A Journey Through the Multiverse

Exploring the Diverse Worlds of Dungeons & Dragons

Descriptive image for article A Journey Through the Multiverse

The multiverse of Dungeons & Dragons (D&D) is a vast, sprawling cosmos filled with endless possibilities. From the high-fantasy landscapes of the Forgotten Realms to the grim darkness of Ravenloft, each setting within the multiverse offers a unique flavour, aesthetic, and set of challenges. Whether you're a player seeking new adventures or a Dungeon Master (DM) looking for inspiration, exploring the diverse worlds of D&D can unlock a treasure trove of storytelling potential.

In this article, we’ll take an in-depth look at some of the most iconic settings within the D&D multiverse, examining their history, themes, and unique features. We'll also provide tips for DMs on how to bring these worlds to life, offering ideas for campaigns and adventures that will captivate your players. Whether you’re new to D&D or a seasoned veteran, this guide will help you navigate the multiverse and discover new realms of imagination.

1. The Forgotten Realms: The Archetypal Fantasy World

Overview:

The Forgotten Realms, often simply called "the Realms," is perhaps the most well-known and widely used setting in D&D. Created by author Ed Greenwood in the late 1960s and first published by TSR in the 1980s, the Forgotten Realms has become the default setting for many D&D adventures. It's a world rich in history, teeming with diverse cultures, and brimming with magic.

Themes and Aesthetics:

The Forgotten Realms epitomizes classic high fantasy, with its sprawling kingdoms, ancient ruins, powerful wizards, and legendary heroes. The world is filled with conflict, both political and supernatural, and its history is marked by cataclysmic events, such as the Spellplague and the Time of Troubles. The Realms are a place where gods walk among mortals, and where the fate of the world can hinge on the actions of a single adventuring party.

Key Regions:

  • The Sword Coast: A region of particular interest to adventurers, the Sword Coast is home to famous cities like Waterdeep, Baldur's Gate, and Neverwinter. It’s a land of opportunity and danger, where adventurers can find wealth, fame, and power—or lose everything.

  • The Underdark: A vast, subterranean network of caverns and tunnels, the Underdark is home to some of the most dangerous creatures in the Realms, including the drow, illithids, and beholders. It's a setting where darkness reigns, and where survival requires cunning and strength.

  • Cormyr: Known as the Forest Kingdom, Cormyr is a bastion of civilization surrounded by wilderness and threats. It’s a land of chivalry and honour, but also one where political intrigue and ancient evils lurk beneath the surface.

Campaign Ideas:

  1. The Rise of the Cult of the Dragon: A classic adventure hook in the Forgotten Realms, this campaign could see the adventurers battling the forces of the Cult of the Dragon, who seek to bring about the rise of Tiamat, the evil dragon goddess. The campaign could span the Sword Coast, with the adventurers chasing cultists, gathering allies, and eventually facing Tiamat herself.

  2. Intrigue in Waterdeep: Set in the bustling metropolis of Waterdeep, this campaign could revolve around political intrigue, secret societies, and shadowy factions vying for control of the city. The adventurers might find themselves embroiled in the schemes of the Zhentarim, the Harpers, or the Xanathar's Guild, as they navigate the dangerous world of Waterdeep’s underbelly.

  3. The Dark Below: For a more challenging and grim campaign, the adventurers could delve into the Underdark, exploring its depths and confronting the horrors that dwell there. Whether they are searching for a lost city, tracking a powerful drow priestess, or uncovering an ancient illithid conspiracy, the Underdark offers a setting where the stakes are high, and the dangers are ever-present.

DM Tips:

When running a campaign in the Forgotten Realms, it’s important to emphasize the richness and depth of the world. Use the setting’s extensive lore to create a backdrop for your campaign, weaving in references to historical events, famous NPCs, and iconic locations. Don’t be afraid to let the players’ actions have a significant impact on the world—whether they are saving a city from destruction or uncovering a forgotten artifact, their deeds should feel meaningful within the context of the Realms.

2. Ravenloft: The Dark Domain of Horror

Overview:

Ravenloft is D&D's quintessential horror setting, a domain of dread ruled by powerful and malevolent beings known as Darklords. Each Darklord is a prisoner of their own domain, trapped by the dark powers that gave them their cursed power. The most famous of these Darklords is Strahd von Zarovich, the vampire lord of Barovia.

Ravenloft is a setting where fear and despair are omnipresent, and where heroes are often pitted against overwhelming odds. The setting was first introduced in the 1983 adventure module "Ravenloft," which quickly became a classic. Over the years, Ravenloft has been expanded into a full-fledged campaign setting, with multiple domains, each with its own Darklord and unique flavour of horror.

Themes and Aesthetics:

Ravenloft is heavily inspired by Gothic horror, with its themes of darkness, corruption, and tragic fate. The setting is characterized by its bleak and oppressive atmosphere, where hope is fleeting, and evil often triumphs. The Darklords are tragic figures, each embodying a particular form of evil or corruption, and the domains they rule reflect their twisted souls.

Key Domains:

  • Barovia: The most famous of Ravenloft's domains, Barovia is a land of mist-shrouded forests, crumbling castles, and terrified villagers. It is ruled by Strahd von Zarovich, a vampire lord who is both a tragic figure and a ruthless tyrant.

  • Dementlieu: A domain of high society and intrigue, where appearances are deceiving, and the wealthy hide dark secrets. The ruler of Dementlieu, Dominic d’Honaire, uses his powers of mind control to manipulate and dominate those around him.

  • Falkovnia: A war-torn domain ruled by the brutal and sadistic Vlad Drakov. Falkovnia is a land of constant warfare, where the living envy the dead, and where hope is a dangerous illusion.

Campaign Ideas:

  1. The Curse of Strahd: Perhaps the most iconic campaign set in Ravenloft, this adventure sees the adventurers drawn into the land of Barovia, where they must face the machinations of Strahd von Zarovich. The campaign could involve exploring the haunted lands of Barovia, uncovering its dark secrets, and ultimately confronting Strahd in his fortress, Castle Ravenloft.

  2. The Masquerade of Madness: Set in the domain of Dementlieu, this campaign could revolve around a series of mysterious events and murders at a grand masquerade ball. The adventurers must navigate the treacherous waters of high society, uncovering the truth behind the murders while avoiding the manipulations of Dominic d’Honaire.

  3. The Siege of Falkovnia: In this grim and gritty campaign, the adventurers find themselves caught in the middle of a brutal war in the domain of Falkovnia. As they fight for survival, they must also contend with Vlad Drakov’s ruthless forces and the horrors unleashed by the constant bloodshed.

DM Tips:

Running a campaign in Ravenloft requires a different approach than in more traditional settings like the Forgotten Realms. Emphasize the themes of horror and despair, using atmospheric descriptions and unsettling encounters to create a sense of dread. The Darklords should be more than just villains—they are tragic figures whose stories reflect the twisted nature of the domains they rule. Encourage your players to embrace the horror themes, allowing their characters to experience fear, doubt, and even despair as they confront the darkness of Ravenloft.

3. Eberron: The World of Magic and Technology

Overview:

Eberron is a setting where magic and technology coexist in a world of pulp adventure, noir intrigue, and endless possibilities. Created by Keith Baker, Eberron was the winning entry in a Wizards of the Coast setting search in 2002 and has since become one of the most beloved and distinctive settings in D&D.

Eberron is a world where airships soar through the sky, warforged soldiers walk among the living, and dragonmarked houses control powerful magical monopolies. The setting is defined by its unique blend of fantasy and technology, as well as its focus on moral ambiguity and complex, layered storytelling.

Themes and Aesthetics:

Eberron is a setting that blends traditional fantasy elements with pulp fiction and film noir. The world is filled with intrigue, conspiracies, and mysteries, where heroes often find themselves walking a fine line between right and wrong. Magic is a part of everyday life in Eberron, but it is also a source of power and conflict, with the dragonmarked houses wielding significant influence.

Key Locations:

  • Sharn: Known as the City of Towers, Sharn is a sprawling metropolis of towering skyscrapers, bustling markets, and dark underbelly. It’s a place where adventurers can find both opportunity and danger around every corner.

  • The Mournland: Once the kingdom of Cyre, the Mournland is now a desolate wasteland, shrouded in a mysterious fog and filled with the remnants of the Last War. The land is a graveyard of shattered dreams and broken promises, where the dead do not rest, and the living are haunted by what once was.

  • Stormreach: A frontier city located on the continent of Xen’drik, Stormreach is a haven for adventurers, explorers, and treasure hunters. The city is a gateway to the mysteries and dangers of the ancient continent, where long-lost civilizations and powerful artifacts await those brave enough to seek them.

Campaign Ideas:

  1. Shadows of Sharn: Set in the City of Towers, this campaign could revolve around a web of conspiracies, crimes, and secrets. The adventurers might find themselves caught between rival factions, uncovering the dark side of Sharn’s glittering towers as they navigate the city’s labyrinthine streets.

  2. The Mournland Expedition: In this campaign, the adventurers are part of an expedition into the Mournland, seeking to uncover the truth behind the Day of Mourning. As they explore the haunted wasteland, they must contend with dangerous monsters, twisted magic, and the remnants of the Last War.

  3. The Relics of Xen’drik: This campaign takes place in the wilds of Xen’drik, where the adventurers are treasure hunters seeking the ancient relics of a long-lost civilization. Along the way, they must contend with rival adventurers, dangerous creatures, and the secrets of the ancient giants who once ruled the continent.

DM Tips:

Eberron offers a wealth of opportunities for DMs to craft unique and engaging campaigns. The setting’s blend of magic and technology allows for creative and imaginative storytelling, while its focus on moral ambiguity adds depth and complexity to the narrative. Use Eberron’s rich lore and history to create a world that feels alive and dynamic, with multiple factions, secrets, and mysteries for the players to uncover. Don’t be afraid to play with genre conventions, mixing elements of fantasy, noir, and pulp adventure to create a campaign that is both thrilling and thought-provoking.

4. Planescape: The Infinite Realities of the Multiverse

Overview:

Planescape is a setting that explores the concept of the multiverse in D&D, where the various planes of existence are interconnected and accessible to those who know the way. First introduced in the 1994 Planescape Campaign Setting, this world takes players beyond the material plane to explore the infinite possibilities of the multiverse.

Planescape is a setting of philosophical conflict, where belief shapes reality and where the planes themselves are living, breathing entities. The central hub of this multiverse is Sigil, the City of Doors, a place where portals to every corner of the multiverse can be found, and where beings from all planes mingle and interact.

Themes and Aesthetics:

Planescape is a setting that challenges the traditional notions of fantasy, blending elements of philosophy, metaphysics, and surrealism. The planes are not just physical locations but manifestations of belief and ideology. The setting’s aesthetics are otherworldly and bizarre, with strange landscapes, alien creatures, and reality-warping phenomena.

Key Locations:

  • Sigil: The City of Doors, Sigil is the heart of the Planescape setting. Located at the center of the multiverse, Sigil is a place where portals to every plane can be found. The city is ruled by the enigmatic Lady of Pain, and it’s a place where the laws of reality are fluid, and where anything is possible.

  • The Outlands: A neutral ground in the multiverse, the Outlands is a vast, ring-shaped plane that connects to all other planes. It’s a place of balance, where the extremes of the multiverse converge.

  • The Abyss: One of the Lower Planes, the Abyss is a realm of chaos and evil, home to demons and other malevolent beings. It’s a place of endless war and destruction, where the strong prey on the weak, and where survival is a constant struggle.

Campaign Ideas:

  1. The Great Modron March: In this classic Planescape campaign, the adventurers are caught up in the Great Modron March, an event where the mechanical Modrons march across the multiverse on a mysterious mission. The campaign could involve encounters with the Modrons, exploration of the planes they pass through, and uncovering the secrets behind the march.

  2. Sigil’s Secrets: Set in the City of Doors, this campaign could revolve around a mystery or conspiracy that threatens the balance of the multiverse. The adventurers might find themselves navigating Sigil’s labyrinthine streets, dealing with powerful factions, and uncovering the truth behind the Lady of Pain’s enigmatic rule.

  3. War in the Abyss: In this campaign, the adventurers are drawn into the endless conflict of the Abyss, battling demons, exploring the chaotic landscape, and seeking to tip the balance of power in the multiverse. The campaign could involve alliances with powerful beings, battles against demonic hordes, and a final confrontation with a powerful demon lord.

DM Tips:

Planescape is a setting that encourages creativity and experimentation. The multiverse offers endless possibilities for storytelling, with each plane providing a unique backdrop for adventures. Emphasize the surreal and otherworldly aspects of the setting, using vivid descriptions and imaginative encounters to bring the planes to life. The philosophical and ideological conflicts that define Planescape should also play a central role in your campaign, challenging the players to think about the nature of reality, belief, and existence itself.

5. Dark Sun: The Dying World of Athas

Overview:

Dark Sun is a setting that takes place on the dying world of Athas, a barren and harsh planet where magic has drained the life from the land. First introduced in 1991, Dark Sun is a setting that combines elements of post-apocalyptic fiction, sword and sorcery, and dark fantasy.

Athas is a world where survival is a constant struggle, where resources are scarce, and where the strong dominate the weak. The world is ruled by powerful sorcerer-kings, who wield immense magical power and maintain a brutal grip on their city-states. The setting is known for its distinctive and often brutal tone, where the heroes are just as likely to be anti-heroes, and where hope is a rare commodity.

Themes and Aesthetics:

Dark Sun is characterized by its bleak and unforgiving atmosphere, where the world itself is a hostile and dangerous place. The themes of survival, tyranny, and corruption are central to the setting, with the harsh environment reflecting the dark nature of its inhabitants. The aesthetics of Dark Sun are inspired by desert landscapes, ancient ruins, and primitive, brutal societies.

Key Locations:

  • Tyr: One of the few city-states on Athas that has overthrown its sorcerer-king, Tyr is a place of fragile freedom and constant danger. The city is a focal point for those who seek to change the world, but it’s also a place where old rivalries and new threats abound.

  • The Sea of Silt: A vast, dry seabed filled with fine, choking silt, the Sea of Silt is one of the most inhospitable regions on Athas. It’s a place where ancient secrets and lost treasures lie buried, but also where death is a constant companion.

  • The Ringing Mountains: A massive mountain range that provides a rare source of water and vegetation, the Ringing Mountains are home to various tribes and creatures who have managed to survive in the harsh world of Athas. The mountains are a place of refuge, but also of danger, as many seek to control their precious resources.

Campaign Ideas:

  1. The Tyr Revolution: In this campaign, the adventurers are involved in the revolution that overthrows the sorcerer-king of Tyr. The campaign could explore the aftermath of the revolution, with the adventurers helping to establish a new order in the city while dealing with the remnants of the old regime and new threats to the fledgling freedom.

  2. The Silt Sea Expedition: The adventurers are part of an expedition into the Sea of Silt, seeking lost treasures or ancient knowledge. The campaign could involve navigating the treacherous silt, dealing with rival expeditions, and uncovering the secrets of Athas’s lost past.

  3. The Sorcerer-King’s Wrath: In this campaign, the adventurers are targeted by a powerful sorcerer-king, who seeks to crush them for defying his will. The campaign could involve a desperate struggle for survival, as the adventurers try to escape the sorcerer-king’s wrath while seeking allies and resources to fight back.

DM Tips:

Running a campaign in Dark Sun requires a focus on the harsh realities of the world. Emphasize the scarcity of resources, the brutality of the society, and the constant struggle for survival. The tone of the campaign should be gritty and unforgiving, with the world of Athas serving as both a backdrop and a character in its own right. Encourage your players to embrace the themes of the setting, creating characters who are shaped by the harsh environment and who must make difficult choices to survive.

Conclusion: Navigating the Multiverse

The multiverse of D&D offers a wealth of settings, each with its own unique flavour, themes, and challenges. Whether you’re drawn to the classic high fantasy of the Forgotten Realms, the dark horror of Ravenloft, the magical technology of Eberron, the infinite possibilities of Planescape, or the brutal world of Dark Sun, there’s a setting to suit every type of campaign and player.

As a DM, exploring these diverse worlds allows you to expand your storytelling horizons and create campaigns that are as varied and imaginative as the settings themselves. Each world offers its own opportunities for adventure, mystery, and heroism, and by delving into the rich lore and history of these settings, you can create experiences that will captivate and inspire your players.

So, whether you’re looking to embark on a new adventure or simply want to explore the possibilities of the D&D multiverse, there’s no better time to dive into these iconic settings and discover the stories that await.