Page 9 - Dungeon Master's Guide
P. 9

OUR WORLD IS THE SETTING FOR YOUR CAMPAIGN,   they compete with each other for power. Some seek to
                   the place where adventures happen. Even   preserve the world and usher in a golden age. Others
                   if you use an existing setting, such as the   strive toward evil ends, seeking to rule the world with
                   Forgotten Realms, it becomes yours as you   an iron fist. Still others seek goals that range from
                   set your adventures there, create characters   the practical to the esoteric, such as the accumulation
                   to inhabit it, and make changes to it over   of material wealth or the resurrection of a dead god.
           the course of your campaign. This chapter is all about   Whatever their goals, these factions inevitably collide,
           building your world and then creating a campaign to   creating conflict that can steer the world's fate.
           take place in it.                                  The World Is Magical. Practitioners of magic are
                                                             relatively few in number, but they leave evidence of
           THE BIG PICTURE                                   their craft everywhere. The magic can be as innocuous
                                                             and commonplace as a potion that heals wounds to
           This book, the Player's Handbook, and the Monster
                                                             something much more rare and impressive, such as a
           Manual present the default assumptions for how the
                                                             levitating tower or a stone golem guarding the gates
           worlds of D&D work. Among the established settings of
                                                             of a city. Beyond the realms of civilization are caches
           D&D, the Forgotten Realms, Greyhawk, Dragonlance,
                                                             of magic items guarded by magic traps, as well as
           and Mystara don't stray very far from those
                                                             magically constructed dungeons inhabited by monsters
           assumptions. Settings such as Dark Sun, Eberron,
                                                             created by magic, cursed by magic, or endowed with
           Raven loft, Spelljammer, and Planescape venture further
                                                             magical abilities.
           away from that baseline. As you create your own world,
           it's up to you to decide where on the spectrum you want   IT's YouR WoRLD _______ _
          your world to fall.
                                                             In creating your campaign world, it helps to start with
           CoRE AssuMPTIONS ______ _                         the core assumptions and consider how your setting
                                                             might change them. The subsequent sections of this
          The rules of the game are based on the following core
                                                             chapter address each element and give details on how to
           assumptions about the game world.
                                                             flesh out your world with gods, factions, and so forth.
            Gods Oversee the World. The gods are real and
                                                              The assumptions sketched out above aren't carved
           embody a variety of beliefs, with each god claiming
                                                             in stone. They inspire exciting D&D worlds full of
           dominion over an aspect of the world, such as war,
                                                             adventure, but they're not the only set of assumptions
          forests, or the sea. Gods exert influence over the world
                                                             that can do so. You can build an interesting campaign
           by granting divine magic to their followers and sending
                                                             concept by altering one or more of those core
          signs and portents to guide them. The follower of a god
                                                             assumptions, just as well-established D&D worlds have
          serves as an agent of that god in the world. The agent
                                                             done. Ask yourself, "What if the standard assumptions
          seeks to further the ideals of that god and defeat its
                                                             weren't true in my world?"
           rivals. While some folk might refuse to honor the gods,   The World Is a Mundane Place. What if magic is rare
           none can deny their existence.
                                                             and dangerous, and even adventurers have limited or no
            Much of the World Is Untamed. Wild regions
                                                             access to it? What if your campaign is set in a version of
          abound. City-states, confederacies, and kingdoms
                                                             our own world's history?
          of various sizes dot the Ia ndscape, but beyond their
                                                              The World Is New. What if your world is new, and
           borders the wilds crowd in. People know the area they   the characters are the first of a long line of heroes?
          live in well. They've heard stories of other places from   The adventurers might be champions of the first
          merchants and travelers, but few know what lies beyond   great empires, such as the empires of Netheril and
          the mountains or in the depths of the great forest unless   Cormanthor in the Forgotten Realms setting.
          they've been there themselves.                      The World Is Known. What if the world is completely
            The World Is Ancient. Empires rise and fall, leaving
                                                             charted and mapped, right down to the "Here there be
          few places that have not been touched by imperial
                                                             dragons" notations? What if great empires cover huge
          grandeur or decay. War, time, and natural forces
                                                            stretches of countryside, with clearly defined borders
          eventually claim the mortal world, leaving it rich with
                                                             between them? The Five Nations of the Eberron setting
          places of adventure and mystery. Ancient civilizations
                                                            were once part of a great empire, and magically aided
          and their knowledge survive in legends, magic
                                                             travel between its cities is commonplace.
          items, and their ruins. Chaos and evil often follow an
                                                              Monsters Are Uncommo"n. What if monsters are
          empire's collapse.
                                                             rare and terrifying? In the Ravenloft setting, horrific
            Conflict Shapes the World's History. Powerful
                                                            domains are governed by monstrous rulers. The
          individuals strive to make their mark on the world, and
                                                            populace lives in perpetual terror of these darklords
          factions of like-minded individuals can alter the course
                                                            and their evil minions, but other monsters rarely trouble
          of history. Factions include religions led by charismatic
                                                            people's daily lives.
          prophets, kingdoms ruled by lasting dynasties, and
                                                              Magic Is Everywhere. What if every town is ruled
          shadowy societies that seek to master long-lost magic.
                                                            by a powerful wizard? What if magic item shops are
          The influence of such factions waxes and wanes as
                                                            common? The Eberron setting makes the use of magic
                                                                             CHAPTER 1  \A WORLD  OF YOUR OWN
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