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Dungeon Master's Guide

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OUR WORLD IS THE SETTING FOR YOUR CAMPAIGN,<br />

the place where adventures happen. Even<br />

if you use an existing setting, such as the<br />

Forgotten Realms, it becomes yours as you<br />

set your adventures there, create characters<br />

to inhabit it, and make changes to it over<br />

the course of your campaign. This chapter is all about<br />

building your world and then creating a campaign to<br />

take place in it.<br />

THE BIG PICTURE<br />

This book, the Player's Handbook, and the Monster<br />

Manual present the default assumptions for how the<br />

worlds of D&D work. Among the established settings of<br />

D&D, the Forgotten Realms, Greyhawk, Dragonlance,<br />

and Mystara don't stray very far from those<br />

assumptions. Settings such as Dark Sun, Eberron,<br />

Raven loft, Spelljammer, and Planescape venture further<br />

away from that baseline. As you create your own world,<br />

it's up to you to decide where on the spectrum you want<br />

your world to fall.<br />

CoRE AssuMPTIONS ______ _<br />

The rules of the game are based on the following core<br />

assumptions about the game world.<br />

Gods Oversee the World. The gods are real and<br />

embody a variety of beliefs, with each god claiming<br />

dominion over an aspect of the world, such as war,<br />

forests, or the sea. Gods exert influence over the world<br />

by granting divine magic to their followers and sending<br />

signs and portents to guide them. The follower of a god<br />

serves as an agent of that god in the world. The agent<br />

seeks to further the ideals of that god and defeat its<br />

rivals. While some folk might refuse to honor the gods,<br />

none can deny their existence.<br />

Much of the World Is Untamed. Wild regions<br />

abound. City-states, confederacies, and kingdoms<br />

of various sizes dot the Ia ndscape, but beyond their<br />

borders the wilds crowd in. People know the area they<br />

live in well. They've heard stories of other places from<br />

merchants and travelers, but few know what lies beyond<br />

the mountains or in the depths of the great forest unless<br />

they've been there themselves.<br />

The World Is Ancient. Empires rise and fall, leaving<br />

few places that have not been touched by imperial<br />

grandeur or decay. War, time, and natural forces<br />

eventually claim the mortal world, leaving it rich with<br />

places of adventure and mystery. Ancient civilizations<br />

and their knowledge survive in legends, magic<br />

items, and their ruins. Chaos and evil often follow an<br />

empire's collapse.<br />

Conflict Shapes the World's History. Powerful<br />

individuals strive to make their mark on the world, and<br />

factions of like-minded individuals can alter the course<br />

of history. Factions include religions led by charismatic<br />

prophets, kingdoms ruled by lasting dynasties, and<br />

shadowy societies that seek to master long-lost magic.<br />

The influence of such factions waxes and wanes as<br />

they compete with each other for power. Some seek to<br />

preserve the world and usher in a golden age. Others<br />

strive toward evil ends, seeking to rule the world with<br />

an iron fist. Still others seek goals that range from<br />

the practical to the esoteric, such as the accumulation<br />

of material wealth or the resurrection of a dead god.<br />

Whatever their goals, these factions inevitably collide,<br />

creating conflict that can steer the world's fate.<br />

The World Is Magical. Practitioners of magic are<br />

relatively few in number, but they leave evidence of<br />

their craft everywhere. The magic can be as innocuous<br />

and commonplace as a potion that heals wounds to<br />

something much more rare and impressive, such as a<br />

levitating tower or a stone golem guarding the gates<br />

of a city. Beyond the realms of civilization are caches<br />

of magic items guarded by magic traps, as well as<br />

magically constructed dungeons inhabited by monsters<br />

created by magic, cursed by magic, or endowed with<br />

magical abilities.<br />

IT's YouR WoRLD _______ _<br />

In creating your campaign world, it helps to start with<br />

the core assumptions and consider how your setting<br />

might change them. The subsequent sections of this<br />

chapter address each element and give details on how to<br />

flesh out your world with gods, factions, and so forth.<br />

The assumptions sketched out above aren't carved<br />

in stone. They inspire exciting D&D worlds full of<br />

adventure, but they're not the only set of assumptions<br />

that can do so. You can build an interesting campaign<br />

concept by altering one or more of those core<br />

assumptions, just as well-established D&D worlds have<br />

done. Ask yourself, "What if the standard assumptions<br />

weren't true in my world?"<br />

The World Is a Mundane Place. What if magic is rare<br />

and dangerous, and even adventurers have limited or no<br />

access to it? What if your campaign is set in a version of<br />

our own world's history?<br />

The World Is New. What if your world is new, and<br />

the characters are the first of a long line of heroes?<br />

The adventurers might be champions of the first<br />

great empires, such as the empires of Netheril and<br />

Cormanthor in the Forgotten Realms setting.<br />

The World Is Known. What if the world is completely<br />

charted and mapped, right down to the "Here there be<br />

dragons" notations? What if great empires cover huge<br />

stretches of countryside, with clearly defined borders<br />

between them? The Five Nations of the Eberron setting<br />

were once part of a great empire, and magically aided<br />

travel between its cities is commonplace.<br />

Monsters Are Uncommo"n. What if monsters are<br />

rare and terrifying? In the Ravenloft setting, horrific<br />

domains are governed by monstrous rulers. The<br />

populace lives in perpetual terror of these darklords<br />

and their evil minions, but other monsters rarely trouble<br />

people's daily lives.<br />

Magic Is Everywhere. What if every town is ruled<br />

by a powerful wizard? What if magic item shops are<br />

common? The Eberron setting makes the use of magic<br />

CHAPTER 1 \A WORLD OF YOUR OWN<br />

9

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