewhere, as they are strongly polarized on the
Takhesis-Paladine battle. There are also several time
periods to adventure in; the time of the War of the Lance
is only one.
Spelljammer:
In a nutshell,
Spelljammer is *D&D in outer space, but in more of
the swashbuckler pirate genre than a hard science fiction
one. Many of the typical *D&D races of characters and
villains are present, but many behave very differently
from any you may have met before. In addition,
Spelljammer may include adventuring on many of the other
published game worlds, as spelljammers visit almost all
of them from time to time.
Ravenloft:
Ravenloft is a world
of gothic horror. It is located in the Demiplane of
Dread, and fairly reeks of evil. Many who go there are
corrupted and never return. Some new mechanics are fear
and horror checks. A failed fear check involves running
in abject terror. A failed horror check, well, lets just
not talk about that right now. The mists of Ravenloft
often gather up unwary travellers and take them to the
demiplane, from whence half the fun is trying to find an
exit which supposedly doesn't even exist.
Masque of the Red
Death: This setting is based on Ravenloft, but with a
twist; it is set in the equivalent of the
Victorian-era--but in a world where magic has existed
since the very dawn of time. There is a much higher
technology level than most *D&D worlds, and like
Ravenloft, terror is everywhere, now aided by the
after-effects of the Industrial Revolution. Every time a
character casts a spell, that character is drawn a step
closer to the "Red Death," a powerful force of
evil in this world. However, "Masque..." is
technically a separate game from *D&D which happens
to use the Ravenloft rules. Therefore it is not intended
to be a place that "normal" *D&D characters
visit. Not that that will stop many DM's from having them
do so anyway...
Dark
Sun:
Athas is a metal-poor
desert world, which by itself makes life quite a
challenge. Add to that the fact that almost everyone on
the planet has some degree of psionic ability, and you
get a pretty lethal world. Also, clerics are different
from usual, in that they are either templars who are
granted spells by their sorcerer-kings or clerics who
gain spells by worshipping the elements around them.
Mages, too, are changed; all magic is powered directly by
the life force of the world around them, which tends to
be a detriment to the continued existence of any plants
and animals in the area.
Greyhawk:
Greyhawk was the first
widely-known campaign world. Flip through the PH or
DMG--most of the named spells and magic items originated
in Greyhawk. Until recently, the world was essentially a
general, multi- fantasy-genre world, similar in that way
to the Forgotten Realms, but with its own very distinct
flavor. Recent supplements, however, have turned the
world into a war-torn pile of smoking rubble, where basic
survival is much more difficult than before the wars.
Most Greyhawk players set their campaigns long before the
wars. Since most of the modules published before the
arrival of Forgotten Realms and DragonLance are actually
set in Greyhawk, there is a wealth of information out
there for gaming purposes.
Planescape:
This is basically the
2nd ed. revamp of the Manual of the Planes, but it is
much more than that, as well. This setting is designed
for entire campaigns run on the planes themselves, with
all the interesting beings that may involve. Characters
may belong to any of a number of factions, which interact
in a similar way to secret societies in Paranoia.
Adventures are typically set in Sigil, an enormous city
in the neutral center of the planes, and involve visits
to one or more of the other planes. It also comes with
its own lingo, so if you hear the occasional
"cutter" (someone in the know) or
"berk" (someone not in the know) comments,
you'll know where they're from.
Mystara:
Mystara is the world
which used to be the setting of Basic D&D, now
altered to fit the AD&D rules. Like the Realms and
Greyhawk, it is a general high fantasy world with an
individual flair. It is unique from the other worlds in
that several of its supplements also come with audio CD's
for sound effects and storytelling.
Council of Wyrms:
Ever wanted to have a
dragon PC? Well, now's your chance. This campaign setting
is located on a remote group of islands where dragons and
half-dragons reign supreme, and the other races are minor
players.
Birthright:
In this setting, the players are characters of noble
birth. They must deal with intrigue, spying, wars, the
occasional adventure, and succession to the throne.
Special powerful magic spells whose power is drawn from
the land one controls as well as the possibility of
magical traits caused by royal bloodlines are also thrown
into the mix. It seems to be a mix of "normal"
*D&D, tabletop miniature wargaming, and Diplomacy.
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