Showing posts with label Worldforge. Show all posts
Showing posts with label Worldforge. Show all posts

Canon, Your Homegrown Setting, and You


Our lives change constantly, as do our views and levels of creativity. For those of us who construct vast Dungeons & Dragons settings and worlds for our players to place their characters in and explore, this brings a dilemma. How do we stay true to all the wild escapades, heart-racing adventures, and ground-breaking campaigns that occur in our world? We all have an opinion on the role of canon in works of fiction—and we should carve one out for our own worlds as well.

Canon’s origins are holy, and canon maintains its religious meaning across our modern culture. The canons of our favorite shows, movies, and books matter to us. I am sure you have an opinion on the Great Stars Wars Canon Reset launched by Disney. I know many folks dislike J.K. Rowling’s approach to using Twitter to expand and retcon the world of Harry Potter. Of course, even ancient canons like the oral histories and tales of Herodotus or the Bible itself are still fiercely debated.

Presently, I am reading Dune for the first time. I know if, back when he was alive, Frank Herbert suddenly changed the name of Arrakis to Ikonon, gave Paul a third arm, or something silly along those lines, people would be rightly outraged.

With all of this in mind, think about what classifies as canon for your setting.

Is your world based on or literally the Forgotten Realms? If so, is all published material canon? What about novels? Video games? Do you reset the world with every new campaign, or do the actions of past adventures affect the present game?

Do you create your own world? If that’s the case, is everything you’ve written or thought set in stone and canon? Can your players add to your world’s canon? Or is that only something you can do? Similar to the Forgotten Realms question, do you reset your world with each story, or does every story build atop the previous one?



Let’s delve into Eldar and my view of canon in it as an example.

I began my amateur worldbuilding career as a fan of pure high fantasy. Dungeons, dragons, magic, gods, all the pillars of hundreds of other imaginary worlds out there. My dwarves were like the dwarves of Tolkien: sturdy miners who hated goblins and giants but loved forging wondrous weaponry. Over time, my tastes changed. My ideas...they changed.

The thoughts I had about my world in years past no longer appealed to me, but I had run campaigns in it, my players had altered the world, experienced it. I loved it, the world already had a living history! I couldn’t throw Eldar away...so I updated it, following one simple rule.

If the player characters encountered or encounter something in the world, that thing became or becomes canon, with few caveats. 


That’s it. That’s my world’s definition of canon and I'm staying with it.

I’m comfortable with this single rule because I can work within its bounds and continue to follow the vision I have for my D&D world.

I steer the story at the table, and while I let my players construct bits and pieces of my world, I think of them as children building sand castles. Their worldbuilding is malleable by me, the parent, and, if it has a poor foundation, it’s also destructible by me, the tide.

Every campaign, adventure, and moment is a new addition to my world's canon: the actions of past heroes and vagabonds affect the present. Of course, there's leeway on how much, but the important takeaway is that the decisions the players and their characters committed to impact the world and the fragments of the world they experienced exist in the present, though they might be reimagined in the distant future.

For example, when Aku and Cloud in the Eyes halted Yeenoghu's terrifying entry into the Material Plane from the Abyss, that moment was woven into the fabric of Eldar. Its ramifications shot across the world, altering dozens of plot threads and storylines I had planned for the time, in addition to stories I didn't even know I would tell in the future. Stemming rom their actions, gnolls in my world have two distinct factions: the Yeenish and the Hungerless.

The Yeenish are your typical gnolls, spawn of the demon prince who are more demonic than mortal. Then you have the Hungerless, descendants of gnolls who were in the mortal world when Yeenoghu's head was ripped from his bloody body. They don't feel Yeenoghu's hunger inside them and, over thousands of years, formed a culture entirely unique and separate from typical D&D gnolls. All of this is because of actions taken by player characters in a campaign that finished awhile ago!

Wielding that single rule, I've crafted an expansive lore base for my world which will continue to grow for decades. What is/are your rule/rules? Let me know in the comments below.


When crafting canon for our D&D worlds, we must remember that they're for us and our players. We're not molding a vast canon viewable by millions like J.K. Rowling, J.R.R. Tolkien, or George R.R. Martin. The continuity of our realms is a facet for us to explore and expand. We should only care about our own opinions and the opinions of those who venture across our settings. A newly-minted saying of mine is soft worldbuilding at the table, hard worldbuilding at the desk, but that's a topic for another day...

However, know you can set all the rules you want. To truly be comfortable with establishing a set canon within your D&D world, you need to know how to alter it to fit your present visions and desires.

The Right Way to Alter Canon


As I mentioned earlier, our outlooks on life and our fantasy worlds shift and meander as time goes by. At one point in our long lives, we might deeply enjoy gritty westerns and create a world raptured by sandstorms, walked by pistoliers, and ravaged by devilish bandits. After two years, we might dive into the land of pulp, adding fast methods of travel, bombastic villains, and creatures like dinosaurs and aliens to our worlds. Not long after, we may fully immerse ourselves in high fantasy, trading flintlocks and blunderbusses for wands and axes.

If that happens, we have four options. We can:
  1. Create a brand new setting that embodies our current vision for an interesting world,
  2. Add these new concepts to our world without worrying about how they fit,
  3. Talk to our players and retcon the previously established concepts, or we can
  4. Intelligently alter our world’s canon to weave in our new vision with basic worldbuilding techniques, keeping our beloved world intact.
Let's delve into each, with a greater focus on the final option (my favorite). As with any form of world construction, you can always combine all four options, though mastering one is usually favored!

Option One: Create a Brand New Setting


The easiest and most relaxed of the four options, weaving a new world is what you do when you don't want to build upon your past musings. If you're fine with running a campaign in one world then hopping to the next, this is the choice for you. Pursuing this option allows you to experience wildly different themes and topics for each of your adventures without worrying how they all coalesce into an evolving, living world.

One campaign might involve the pursuit of a renegade spelljammer hopping from plane to plane, encompassing voyages into the Plane of Fire to the Far Realm and beyond. Another might be low-magic and based on survival, set in a world where huge dinosaurs are the most dangerous beasts around. The next could oversee the politics of a back-stabbing kingdom of frivolous halflings, all yearning for power and relaxation at the same time.


With Eldar, I've conjured up how I can continue adding layers to my setting while creating an entirely new setting. The advent of spelljammers in Eldar will, very soon, allow its peoples to access the only previously unreachable realms: the eight moons. The lizardfolk of Eldar are already aliens from one of these moons, I think it's about time to take adventure to these otherworldly, non-planar locales of my setting, while crafting brand new settings in the process. Each of these moons could represent a different method of exploration for me and my players: one could be similar to Dark Sun or other survival-based settings. Another could be completely civilized, a city the size of the moon itself. I could go on, Eldar has eight moons, but you get the point!

With this approach, the possibilities are endless, but the worldbuilding stops after every adventure. The old world retires and the new one takes center stage.

Option Two: Add Without Thought


All the carefree folks out there, this option is for you. If you don't want to ponder over how everything fits together in your sprawling world, just drop it in and, if your players ask how it makes sense, you can remind them that it's your world and it's a fantasy game where anything is possible. This approach isn't for everyone, and it takes a particular type of group and worldbuilder to see it succeed.

Option Three: Retcon and Talk


If there's something major in your world you want to change and it has been introduced over and over to your players, simply retcon it and speak with them. Explain why this part of your world is changing. With a minutia of evidence, they'll likely nod along and thank you for explaining it to them. It's imperative to keep the verisimilitude of our worlds intact, and talking to our players about major changes that, if we're making them lackadaisically, might shatter their sense of immersion and investment in our worlds.

Even though I prefer the method we'll discuss in a moment, I've practiced this approach before. Originally, my world had five moons, each unique in color and shape. I'd incorporated them into my second campaign, the Frozen Expanses of Iskryn, multiple times. Quite recently, I changed that number to eight moons (plus a ninth moon that crashed into the world quite some time ago). To retcon it honestly, I reached out to the players involved, both people who still play in my world weekly.

If you don't want to cleverly integrate huge alterations to your world (or they're just too large to weave in seamlessly), go with this approach.

Option Four: Intelligently Alter Canon


I want to elaborate on option four.

Although I try to refrain from touching my world’s canon, I can if needed, but careful justification and handiwork is necessary.

Let’s look at a simple, high-level example.

If the player characters stay at an inn owned by a fire genasi and her daughter, when they descend into the depths of the city’s sewer system, it should be there when they return. If it’s not, there should be a reason. Maybe it burnt down, targeted by foes of the party. Perhaps during their adventure the local temple seized the establishment and it’s under new, dictatorial leadership. Or maybe everything is fine and dandy, with a few slight alterations to the inn’s decor. I’d like to see it under new leadership, with a dramatic flair. The fire genasi owner was taken, her daughter left behind, and the daughter’s father is now in the picture—and he runs things differently.


That was simple enough, right? I wanted to change something, the owner of the inn, so I went ahead and did it and properly justified the alteration of canon. Even something as small as the owner of an inn classifies as canon in my book!

Let’s supersize it.

If the player characters encounter fiercely territorial, demon-worshiping halflings in one campaign, and peaceful, agriculturally minded halflings in the next—and they’re supposedly of the same people—you need to ask some questions. How did the halfling’s culture transform in the past 100 years? Do remnants of the old culture remain? Will the newer, relaxed halflings speak of their ancestors? Do they still ride dinosaurs? Do demons still haunt their heads?

Easy, see? I sought to create another halfling culture in my world that stands in stark contrast of the old, slightly altering and greatly expanding my world’s canon. To accomplish this, I gave myself two starting points, then asked question after question to ensure the new canon made sense. This is an excellent strategy not only in the alteration of canon, but worldbuilding in general.

Okay, let’s amplify this as much possible.

If the player characters learn that airships are scarce in your world, let’s say only nine exist, but then you become enamored with the ideas of massive airship battles, soaring from exotic locale to locale, and crafting a faction of sky pirates, you might need to incorporate some new facets into your world. Oh, look, this powerful faction just discovered a huge supply of aetherwood in the depths of the Plane of Air, and they’re constructing a permanent gate to the place! On top of that, a peculiar mark that allows people to fly and control the wind is manifesting on certain individuals. How strange!

You get the point.

Truly, the keys to altering canon are asking questions, fleshing out the path from point a to point b, and convincing your players this “discovery” or “story beat” was always present and in your mind, just waiting to break out into the setting.

Let me know which parts of your canon you have altered, for better or worse, in the comments below. Let’s see whose canon has experienced the most changes.

Time Skipping


There is also another, secret option for “altering” canon: skipping forward in time. If you are like me of say, three years ago, and you want to keep the same world but also radically change it without proper methods of justification, zip forward 5,000 years! If you take this route, you can include whatever new funk you want in your current world, while building on the prior foundation.

I’ve done this with Eldar, though I won’t be anymore. My first and second campaigns took place thousands of years before my third, fourth, and current fifth and sixth ones’ beginning. I vow: time skips will no longer be used to update my world, only for dramatic events and radical, post-campaign effects!

The old Eldar needed to be changed, and I wasn’t clever enough to reinvent the setting without zooming forward in time. It’s a strategy I’d only recommend as a last resort—never begin your thought process with time skipping.

Tracking Canon


Okay, you have defined canon in your world and learned how to alter it if needed. How do you track it? Succinctly, it depends on how passionate you are about your world.

You can do what I do and keep a massive setting companion, available to players whenever they need it. In addition, I keep campaign compendiums that chronicle the events of all of my campaigns—summarizing them.

You can create an online wiki editable by your players and you.

You can simply rely on your notes and the notes of your players, piecing parts of your world together when needed.


You can use a worldtracking tool like LoreMaster.io to craft an actual representation of your world on the internet.

You can try out an app recently brought to my attention, DungeonMastery, to keep a comprehensive, combined repository of your in-game canon and important beats.

Or, you can be bold and care-free, deciding to rely only on the world as you gaze into it from your mind’s eye.

Whatever you do, I recommend you dedicate yourself to one. If you want to keep a companion and set of compendiums like I do, focus on that. Love the idea of an internal wiki for your world? Work on it, but don’t also try to build your world on LoreMaster.io.

Concurrently as you track your world’s canon, keep speaking with those who venture into it.

Talk to your players about their experiences, their favorite parts, what canon inspires them, and makes them want to return.

Also remember to dive into the actual folk of the world. Try to immerse yourself in their lives and think about the world’s canon from their perspective. What does the half-orc lumberer think about the Dragon Empire? Does the halfling noble from the rugged plains know the world’s creation myth? Does Suta Hyrgdaught know all the names of the moons in the sky?

It might sound silly, but it’s effective. Try it and let me know how your adventure goes.

Lessons Learned


When it comes to canon and your D&D setting, remember the following:
  • Form a definition for canon in your world. What is it? Who can alter it? How extensive is it?
  • Always follow your vision, whether it requires you to make a new setting or alter your world.
  • Try to create compelling reasons and/or methods for your canon to change.
  • Constantly ask questions to help connect the dots between old and new canon.
  • If all else fails, skip forward in time.
  • There are plenty of ways to track your canon, dedicate yourself to one of them.

Until the next encounter, stay creative!

First time reading RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out my first released supplement, Villain Backgrounds Volume I.

Provide any feedback or inquiries to @rjd20writes on Twitter or rjd20writes@gmail.com.

Art in Order of Appearance:

  • White Dragon Fight from Dungeons & Dragons Fourth Edition Core Rulebooks
  • Dwarven Warrior from Dungeons & Dragons Fourth Edition Core Rulebooks
  • Sly Rogue from Dungeons & Dragons Fourth Edition Core Rulebooks
  • Airfight from DMs Guild Creator Resource - Eberron Scenes & Symbols Art Pack
  • Eberron Heroes from Dungeons & Dragons Fourth Edition Core Rulebooks
  • Black Dragon by Lucio Parrillo

The Best Method to Highlight Unique Cultures in Dungeons and Dragons


It’s Thursday night. No, we’re not watching Critical Role—we’re gathered around our table playing our D&D campaign, Caught in Galen. The party rows a shaky boat to an occupied beach, a host of soldiers from the Zarbou Islets upon it. At their lead is a lithe minotaur dressed in the colors of his fledgling nation, his horned head topped with a jarring red tricorne. Believing him to be a potential ally, the party approaches and speaks to the minotaur, who willingly leaps into conversation. He praises the party, formally introducing himself and his people as Zarbou Isleters. As the talk progresses, he asks what he can do for them, what he can do for the world, where he might fit and why everything ill from the aberration invasions to the barrier crisis might be happening. The minotaur represents what the infant nation of the Zarbou Islets really is: a place hungry to fit in a world much bigger than itself.

While we strive to make our worlds' cultures unique, sometimes it is lost on the players. However many hours we might spend tirelessly toiling at the intricacies of nationalistic dragonborn culture, the tenets of a reformed minotaur religion, or the unadulterated zealotry of the final bastion of humans in the world, our players might not grasp the cultural concepts we try to espouse for our Dungeons & Dragons races. Whether you’re a proponent of sprinkling enticing lore throughout your campaign, dropping lore bombs every few sessions, or combining the two practices, this newly-crafted but well-tested strategy of setting representatives will appeal to you.

Concisely, a setting representative (or setting rep) is a member of a unique culture in your world that highlights everything important to that particular culture at once. It’s the ideal member of that culture, or, the ideal manner in which you would like that culture to be portrayed in your world and game.

In our tumultuous Dungeons & Dragons games, we have precious little time to introduce the various peoples of our world. We have to make every interaction count in D&D and leave our players wanting to learn more.

This article thoroughly explains what setting representatives are, how to wield them well, and provides numerous examples of them from multiple D&D settings! By its end, you should have an arsenal of useful NPCs to represent your world and we should all understand why setting reps are effective and efficient methods of showcasing unique cultures in Dungeons & Dragons.

Unique Cultures


All our D&D worlds are filled with unique cultures, it’s one of the most important ways to make them our own. From xenophobic elves who wield psionics and arcane magic in tandem and dwarves who betrayed all for power and security to kobolds who rebelled against their superiors (much to their chagrin) try to create cultures that incorporate classic elements with a twist or three. For the purposes of this article, we are going to assume we have already created at least ten cultures of varying complexity. If you’ve not crafted any yet for your world, check out my article on building unique cultures for D&D races, it will help!

Defining Our Cultures


Before we mold our D&D setting reps, we must define our cultures. Take the ones created prior, about ten, and summarize four key concepts of them. Try to stick to a sentence. Of these four concepts, try to include a common creature type (human), a psychological element (arrogance), a twist about the culture and the world (they breed aasimar), and something every member of the culture fervently believes or spreads (the tenets of the Seven Heavens are paramount without question). With this sentence, we will craft NPCs who will assist in drawing our players into our world and introducing its myriad cultures to to their characters.

Here is my list:
  1. Waalnite: Most Waalnites are halflings who are vociferous, specially connected to their dinosaur companions, and relentless in their pursuit for greatness.
  2. Aralian: Aralians are primarily human or aasimar, haughty, advocates of breeding the half-angels, and view themselves as extensions of the Seven Heavens of Celestia.
  3. Jhaerosi: Few Jhaerosi are non high elves, all regard the people below them with disdain, they practice psionics and arcane magic in tandem, and believe they’ll be the final bastions of civilization on Eldar.
  4. Ghidosin: No one creature dominates Ghidosin culture, most are flamboyant and forward-thinking, quite a few wield magic in some form, arcane, divine, or artifice, and every Ghidosin follows Ioun and seeks the betterment of their minds in all they do.
  5. Imixian: The plurality of Imixians are fire genasi, many are zealots and proud of their people, they willingly age themselves to harvest eledue, and they think their dominion over all the Enoach Desert is inevitable.
  6. Emarian: The bulk of Emarians are orcs, half-orcs, or humans, they are calm and fluid, most don’t worship gods, but the Wild Spirits of Eldar and nature itself, following druidic practices, and all seek the molding of civilization with wilderness, not the loss of wilderness for the growth of civilization.
  7. Duuvenite: There are under 100 non-minotaur Duuvenites, most are respectful and traditional, they follow the just ideals of the Radiant Father, who ushered them from the darkness of the demon lord Baphoment, and all believe others could learn from their former terrible selves and bathe in rejuvenating light.
  8. Kothian: Almost all Kothians are dragonborn, kobolds, or true dragons, they are nationalistic and battle-hungry, masters of planar lore and traveling across them, and all participate in the great draconic game of Suun'githald.
  9. Tarseti: Tarseti are primarily humans, awakened, and half-orcs spawned from spuriction pods, they are subservient to their artificer queen and fearful of other peoples, all are imbued with a dark spark, and all regard themselves as the undeserved losers in history.
  10. Kla: The majority of Kla are rock gnomes, most are affable and genuitive, they are excellent innovationists and created modern wonders like airships, lightning rails, and the practice of artifice, and believe peace is only attainable through unity of all people.
List in hand, ponder over exactly what you’d want your players to think after an encounter with a particular culture.

Example: A Waalnite

For example, an encounter with a Waalnite in my world would typically see them as a halfling, involve the little one speaking vociferously, referencing their dino companion at least twice, and the tale of Waalnite creation and their eventual rise from the darkness being told.

Walking away from the Waalnite, I’d want my players to think the following:
  1. Most Waalnites are halflings.
  2. Waalnites are loud and insistent on their opinions, even if they’re wrong. However, they’re not necessarily rude, just aloof and confident.
  3. Waalnites feel a special connection to their dino companions, greater than that of man and dog.
  4. Waalnites take every chance they get to remind the world that no matter how poor the odds, they will be able to rise and beat them.
When our player characters meet a setting representative, after the conversation or battle, they should be able to understand the most important facets of that culture and how it differs from a culture or race in other Dungeons & Dragons settings. We defined these facets as four pillars earlier, now it’s time to form our NPCs.

Creating Our Setting Reps


Our setting reps have three goals. They must represent the culture they are apart of. They need to engross the players in the world and fascinate the characters someway. Finally, they should be adventure agnostic. We’ve already explored the first idea above, let me further explain the latter two.

No matter how well the setting rep showcases its culture, if they are not interesting, your players will not care about the unique culture. We need to ensure that the PCs will care about them and that the players will be entertained by them. Don’t simply craft them to communicate the tenets of a culture to your players, make them with the intent of them serving the story & showcasing the culture. Building on this, we must ensure this character can be used in multiple adventures so we can easily reuse them. It’s fine if they evolve into a key player in the story, but when you first create them, create them with the intended purpose of dropping them in future campaigns and adventures.

To create a setting rep NPC, use the flavorful descriptions found in the fifth edition Dungeon Master’s Guide on page 89 onward. If they’re a villain, give them unique personality traits, ideals, bonds, and flaws found in Villain Backgrounds Volume I. Or if they’re a normal individual, use the roll tables in the Backgrounds chapter of the Player’s Handbook to craft a compelling character. While rolling them up, keep the four fundamentals of the culture they’re representing in mind, and try to weave each of them to the bonds, flaws, and other traits they have as well. Ignore any rolls that might destroy what you’re trying to accomplish.

Example: A Duuvenite Minotaur

I’ll follow this process with a Duuvenite, described above as:
  • Duuvenite: There are under 100 non-minotaur Duuvenites, most are respectful and traditional, they follow the just ideals of the Radiant Father, who ushered them from the darkness of the demon lord Baphoment, and all believe others could learn from their former terrible selves and bathe in rejuvenating light.
Using Villain Backgrounds Volume I and choosing the Misguided Fool background, I rolled the following:
  • Manipulator: A passionate vampire.
  • Creature: Not applicable, going to be a minotaur.
  • Personality Trait: I’m not afraid to call out those greater in power than me.
  • Ideal: I conjure up the grandest plans, though they rarely come to fruition.
  • Bond: The cult that took me in is my chosen family. I’d do anything for any one of them.
  • Flaw: Me and my manipulator’s souls are intertwined: if they die, I die with them.
I’ve decided this Duuvenite is a minotaur named Radimea Yikodias. Though she deeply respects the clerics who guide her town with the light of the Radiant Father, she is being manipulated by a sinister minotaur vampire and the cult he created in the shadows. Radimea follows all Duuvenite traditions with the ferocity they deserve, but she also sees her land going down a dark path of conquest in good time. As such, she serves as a voice against them, arguing that conquest will lead to the darkness of Baphomet again. Meanwhile, her manipulator carefully positions himself as an advocate for her position, when he really seeks the downfall of the town’s leadership and the gain of a powerful relic it keeps. Radimea, guided by the vampire, is conjuring a grand plan to eliminate the town’s leadership and ensure they don’t go on a killing spree in new lands, knowing the ways of the minotaurs of older days. 

As the plan lengthens, her devotion to the Radiant Father and the cult grow; using foul magic, the vampire has also twisted his soul with Radimea’s, preparing for the ultimate battle and Radimea’s possible betrayal if she realizes her folly. The PCs will meet her as a passionate radical, someone who loves her people and doesn’t want to see harm done to them. However, she is capable of great evil despite her truly just intentions. Easily, she can be placed in other scenarios at different stages in her life. In one adventure, she might be preparing for the revolution. In another, it might have already occurred. In another still, the minotaur might be on the run, fleeing the consequences of her attempted coup. The possibilities are endless.

Radimea Yikodias touches on everything we’ve discussed already. She makes a compelling setting rep for the island nation of Duuven and the Duuvenite culture. Now try to make your own! When you do, comment below with their description, I’d love to read them.

Other Examples of Setting Reps


Before we close out the article, let’s take a gander at a few settings and a bad and good setting rep from each.

Toril/Forgotten Realms


Bad Setting Rep: Drizzt Do’Urden

Regardless how much he is loved or hated, the drow Drizzt Do’Urden is a terrible setting rep for the dark elves of Faerun. He admonishes everything the mostly evil drow of the Forgotten Realms represent and should not be seen as the typical drow of Toril. Drow in Faerun are manipulative, god-fearing, and consorters of demons, while Drizzt shows compassion and vulnerability to others, worships Mielikki, and pursues the ideals of good. If you'd like to learn more about Drizzt, there is an entire series of books about him written by R.A. Salvatore; I recommend beginning with the Dark Elf Trilogy.

Good Setting Rep: Bruenor Battlehammer


Despite his odd relationship with Drizzt Do’Urden and relative isolation in Icewind Dale for part of his life, the shield dwarf Bruenor Battlehammer is an excellent setting rep for most shield dwarves of Faerun. Stubborn, strong, and traditional, he is the quintessential dwarf of this setting. His signature piece of gear, his one-horned helmet, was built to last, as are many of the creations of Faerun's stoutest short folk. And even though his relationship with the drow Drizzt is strange, it was formed as most relationships with shield dwarves are: slowly. You can learn more about shield dwarves in the Sword Coast Adventurer's Guide on page 103.

Eberron


Bad Setting Rep: The Lord of Blades


The warforged are presented very particularly in Eberron, and the renegade devastator lurking the Mournland called the Lord of Blades is a poor setting rep for most Eberron warforged. He gives destructive purpose to all warforged, trying to sculpt the fate of all his people with his vile blades. However, the majority of warforged are seeking a greater purpose than war and bloodshed after their well-earned freedom in the wake of the Last War and the Treaty of Thronehold. Learn more about the Lord of Blades and warforged in Eberron: Rising from the Last War on pages 300 and 35, respectively.

Good Setting Rep: Prince Oargev ir'Wynarn


Building atop the ghostly ashes of his devastated nation, the human Prince Oargev ir’Wynarn is a terrific setting rep for the remaining Cyrans of Khorvaire. He aspires to rebuild his lost nation and safeguard what traditions remain in its grey wastes. He represents what most Cyrans want: to hang onto the past. Their ancestors lie within the Mournland, as do countless secrets. Unlike very few Cyrans and the rest of Khorvaire, Prince Oargev wants his land back and will stop at nothing to restore it. Learn more about New Cyre and its vengeful prince in Eberron: Rising from the Last War on page 109.

Eldar


Bad Setting Rep: Handil ce’Iliun


An escapee of Jhaeros, the high elf Handil ce’Iliun is a horrible setting rep for the mystic Jhaerosi, deriding almost everything they religiously practice. Their xenophobia is replaced with love of others, their intentional arrogance replaced with constant compassion, and even their least studied school of magic, necromancy, is his most practiced group of spellcasting! Handil spat in the face of the Mindhunters who tried to bring him home, and continues to do so everyday, but he in no way represents the stereotypical Jhaerosi.

Good Setting Rep: Calastis Starcloak


Once the most powerful person in Ghidos, the human Calastis Starcloak was a great setting rep for the building Ghidosin culture. He pursued all knowledge and meshed it together best he could, led with an eye for the future of his people and his country, as well as the rest of the world, and never retreated from a stance near to his heart. His death in 206 AK rocked the nation, as did the worldshift crisis, but he will remain a steadfast Ghidosin icon for decades to come.

Lessons Learned


Setting reps are adventure agnostic NPCs we can use to show our players and their characters the unique cultures and races of our Dungeons & Dragons campaign world. We can wield positive stereotypes about these cultures to showcase the most prominent or relevant parts of them to our players. Eventually, we should have a comprehensive list of setting reps for every nook of our setting.

Setting reps are an effective method of immersing our players in our settings. You should definitely add them to your toolbox! Always remember:
  1. Unique cultures are vital to our worlds. Put love and care into crafting them.
  2. Setting reps showcase what we want our players and their characters to know about and see in our cultures. Choose what you show wisely.
  3. Setting reps must also be interesting and relevant to the current story, not just blatant pieces put into play to illuminate a culture. Put time into ensuring they’re compelling.
Please let me know in the comments who your setting reps are. I'd love to read about them and so would many others, I'm sure. In a follow up article, I'd even enjoy discussing and dissecting them.

Until the next encounter, stay creative!

Provide any feedback or inquiries to @rjd20writes on Twitter or rjd20writes@gmail.com.

Art in Order of Appearance:


  • Post Mummy Attack by Irina Nordsol Kuzmina
  • Draconic Demon by Steve Ellis
  • Warrior Art by Zoltan Boros
  • Minotaur by Dominic Reyes
  • The Lord of Blades by Marcel Budde

How to Tell Time in a D&D World Part 1: Calendars


Recently, I had a discussion with one of my players about his homebrew world. He recounted to me how he created his world's calendar, from the days of the week and number of months to how they were named and why certain folk tracked them differently or not at all. His excitement about this lore was palpable. As I listened, I began to drift into my own world and think about how and why the calendar was made the way it was. At that time, I had an extremely basic calendar: twelve months, four weeks each, seven days in a week, all with uninspired names and origins.

Armed with inspiration from this creative player, I set out to research how the modern calendar was made, why various aspects of it worked the way they did, and reinvent my world’s calendar, seasons, holidays, and more.

This Worldforge article encompasses one of those three aspects: we are going to build a calendar, step by step, and learn about Earth’s time-keeping history concurrently. In good time, we will visit seasons, holidays & annual events, which should be a huge part of custom D&D setting. They all add lots of flavor. First, though, we need a calendar.

Let’s delve into telling time in our D&D worlds with part 1: calendars.

The Modern Calendar


While the tracking of time in its most basic sense, counting days and the like, has existed since prehistoric times (the Neolithic, in particular), calendars are also quite old, dating back to the Bronze Age. During eras before the Bronze Age, various peoples used megalithic structures to keep track of time. They would arrange stones in a particular formation and witness the progression of the sun throughout the year. This type of calendar was called a solar calendar.

As soon as ancient civilizations in the Near East developed their own styles of writing, they started tracking time in an organized, easy-to-digest way using written calendars. The oldest written calendar known to exist was the Sumerian calendar, closely followed by the calendars of Egyptians, Assyrians, and Elamites. Many of these calendars contained ten to twelve month-long years. These calendars, generally, were based on the position or phase of the moon and the time of the solar year. Each month witnessed the full waxing and waning of the moon, then restarted. They were called lunisolar calendars.

In 45 BC, Julius Caesar did away with the Roman calendar that was based on the calendars of ancient civilizations and created his own with the help of Greek astronomers and mathematicians. The Julian calendar no longer relied on the observation of the new moon. Instead, it used an algorithm that included a leap day every four years and outlined twelve months. Thus, the Julian calendar months became dissociated from the cycle of the moon. Over 1,000 years later in 1582, the Julius calendar was refined into the Gregorian calendar. That is the calendar most of the world uses today; it’s the modern calendar.

In tandem with the Gregorian calendar, this is how we tell time on Earth:
  • 12 months in 1 year
  • 4 weeks in 1 month
  • 7 days in 1 week
  • 24 hours in 1 day
  • 60 minutes in 1 hour
  • 60 seconds in 1 minute

What to Keep, What to Toss


That’s a lot to take in. With all of it in mind, how does it affect calendars and telling time in our fantasy worlds? What can we learn? What can we twist? What can we innovate? What can we make fantastical? But most important of all: is changing our calendars worthwhile? That’s a sure yes from me, of course. But not everything needs to be changed, else it will feel too alien. We should use Earth as a standard, then shift from it in interesting ways.

For example, we should stick to the following when building our own world’s calendar and system of telling time:
  • 60 seconds in 1 minute
  • 60 minutes in 1 hour
  • 24 hours in 1 day
  • 7 days in 1 week
That knowledge is ingrained in our minds and should be the standard in most of our fantasy worlds as well. If we change it up too much, our worlds will be too jarring to be believable. Our players shouldn’t need to learn that there are actually 30 seconds in a minute and 47 minutes in an hour—that’s rubbish. All of these standards of telling time should not be fiddled with.

What can be changed, though, are the following items:
  • 12 months in 1 year
  • 4 weeks in 1 month
  • The name of the months
  • The name of the days of the week
  • How years are named
  • How time periods are named
All of these can be shaped to our worlds and won’t be nearly as jarring as changing how many hours are in a day. We should leave those type of radical changes for peculiar places in our worlds such as the Elemental Plane of Fire or the Abyss—that’s where we can get wacky. For the Material Plane where the majority of adventures begin, let's keep information related to seconds, minutes, hours, et cetera identical to how they are represented in real life.

Time To Create


Armed with what we can change, now we need to think about whether we want to make changes. We should go through each of the items of the list above and ask ourselves: does this need to be changed? Would changing it make our worlds more compelling? Unique? Interesting? Could we wield this in our games? Is it just something we want to do? Let's arrive at a yes or no answer for each of the questions and then begin building.

Here are a few questions to ask ourselves while creating our time systems and calendars.
  • Why are months separated the way they are? Is it based on the cycle of the moon or moons? The planes around the world? The seasons?
  • What are the months named after? Heroes of the past? Common monsters? Legendary locales? Words in a forgotten tongue?
  • How are the days of the week named? Using a combination of two languages? A simple word for each? Arbitrarily?
  • Do years have names associated with them? Are they standalone numbers? Do the common folk keep track of the years that pass by?
  • How are time periods named? Have there been multiple ages? Do a certain numbers of years constitute a time period?
As we continue to create, more questions should arise. We don’t always need an answer immediately—not everything about our calendars or time systems needs to be known. This leads to the next part.

Who created our worlds' calendars? That’s an important question we should know the answer to, but doesn’t need to be apparent to our players or most the individuals in our worlds. It’s likely many folk don’t know where the Gregorian calendar originates, people in our worlds might be similar. However, if we have this lore built out, we can make the calendar more believable. The answers to certain questions above might make more sense once we build out a creature, a faction, or even a civilization that created our calendars in canon.

The calendar could be the latest iteration of a thousand calendars, perfected over centuries of study. Or it’s brand new, recently released by a mysterious entity. Or perhaps the calendar is the only one the world has ever known and it was made by a civilization lost to time.

Here are four entities who could have created our calendars!
  1. A cabal of dwarves obsessed with chronomancy who needed a way to orate their findings to simple monarchs.
  2. A god of time and space who thought mortals would want a way to track their existence in the world.
  3. An enlightened nation of philosophers and scientists who knew this would be the greatest tool in history and made everyone aware of that fact.
  4. A humble minotaur who studied the stars and moons and deciphered how and why one day follows the next.

My World’s Calendar


This is an excerpt from my campaign setting guide, Handil’s Atlas of Eldar. It is my world's calendar.

In the common calendar of Aelonis, called the Thimaeven Calendar, days are 24 hours long, divided into day and night. Seven days make up a week, four weeks make up 12 of the months (the first and eighth months are 2 weeks each), and 14 months make up a year. The months correspond to the 14 prime planes of existence (see the Eldar Months table) and the prominent plane influences the name of the month in which its drift brings it closest to the mortal world.

The seven days of the week, in order, are Hrunkear, Tvakear, Trikear, Fottkear, Fiffkear, Aokear, and Morkear.

The common calendar of Aelonis tracks the years since the founding of the dragon Empire of Koth, using the abbreviation AK. The initial domination of Aelonis ended on 8 Hrodis 13 AK. The Wailing was unleashed a little under two centuries later on 19 Urlan 201 AK. By default, a new Eldar campaign begins on 1 Lagar 216 AK.

Eldar Months

How to Use a Calendar in Actual Play

Now that our calendars are designed, what can we do with them?

Every D&D session should have a date that it starts on, right? We can use our calendars to track the length of our campaigns. In my campaign compendium, I always note that start date of the session in-world. It’s a great way to see how long a campaign has been going!

Going a bit further, we could have NPCs casually mention the month or date in conversation. In real life, we do it all the time. That dash of flavor is sure to immerse our players deeper into our worlds. Imagine an elf merchant mentioning she expected a shipment of iron to arrive on 1 Yska, but it never came. She could have said she expected a few days or a week ago, but using the date adds a perfect amount of realism to the moment.

At the start of every session, we could open up with the date and a brief bit of narration. Doing this consistently familiarizes our players with the name of the months and might encourage them to reference them in actual play.

Some DMs even use a calendar to plot out the major events in their campaign or the plans of a villain. This ensures that our worlds remain alive as the PCs drift away from monumental plot points and into side quests. For example, we might plot out your campaign’s world shaking events on our own custom calendars. On the 20 Lagar, 206 AK, the ritual of the mad mage succeeds. In the evening of 12 Yska, 215 AK, the legendary Rangon’s Comet crosses the sky and lights the northern realms with fire. At noon on the 1 Urlan, 201 AK, the dragon Empire of Koth unleashes forbidden magic upon gnome lands. Especially in a campaign with many moving parts, utilizing a calendar of events helps and with a custom one it becomes easier.

As we play more than one campaign in your world, we might refer to past events or years using the date. The year my old group defeated the tyrannical liches of a fractured nation is named the Year of Dread’s Passing. Or the year my previous adventuring band halted Yeenoghu from entering the mortal world is called the Year of the Yeenoghu’s Denial. Or perhaps people refer to the time when a squad of heroes drove a draconic cult from the realm as Day of Obsidian's Cracking. With a calendar, we'll easily be able to track all these events of our worlds' past with ease. Referencing them will surely excite current players whether or not they were a part of the world’s past in some way; it hints that their actions have impact and will be remembered for years to come.

Lessons Learned


Custom calendars are not only an exercise in worldbuilding, but a welcome addition to a Dungeon Master’s repertoire to immerse their players in their world. Take note of what we learned.
  • Calendars have a long history in our own world that can be mined for ideas.
  • Keep the most familiar and personal elements of Earth’s timekeeping system, items like seconds, minutes, and hours. Customize the rest as you see fit.
  • There’s plenty that goes into creating a calendar for our worlds. What are the months named after? Who created the calendar? Why do the years last as long as they do? We don’t need to have an answer for everything—but we should define the basics.
  • Calendars carry plenty of weight when it comes to usability. They’re fun to build and can be used to improve our games in many ways.
Until the next encounter, farewell!

First time reading RJD20? Begin here, subscribe to my weekly newsletter, and join the discussion in the comments below.

Consider picking up my first supplement, Villain Backgrounds Volume I on the Dungeon Masters Guild. It helps fund D&D supplements of the future.

Provide any feedback or inquiries to @RJD20Writes on Twitter or rjd20writes@gmail.com via email. 

Why the Material Plane is Important


Most Dungeons & Dragons one-shots, adventures, and campaigns occur on the Material Plane. Also known as the mortal world, the Material Plane is where low-to-medium-level characters quest, smite down evil warlords, and plot against maniacal archmages. The majority of its population is mortal; they are dwarves and elves, humans and halflings, dragonborn and goblins, orcs and giants. Usually, adventures don’t leave the mortal world until higher levels, when conflicts between planar creatures like devils and celestials fling important characters to the Nine Hells, Mount Celestia, the Abyss, or other planes of existence. Even then, the plot might center around the Material Plane.

This begs the question: why is the Material Plane important?

A Place of Neutral Perfection


It’s often stated that the Material Plane is where the elements and alignments of the multiverse converge.

The Plane of Fire is a realm of raw, fiery energy: flames blaze across the sky and rivers of lava flow into molten seas. Its opposite, the Plane of Water is an unending ocean, peppered with ships lost at sea and thrust into the maelstrom of this elemental body. In the trenches of the Inner Planes is the Plane of Earth, a limitless cavern with a crystalline sky and boulders that tumble perpetually across the land. High above is the Plane of Air, a cloudy realm littered with flying fortresses and hazy winds. Layered outside these areas of pure elemental energy are the various planes of alignment. Realms like the Abyss and the Hells harbor the forces of evil, Celestia protects the creatures of good, Mechanus tinkers with the tools of absolute law, and Limbo manipulates all that is chaotic.

All of these planes of existence surround the world where mortals live: the Material Plane. They coalesce and form a space inhabitable by creatures not bound to a single facet of the universe. In the mortal world, efreeti can thrive, aboleths can plot for eternity, devils can tempt dull mortals, angels can attempt to lighten dark hearts, and creatures such as dwarves can live amongst them all. No matter the origins of a creature, it can survive in the mortal world with little to no issues. Compare this with a water elemental trying to move across the Plane of Fire, a devil attempting to connive their way into Celestia, or a slaadi sneaking past the sleepless modrons of Mechanus. All of those scenarios are possible, of course, but they are unlikely and absolutely maddening!

This is one reason why the Material Plane is important: all of the creatures we know and love in D&D can coexist there, even though this often leads to deadly encounters and terrifying schemes. Without the Material Plane, D&D adventures would have no middle ground for interesting entities to meet.

The Material Plane is a place of neutral perfection that’s necessary for almost all D&D games because it’s where all the entities of the multiverse converse, combat, and create. However, this is far from the only reason it’s vital to our D&D worlds…

The Prime Material Plane


In the most prominent cosmology in D&D, the Great Wheel, the Material Plane is usually referred to as the Prime Material Plane.

The Prime collects every single D&D world in existence, from the published setting of Toril and the slightly variant replicas of Toril used in thousands of D&D campaigns to every other world not split out into a separate cosmology. Altogether, these worlds are simply referred to as the Prime; they are the nexus for all other planes. They exist separate from each other in glass-like domes, unique.

Usually, there are no other ways to travel between planes of existence without passing through the Prime in some manner. For example, the Astral and Ethereal are not connected to each other. Likewise, the Inner and Outer Planes usually require passing through the Prime to reach each other. Thusly, in key planar locales such as Sigil, the Prime is used as the focal point for all planar travel. When talking about the Plane of Fire in relation to the Abyss, creatures direct from the Prime, not from one location or the other. Again, this is only in the standard Great Wheel cosmology — it might be completely different in your own world, as it is in mine.

Nonetheless, the Prime is a necessary conduit between the many worlds of D&D in a majority of campaign settings.

The early cosmology of my world, Eldar.

Souls for Harvesting


Malicious beings like devils need the mortal world to thrive and exist because it provides the fuel for infernal hordes, but that’s not the only type of harvesting that occurs in the multiverse.

Fleshy bodies on the mortal world are filled with rich souls. These souls contain the personality and consciousness of the body, defining what makes one human or dwarf different from another. Without them, all creatures would simply look different but act similarly, like automatons. This is in direct conflict with planar creatures like devils. Mostly, they’re seen to be embodiments of a certain belief or ideal that then takes shape. A barbed devil has a soul that appears to be a barbed devil, but that appearance is malleable while, in many cases, the soul itself is defined. While this is how souls are viewed by many, others across the multiverse see these souls as opportunities.

Devils, in particular, covet souls greatly. They are used as currency in the Hells. Powerful devils wager souls on risky wagers, pay their infernal masters with souls, and use souls to bolster their ranks. Every soul promised to the Hells is another member in the massive society of devils.

Souls are also harvested from the mortal world for other planes of existence. In many worlds, the souls of a pious believer of a certain god travel to that deity when they die and become one with them, bolstering the god’s strength. In other worlds, souls travel to a particular afterlife to live the rest of eternity in the multiverse. Some souls promised to the Hells swoop there and become lemures. Other souls destined for the war-torn fields of Asgard join the deathless combatants there.

When a mortal dies, their soul is harvested for a particular destination. Whether its the Hells or an idyllic plane like Mount Celestia, souls departing the Material Plane and joining the limitless planes of existence is a natural part of many D&D settings. The Material Plane is the field in which the soul is harvested; it serves as a home where the soul can grow and flourish.

This provides a plethora of plot hooks for adventures. Here are a few.
  • The soul of the party's patron is bound to a prominent devil. The patron needs them to wrestle it free from the devil.
  • Thousands of souls arrive at the wrong destination in the afterlife, leading to a mass haunting of a particular plane like Mechanus or Limbo. If the souls are not brought to the correct plane of existence, there might be extreme fallout.
  • The god whose domain is the speedy and safe travel of souls from the Material Plane to the afterlife is killed, leading to the pollution of souls in the Material Plane. Various factions across the multiverse break into it to compete for the free souls.
Art from Baldur's Gate: Descent Into Avernus.

Material Plane Examples


Across the editions of D&D, there are multiple prominent examples of the Material Plane. Here is a brief selection of them.
  • Toril. Often called the Forgotten Realms, Toril is the primary setting of D&D. It's high fantasy and home to a plethora of famous heroes and adventures.
  • Eberron. The folk of this Material Plane are sectioned off from the rest of the regular D&D multiverse. As a result, the entities here have evolved separately from the common canon.
  • Athas. The gods are absent in the Material Plane attached to the Dark Sun campaign setting. Many species are extinct and the world is steadily dying.
  • Oerth. Greyhawk and all its adventures originate on the Material Plane of Oerth, Gary Gygax's own campaign setting. 
  • Aebrynis. The homeworld of the Birthright campaign setting. This Material Plane revolves around the bloodlines of key adventurers across the land and the growth of their lineages.
  • Krynn. The epic saga Dragonlance occurs in this Material Plane that pits good versus evil in a clear way.

Making Your World’s Material Plane Unique

The Material Plane is important in almost every D&D setting, yes, but how is it important and unique in your setting?

Start by meandering over special traits of the Material Plane common across the vast worlds of D&D. For example, when a devil dies on the Material Plane, it’s not truly dead. Instead, its being is transferred back to the Hells where it must be killed; to die on the Material Plane is a major inconvenience for a devil, but not a total defeat. Here are a few suggestions to add some flavor to your Material Plane.
  • Death is unique to the Material Plane. Creatures cannot die while on other planes of existence. When they would be killed, they are thrust back to the mortal world.
  • The only realm where creatures can age is the Material Plane. Elsewhere, they are timeless.
  • The other planes of existence are interwoven with the Material Plane. For example, the Hells are actually on the planet, as are the Heavens and the forests of the Feywild.
  • The gods live and breathe on the Material Plane.
  • Spells of neutrality have greater effect on the Material Plane.
  • There is only one Material Plane, no others. This is similar to Eberron’s cosmology, wherein the world of Eberron and all its planes of existence appear separately from other Material Planes (Toril, Athas, Oerth, etc).

Lessons Learned


The Material Plane is vital to our D&D adventures. Remember what we cemented about it.
  • The Material Plane is a place of neutral perfection. All the elements and alignments of the multiverse converge in it, allowing creatures of all origins to live and thrive there. This makes it the perfect ground for adventure!
  • The combination of all the Material Planes across the multiverse is called the Prime Material Plane or the Prime. It serves as a conduit between all the planes of existence, a nexus of sorts.
  • The Material Plane is a grand field where the souls of mortals can grow and flourish. Eventually, they are harvested when mortals die and swept to one of the planes of existence.
  • It’s easy to spice up your Material Plane. Don’t be afraid to break free from the basic and add awesome elements to it.

Related Articles


First time reading RJD20? Begin here, subscribe to my weekly newsletter, and join the discussion in the comments below.

Consider picking up my first supplement, Villain Backgrounds Volume I on the Dungeon Masters Guild. It helps fund D&D supplements of the future.

Provide any feedback or inquiries to @RJD20Writes on Twitter or rjd20writes@gmail.com via email. 

First piece of art: Art from Storm King's Thunder.

Begin Here

Welcome to RJD20, a website dedicated to helping Dungeon Masters and Players create and play the best D&D game they can.

Organized below are the many articles written here over the years, though if you'd like to simply peruse the entire selection you can follow this link. Opposite that, if you know exactly what you're looking for, go ahead and use the search window on the right side of the site.

Please enjoy your visit and get active in the comments, even on older articles. I read and respond to every single one.

Favorite RJD20 Articles

Best Legendary Lessons Articles

Legendary Lessons is an ongoing series of DM and player advice articles bolstered by usually epic, sometimes heartbreaking tales from my home campaigns.

Best Musing Over Monsters Articles

Musing Over Monsters is an ongoing series of monster dissection articles that delve into the creature's history, current opinions on them, and exciting new uses for them in Dungeons and Dragons games and worlds.

Best Worldforge Articles

Worldforge is an ongoing series of worldbuilding tip and idea articles that explores the facets of creating the world you play TTRPGs in and sometimes ponders on the philosophies behind the entire ordeal.

RJD20's Campaign Setting: Eldar

I run D&D/other TTRPGs in my homebrew world of Eldar, which I house on RJD20. Explore it for even more inspiration!

Please provide all feedback and inquiries to rjd20writes@gmail.com.

Don't Be Afraid to Change Your D&D World


Dungeons & Dragons worlds are malleable. Being creations of imagination, they are subject to change at will. An enchanted valley rife with woodland fey can easily become a desolate wasteland scoured by devastating magic years ago; all it takes is a decision by its creator to change it. However, being Dungeon Masters, they must be sure to enact this one key rule: once characters interact with a part of the world, it becomes a real part of the world. If the party enters the enchanted valley and meets an elf queen and her fairy servants one day and returns to the area a week later and it’s become a desert skittering with thri-kreen, something is wrong. Once characters visit a place, meet a person, or use an item, it can’t be changed nonchalantly. Before that pivotal moment, the world is malleable.

Changing the World


I had this important realization as I was soaring over the Pacific Ocean toward Hawai'i. I brought along the fifth edition Dungeon Master’s Guide to reread and, as I pored over the first section, I realized I wasn’t building the world I wanted. I’d gone crazy with the number of nations, civilized places, and societies in a world I wanted to be dark and wild. I didn’t want points of light to be illuminating the darkness, I wanted specs of light in a sea of unending wickedness and despair.

However, I had a brief conundrum. But my players have been in this world for so long, how could I change it now? Well, of course, they’ve only seen a portion of it. The tone of it won’t change for them. Those places won’t change for them. The people they’ve met won’t change. The only information I’m changing is information I or a select few players know about. And that’s the key: it’s me and a few players, not their characters. I came to the realization that I’ve always held true to an important rule in D&D: once a character interacts with something in the world, it becomes a part of it.

If the thing I want to change hasn’t been touched while playing, I’m free to change it. Thus, when I was flying to Hawaii, I began rewriting my setting guide. There were no longer 20+ nations on Aphesus, the main continent of my world — there were nine. And these nine were far more disparate and small than they were before; countries with bandit-ridden roads, diabolical prophets, and far apart regions of safety. They all were frightened by an overarching threat: the great dragon empire, and empire that’s been present in my home games for over two years now. See? The minutia, the tens of nations my parties haven’t visited could be changed, but the dragon empire, a keystone of our game, couldn’t.

As I changed my D&D world, I had fascinating new ideas and was reminded what kind of world I really wanted to make. This remastering of my world felt freeing, despite me tossing many hours of writing and creation away. And while I say this, I’m not truly throwing away anything. Everything I wrote is still available to me and I can always go back to it for inspiration on my new take on my setting. I’m super happy with what I’m making so far, and I’m doing it without trivializing my world to my players in the slightest. It’s still the same world they’ve always adventured in, with all the places and people they’ve come to love and hate — just better on the back-end.

I'd like to emphasize that this rule only applies to things the characters have encountered, not the players. Sure, maybe you've discussed the disenfranchised, honor-bound goblinoid culture on a far off continent with a player, but that doesn't mean it's canon. Their character hasn't encountered it in the world, the player themselves heard about it in the real world. That doesn't count.

If you’re curious in the difference between my present day setting and the setting in the past, here are the two campaign guides for reference:

Those of you who regularly read my articles will probably recognize the former guide. I reference it constantly and have completed a plethora of worldbuilding topics all about it. As I look over them now, almost all of them are staying in the new version of my world. I’m really just cutting the bloat and focusing on what I really enjoy about my world, in addition to what my players love about it.

The Dungeon Master's Guides


As mentioned earlier, this radical change was brought about by reading the fifth edition Dungeon Master’s Guide. It’s an amazing book, probably my favorite of fifth edition D&D. If you haven’t read it in a while, give it a ponder. It might make you realize what you want to change about your D&D world and give you brand new ideas to implement. On top of reading this, I’m looking into the third and fourth edition DMG’s again. I remember the 4E guide being incredible, not only for worldbuilding and new ideas but for how to run a believable game using the mechanics. The 3E guide, I barely remember. I think I only read portions of it when I was eleven or twelve — it’s definitely time to reread it. Maybe it will give me more ways to enhance my homebrew setting, too!

And that’s really what this article is about: giving you ideas on how to enhance your setting. I’m giving you permission to change whatever you want about your D&D world as long as the characters haven’t interacted with it. Don’t turn that valley they traveled through into a desert — it won’t go over well. Changes like this radically destroy trust between the Dungeon Master and players. With the destruction of that trust, no one will believe they’re playing in a living, breathing world that their characters are a part of. They’ll think it’s just a game that can change on a whim, regardless of their actions or choices. That’s not what we want our D&D settings to be.

Until the next encounter, farewell!

Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.

Please send inquiries to rjd20writes@gmail.com.