Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game. Although not the first campaign world developed for Dungeons & Dragons—Dave Arneson's Blackmoor campaign predates it by a few months—the world of Greyhawk was the setting most closely identified with the development of the game from 1972 until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008.
Al-Qadim is an Arabian Nights-themed campaign setting for the Dungeons & Dragons role-playing game. The setting was developed by Jeff Grubb for TSR, Inc., and was first released in 1992. Al-Qadim is set in the land of Zakhara, called the Land of Fate. Thematically, the land of Zakhara is a blend of the historical Arabian Empire, the stories of legend, and a wealth of Hollywood cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the Forgotten Realms campaign setting, although Al-Qadim is designed to stand on its own or be added to any existing campaign setting. The basic campaign setting was divided between two game products: Al-Qadim: Arabian Adventures, a sourcebook describing character creation rules, equipment, and spells unique to the setting, and Al-Qadim: Land of Fate, a boxed set describing the land of Zakhara, with separate sourcebooks for the players and the Dungeon Master.
Birthright is a Dungeons & Dragons campaign setting that was first released by TSR in 1995. The setting based on the world of Aebrynis on the continent of Cerilia, in which the players take on the role of the divinely-empowered rulers, with emphasis on the political rulership level of gameplay. In 1996, Birthright won the Origins Award for Best Roleplaying Supplement of 1995. Though it has a dedicated fan base, Birthright currently has no corporate support, unlike Forgotten Realms and Eberron.
The setting revolves around the concept of bloodlines: divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as Regency, which is measured in the game using regency points or RP. Using regency, characters acquire a domain composed of provinces and holdings. The development of these domains is as much a part of the game as development of the characters. The game uses three-month domain turns to model actions of rulers over nations in much the same way as Dungeons and Dragons (and hence, Birthright) uses combat rounds simulating six-seconds of time to model the characters' actions in battle
Dark Sun is a Dungeons & Dragons campaign setting featuring the fictional desert world of Athas. The original Dark Sun Boxed Set campaign setting was released in 1991.
The themes of this setting could fit in the Dying Earth subgenre and include survival against the elements, ecological disaster, resource depletion, survival of the fittest, slavery and poverty, and the widespread use of psionic abilities. The political setting is similar to ancient Middle East, North Africa or Mesopotamia. Water and metals are extremely scarce. Survival against the elements has made it a harsh exotic world.
Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of popular fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job application. At TSR, Tracy met Margaret Weis, his future writing partner, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.
In 1984, TSR published the first Dragonlance novel, Dragons of Autumn Twilight. It began the Chronicles trilogy, a core element of the Dragonlance world. While the authoring team of Tracy Hickman and Margaret Weis wrote the setting's central books, numerous other authors contributed novels and short stories to the setting. Over 190 novels have used the Dragonlance setting, and have been accompanied supplemental Dungeons & Dragons campaign setting material for over a decade. In 1997, Wizards of the Coast LLC purchased TSR, and licensed Dragonlance to Sovereign Press, Inc in 2001 to produce game materials; this licensing agreement expired in 2007.
The fictional Dragonlance world of Krynn contains numerous characters, an extensive timeline, and a detailed geography. The history of Krynn consists of five ages. The novels and related game products are primarily set in the fourth age, The Age of Despair. Since February 2009, the fifth age, the Age of Mortals, has been used. The Heroes of the Lance, created by Weis and Hickman, are the popular protagonists of the Chronicles trilogy. Along with D&D's world of the Forgotten Realms, Dragonlance is one of the most popular shared worlds in fiction.
Kara-Tur is a fantasy world created by David Cook in the Oriental Adventures rulebook for the First Edition Advanced Dungeons & Dragons role-playing game in 1986. Kara-Tur's cultures and peoples are fantasy analogues of medieval China, Korea, Japan, the Ryukyu Islands, Tibet, and other regions of East Asia. In 1987, Kara-Tur was officially relocated to the Forgotten Realms campaign setting.
Maztica
Maztica, called by its inhabitants The True World, is a fictional continent that parallels the American continents in the time of their discovery by Christopher Columbus, more exactly Mesoamerica, albeit confused with the whole “western lands” (like the Americas). The Maztica Campaign books provide a mythical setting where players can imagine their characters traveling for adventure. They describe a mythical civilization similar to the Aztec, Incan, Toltec, or Mayan cultures.
Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, originally designed by Zeb Cook. The Planescape setting was published in 1994. As its name suggests, the setting crosses and comprises the numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as originally developed in the Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals. The setting crosses Victorian era trappings with a pseudo-steampunk design and attitude.
Planescape won acclaim on its unique visual aspects, products of artist Tony DiTerlizzi, Robh Ruppel, and Dana Knutson, winning a 1994 Origins Award. Pyramid magazine reviewer Scott Haring said Planescape is "the finest game world ever produced for Advanced Dungeons & Dragons. Period." Haring described the writing as "wonderful", also saying that it "has got one of the most distinctive graphic looks I've seen in any game product" and that the "unusual drawings remind [him] a little of Dr. Seuss".
The Savage Coast is part of the Mystara campaign setting for Dungeons & Dragons and was later spun off into a campaign setting for Advanced Dungeons & Dragons (2nd Edition). The area is a 2,000 mile long frontier coastline about 2,000 miles to the west of the Known World of Mystara. The Savage Coast is an area under the Red Curse, which eventually kills its inhabitants by mutating them unless the metal cinnabryl is worn in contact with the body.
The first published information on the area was the module X9 The Savage Coast for Dungeons & Dragons Expert Set. The region was later expanded in Dungeon magazine issues 6 and 7 (1987) with the adventure "Tortles of the Purple Sage".
Two series in Dragon Magazine, "The Princess Ark" and the "Known World Grimoire", described the Savage Coast in more detail. These articles were partially reprinted in the D&D game accessory Champions of Mystara (1993)
In 1994 campaign setting for the area was published as a boxed set entitled Red Steel, an expansion Savage Baronies was released the next year. These supplements were for Advanced Dungeons & Dragons (2nd Edition), all the previous material had been for the non "Advanced" version of D&D.
In 1996 the setting was revised and re-released under the Advanced Dungeons & Dragons: Odyssey line as three fully online products available for free download here. This range included the base Savage Coast Campaign Book by Tim Beach and Bruce Heard, a supplement Savage Coast: Orc's Head and a Monstrous Compendium Appendix. This campaign setting is no longer officially supported.
Spelljammer is a campaign setting for the Advanced Dungeons & Dragons (2nd edition) role-playing game, which features a fantastical (as opposed to scientific) outer space environment.
Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. Crystal spheres may contain multiple worlds and are navigable using ships equipped with "spelljamming helms". Ships powered by spelljamming helms are capable of flying into not only the sky but into space. With their own fields of gravity and atmosphere, the ships have open decks and tend not to resemble the spaceships of science fiction, but instead look more like galleons, animals, birds, fish or even more wildly fantastic shapes.
The Spelljammer setting is designed to allow the usual sword and sorcery adventures of Dungeons & Dragons to take place within the framework of outer space tropes. Flying ships travel through the vast expanses of interplanetary space, visiting moons and planets and other stellar objects.
Like the Planescape setting, Spelljammer unifies most of the other AD&D settings and provides a canonical method for allowing characters from one setting (such as Dragonlance) to travel to another (such as the Forgotten Realms). However, unlike Planescape it keeps all of the action on the Prime Material Plane and uses the crystal spheres, and the "phlogiston" between them, to form natural barriers between otherwise incompatible settings. Though the cosmology is derived largely from the Ptolemaic system of astronomy, many of the ideas owe much to the works of Jules Verne and his contemporaries, and to related games and fiction with a steampunk or planetary romance flavor. A strong Age of Sail flavor is also present.
A campaign setting that evolved from the B and X series modules. Unlike other settings, "The Known World" had ascended immortal beings instead of gods. Mystara was the "default" setting for the non-Advanced editions of D&D, and the Blackmoor setting was later retconned to exist in Mystara's distant past. This campaign setting is no longer officially supported.
TSR released a setting based on the Fafhrd and the Gray Mouser stories by Fritz Leiber. The corrupt city of Lankhmar on the planet Nehwon is the starting place of grand adventures filled with mystery and deceit.
The Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including sword and sorcery novels, computer role-playing game adaptations (including the first massively multiplayer online role-playing game to use graphics), and comic books. The Forgotten Realms is one of the most popular D&D settings, largely due to the success of novels by authors such as R. A. Salvatore and numerous computer role-playing games, including Pool of Radiance (1988), Baldur's Gate (1998), Icewind Dale (2000) and Neverwinter Nights (2002).
According to the setting's creators, Forgotten Realms is the name of an imaginary fantasy world that exists somewhere beyond the real world. The setting is described as a world of strange lands, dangerous creatures, and mighty deities, where magic and seemingly supernatural phenomena are quite real. The premise is that, long ago, the Earth and the world of the Forgotten Realms were more closely connected. As time passed, the inhabitants of planet Earth have mostly forgotten about the existence of that other world—hence the term Forgotten Realms. On the original Forgotten Realms logo, which was used until 2000, small runic letters read "Herein lie the lost lands", an allusion to the connection between the two worlds.
Al-Qadim is an Arabian Nights-themed campaign setting for the Dungeons & Dragons role-playing game. The setting was developed by Jeff Grubb for TSR, Inc., and was first released in 1992. Al-Qadim is set in the land of Zakhara, called the Land of Fate. Thematically, the land of Zakhara is a blend of the historical Arabian Empire, the stories of legend, and a wealth of Hollywood cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the Forgotten Realms campaign setting, although Al-Qadim is designed to stand on its own or be added to any existing campaign setting. The basic campaign setting was divided between two game products: Al-Qadim: Arabian Adventures, a sourcebook describing character creation rules, equipment, and spells unique to the setting, and Al-Qadim: Land of Fate, a boxed set describing the land of Zakhara, with separate sourcebooks for the players and the Dungeon Master.
Birthright is a Dungeons & Dragons campaign setting that was first released by TSR in 1995. The setting based on the world of Aebrynis on the continent of Cerilia, in which the players take on the role of the divinely-empowered rulers, with emphasis on the political rulership level of gameplay. In 1996, Birthright won the Origins Award for Best Roleplaying Supplement of 1995. Though it has a dedicated fan base, Birthright currently has no corporate support, unlike Forgotten Realms and Eberron.
The setting revolves around the concept of bloodlines: divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as Regency, which is measured in the game using regency points or RP. Using regency, characters acquire a domain composed of provinces and holdings. The development of these domains is as much a part of the game as development of the characters. The game uses three-month domain turns to model actions of rulers over nations in much the same way as Dungeons and Dragons (and hence, Birthright) uses combat rounds simulating six-seconds of time to model the characters' actions in battle
Dark Sun is a Dungeons & Dragons campaign setting featuring the fictional desert world of Athas. The original Dark Sun Boxed Set campaign setting was released in 1991.
The themes of this setting could fit in the Dying Earth subgenre and include survival against the elements, ecological disaster, resource depletion, survival of the fittest, slavery and poverty, and the widespread use of psionic abilities. The political setting is similar to ancient Middle East, North Africa or Mesopotamia. Water and metals are extremely scarce. Survival against the elements has made it a harsh exotic world.
Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of popular fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job application. At TSR, Tracy met Margaret Weis, his future writing partner, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.
In 1984, TSR published the first Dragonlance novel, Dragons of Autumn Twilight. It began the Chronicles trilogy, a core element of the Dragonlance world. While the authoring team of Tracy Hickman and Margaret Weis wrote the setting's central books, numerous other authors contributed novels and short stories to the setting. Over 190 novels have used the Dragonlance setting, and have been accompanied supplemental Dungeons & Dragons campaign setting material for over a decade. In 1997, Wizards of the Coast LLC purchased TSR, and licensed Dragonlance to Sovereign Press, Inc in 2001 to produce game materials; this licensing agreement expired in 2007.
The fictional Dragonlance world of Krynn contains numerous characters, an extensive timeline, and a detailed geography. The history of Krynn consists of five ages. The novels and related game products are primarily set in the fourth age, The Age of Despair. Since February 2009, the fifth age, the Age of Mortals, has been used. The Heroes of the Lance, created by Weis and Hickman, are the popular protagonists of the Chronicles trilogy. Along with D&D's world of the Forgotten Realms, Dragonlance is one of the most popular shared worlds in fiction.
Kara-Tur is a fantasy world created by David Cook in the Oriental Adventures rulebook for the First Edition Advanced Dungeons & Dragons role-playing game in 1986. Kara-Tur's cultures and peoples are fantasy analogues of medieval China, Korea, Japan, the Ryukyu Islands, Tibet, and other regions of East Asia. In 1987, Kara-Tur was officially relocated to the Forgotten Realms campaign setting.
Maztica
Maztica, called by its inhabitants The True World, is a fictional continent that parallels the American continents in the time of their discovery by Christopher Columbus, more exactly Mesoamerica, albeit confused with the whole “western lands” (like the Americas). The Maztica Campaign books provide a mythical setting where players can imagine their characters traveling for adventure. They describe a mythical civilization similar to the Aztec, Incan, Toltec, or Mayan cultures.
Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, originally designed by Zeb Cook. The Planescape setting was published in 1994. As its name suggests, the setting crosses and comprises the numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as originally developed in the Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals. The setting crosses Victorian era trappings with a pseudo-steampunk design and attitude.
Planescape won acclaim on its unique visual aspects, products of artist Tony DiTerlizzi, Robh Ruppel, and Dana Knutson, winning a 1994 Origins Award. Pyramid magazine reviewer Scott Haring said Planescape is "the finest game world ever produced for Advanced Dungeons & Dragons. Period." Haring described the writing as "wonderful", also saying that it "has got one of the most distinctive graphic looks I've seen in any game product" and that the "unusual drawings remind [him] a little of Dr. Seuss".
The Savage Coast is part of the Mystara campaign setting for Dungeons & Dragons and was later spun off into a campaign setting for Advanced Dungeons & Dragons (2nd Edition). The area is a 2,000 mile long frontier coastline about 2,000 miles to the west of the Known World of Mystara. The Savage Coast is an area under the Red Curse, which eventually kills its inhabitants by mutating them unless the metal cinnabryl is worn in contact with the body.
The first published information on the area was the module X9 The Savage Coast for Dungeons & Dragons Expert Set. The region was later expanded in Dungeon magazine issues 6 and 7 (1987) with the adventure "Tortles of the Purple Sage".
Two series in Dragon Magazine, "The Princess Ark" and the "Known World Grimoire", described the Savage Coast in more detail. These articles were partially reprinted in the D&D game accessory Champions of Mystara (1993)
In 1994 campaign setting for the area was published as a boxed set entitled Red Steel, an expansion Savage Baronies was released the next year. These supplements were for Advanced Dungeons & Dragons (2nd Edition), all the previous material had been for the non "Advanced" version of D&D.
In 1996 the setting was revised and re-released under the Advanced Dungeons & Dragons: Odyssey line as three fully online products available for free download here. This range included the base Savage Coast Campaign Book by Tim Beach and Bruce Heard, a supplement Savage Coast: Orc's Head and a Monstrous Compendium Appendix. This campaign setting is no longer officially supported.
Spelljammer is a campaign setting for the Advanced Dungeons & Dragons (2nd edition) role-playing game, which features a fantastical (as opposed to scientific) outer space environment.
Spelljammer introduced into the AD&D universe a comprehensive system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. Crystal spheres may contain multiple worlds and are navigable using ships equipped with "spelljamming helms". Ships powered by spelljamming helms are capable of flying into not only the sky but into space. With their own fields of gravity and atmosphere, the ships have open decks and tend not to resemble the spaceships of science fiction, but instead look more like galleons, animals, birds, fish or even more wildly fantastic shapes.
The Spelljammer setting is designed to allow the usual sword and sorcery adventures of Dungeons & Dragons to take place within the framework of outer space tropes. Flying ships travel through the vast expanses of interplanetary space, visiting moons and planets and other stellar objects.
Like the Planescape setting, Spelljammer unifies most of the other AD&D settings and provides a canonical method for allowing characters from one setting (such as Dragonlance) to travel to another (such as the Forgotten Realms). However, unlike Planescape it keeps all of the action on the Prime Material Plane and uses the crystal spheres, and the "phlogiston" between them, to form natural barriers between otherwise incompatible settings. Though the cosmology is derived largely from the Ptolemaic system of astronomy, many of the ideas owe much to the works of Jules Verne and his contemporaries, and to related games and fiction with a steampunk or planetary romance flavor. A strong Age of Sail flavor is also present.
A campaign setting that evolved from the B and X series modules. Unlike other settings, "The Known World" had ascended immortal beings instead of gods. Mystara was the "default" setting for the non-Advanced editions of D&D, and the Blackmoor setting was later retconned to exist in Mystara's distant past. This campaign setting is no longer officially supported.
TSR released a setting based on the Fafhrd and the Gray Mouser stories by Fritz Leiber. The corrupt city of Lankhmar on the planet Nehwon is the starting place of grand adventures filled with mystery and deceit.
The Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including sword and sorcery novels, computer role-playing game adaptations (including the first massively multiplayer online role-playing game to use graphics), and comic books. The Forgotten Realms is one of the most popular D&D settings, largely due to the success of novels by authors such as R. A. Salvatore and numerous computer role-playing games, including Pool of Radiance (1988), Baldur's Gate (1998), Icewind Dale (2000) and Neverwinter Nights (2002).
According to the setting's creators, Forgotten Realms is the name of an imaginary fantasy world that exists somewhere beyond the real world. The setting is described as a world of strange lands, dangerous creatures, and mighty deities, where magic and seemingly supernatural phenomena are quite real. The premise is that, long ago, the Earth and the world of the Forgotten Realms were more closely connected. As time passed, the inhabitants of planet Earth have mostly forgotten about the existence of that other world—hence the term Forgotten Realms. On the original Forgotten Realms logo, which was used until 2000, small runic letters read "Herein lie the lost lands", an allusion to the connection between the two worlds.
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