D&D General Best edition for DnD lore

4e is a whole league unto itself. It’s just chockablock with juicy lore in every single book.

Like obviously books like Heroes of The Feywild and of The Shadowfell, and Shadowfell: Gloomwraught and Beyond, are full of focused lore, but even like, Arcane Power, builds worlds while describing every Paragon Path and Epic Destiny.

And the magazines! Holy cow!
 

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Speaking only about Forgotten Realms, 1e is the best edition if you want to start a campaign in a world filled with adventure opportunities and without a huge backlog of "things that happened ten years ago, so everyone would know, but it's nowhere in the books". 2e don't have as many plot hooks since they solve most of 1e hooks and don't introduce half as many. 3e is good, maybe a bit contentious, but starts suffering from the backlog problem. 4e is very contentious, I wouldn't recommend unless you're playing 4th edition and want to deal with things like dimensions merging and the spellplague. 5th edition is a good starting point and the adventures have a flavor that I really enjoy, even if a bit dry with lore, but suffers heavily with the backlog problem since it tries to be a "fresh start" for new players but when you discover things like "the goddess of magic revived less than a decade ago and magic was in disarray until then" that aren't in the books, I think it undermines what it was trying to do.
 

I have heard mentions about Nentir Vale before. What is it's strengths? What makes it exciting?
Alright, buckle up, this may get absolutely did get long.

So, firstly, 4e's implied setting--formally called the "World Axis" but also called "Points of Light," "PoLand," "the world of Nentir Vale," or euphemistically "Eustace"--was designed from the ground up to be three things:

1. Playable.
2. Myth-laden.
3. Flexible.

So let's talk about those.

Playable
On second thought, let us not go to Camelot. It is a silly place.

If a location got talked about in 4e lore, it was because it was somewhere you could actually go to, and actually do or learn something while you're there. There is no* "infinite plane of literally endless fire and nothing else," because such empty, featureless places have no impact on player experience. Instead, it has the Elemental Chaos, the plane of the raw, unconstrained forces of material existence, constantly churning and roiling and interacting. Instead of the Positive and Negative Energy Planes, where more or less nothing ever actually happens, you have the Feywild and Shadowfell, "bright" and "dark" reflections of the mortal world. Etc.

Instead of focusing on cosmological symmetry and taxonomic explanations (as the Great Wheel does), the World Axis focused on writing places full of adventure. All the lore, the mythic background, the openness to interpretation, it all served this goal. This is also tied deeply to the intended tone of 4e: a world where darkness has almost won, where the few lingering Points of Light (hence the name) are surrounded in a sea of deepening darkness....but brave heroes may turn the tide, at least for a little while, by striding forth boldly into that gloom. Likewise, the focus of monster and dungeon design was on things that would actually appear in someone's game--perhaps only a few games, whether due to remoteness or high level or being something adventurers usually wouldn't oppose, but still. Prioritize giving stats to things and places that people would actually encounter, not ones that simply exist abstractly in some faraway idealized multiverse.

This affects the lore specifically by expecting that everything be, to some extent, actually grounded in things players can or will experience. The designers, for example, wanted the gods to be active and reasonably powerful, but remote, having to work through agents and proxies rather than openly and personally displaying their power. To meet those goals, they developed the story of the "War of Winter": the TL;DR is, near the end of the near-apocalyptic Dawn War, the gods warred amongst themselves and one faction nearly conquered the mortal plane by shrouding it in an endless, winter night, but the other (mostly good) gods defeated them. As a result of the war, however, the emergent Primal Spirits--essentially, the innate supernatural power of the material world itself, come to life--enacted a Primal Ban, which makes it extremely difficult for deities to directly influence the mortal world. Doing so puts them at huge risk of attack by their enemies.

Instead, deities' churches perform a ritual, called Investiture, which imparts a tiny spark of divine power into a chosen initiate, allowing them to become an agent of their deity (e.g., Cleric, Paladin, Avenger, or Invoker.) Thus, the lore tells a story about why this is a world where the gods really do matter, but aren't directly active in daily life; why the gods meddle in the lives of adventurers (they make excellent proxies!) but rarely show up and actually DO anything personally. Hence, religious elements within the game are eminently playable: they emphasize the place of heroes within the world, while still supporting fun roleplay opportunities and missions both for and against the gods, without allowing the gods to simply auto-win at everything forever, or worse, fall into schoolyard "Oh yeah, well...I put up my infinity-plus-one shield!!!" nonsense.

This focus on playability means that, whenever something is detailed or presented, it is always expected to be practically useful. Highfalutin theory and cosmology have value, but adventurers are here to adventure, not to present a dissertation on the cladistics of pyrological organisms. The lore was always intended to be oozing with potential--to be flint to steel, sparking ideas of awesome adventures to be had, if you just aim for the second star to the right, and sail on to morning. Which leads us to...

Myth-laden
"When we lose our myths, we lose our place in the universe." -- Madeline L'Engle

Something that often plagues efforts to create an interesting, vibrant setting is a lack of archetypal things to grasp hold of. Above, I mentioned the emphasis on systematization in the Great Wheel. It gets around this by, honestly, just stealing everything from actual Earth cultures: all the outer planes are various mythological places or concepts in Earth religions (noting that Mechanus was originally "Nirvana," despite having almost no resemblance to the IRL concept), the inner planes are just the classical four elements, etc. But in taking everything and the kitchen sink, it can be hard for other things to squeeze in--either they accept the unrelenting hegemony of the Great Wheel, or they try to be unique and thus not use most of the tropes and IRL mythology that make a setting resonate.

4e addresses this by going back to the myths themselves, and rather than simply copying them, rebuilding them in its own way. For example, the deity Erathis struck some people as a strange new development, a rather fleshed-out god** of law and invention and (to a certain extent) warfare, and likewise The Raven Queen was a rather fleshed-out god of death, fate, and winter. But Erathis is almost directly inspired by Athena from Greek myth--an Athena re-built for a different context. The Raven Queen is Hel re-imagined (and Kord, although lifted from Greyhawk, is also pretty clearly Thor re-imagined.) Avandra is Tyche, the Greek goddess of luck, and Melora is rather like a fusion of Poseidon and Demeter (or possibly Cybele, given her association with animals in addition to plants.)

The Dawn War, the centerpiece of the mythic background for the Points of Light setting, is a clear conflict in the style of the Titanomachy or Ragnarok, with the gods themselves at war and strange alliances resulting from their need to band together in order to survive. The consequences of this conflict scar the universe even into the present day (as sort of mentioned above, with the Primal Ban thing.) Gods are both slain and born as a result of the Dawn War. For example, Io was the original singular dragon god, but he was slain in single combat with Erek-Hus, the King of Terror, who clove Io in twain with a single strike of his mountain-sized adamantine axe. But no sooner had Io fallen than two new deities sprang up from his divided corpse: Bahamut and Tiamat. For the first and only time in their lives, they cooperated to annihilate the one who had killed their "father," and then fell into bitter enmity forever after.

But the myth-making does not stop at the impossibly ancient past. There are also wonderful, evocative stories like the tragic wars between the tiefling nation of Bael-Turath and the dragonborn nation of Arkhosia; the now-fallen eladrin empire, that once ruled from glittering cities in the Feywild, reduced to only a handful of their greatest bastions like Cendriane and Mithrendain; the most recent social power, the Empire of Nerath, that has partially collapsed and may not recover. These things fill the world with the weight of history, but it is much like actual history: partial, fragmentary, oft-forgotten, misinterpreted, reinvented. An ancient dungeon you delve into might not just be a random ruin, it might be the remnant of an ancient castle, repeatedly claimed by both Arkhosia and Bael Turath, too dangerous for looters to enter because the spirits of the unquiet dead continue their war despite their civilizations being long gone--and the treasures inside are not simply bland things, they're Arkhosian drake-cavalry officer swords and ancient Turathi grimoires. But this spottiness serves a second purpose, making the lore...

Flexible
That which yeilds is not always weak.

You will not find a gazetteer for the world of Nerath. There is no central clearing house, no hard and fast timeline, no neat and tidy accounting of when and where and how. This is, to an extent, by design. The people who made 4e did not want to have an unyielding core that everyone had to follow or else they wouldn't be doing it "right." Instead, they wanted to invert the usual relationship between the "official" lore of a game and the at-the-table lore employed by each DM.

That is, traditionally, a setting is provided from on high. Ed Greenwood is the expert on the Forgotten Realms. Gary Gygax was the expert on Greyhawk. Keith Baker is the expert on Eberron. These things are authored, and that author carries authority. Sure, you can tweak if you like, but fans are gonna expect things to remain pretty close to the information everyone can access by reading the book. If you say you want to run an Eberron game, and your players find out that you're actually running a game set before the Last War even started, there may be some complaints. If you further add that the gods are now 100% real and highly interventionist, people are probably going to get upset. Etc.

The Points of Light setting isn't meant to work that way. It's meant to be more like a collection of cool things you can add to, or combine with, the game you're already running. It's less a precisely-fleshed-out world, and more a network of things you can pick and choose from. Instead of there being a single, central canon that must be adhered to, there are many loosely-linked elements. The DM's table lore is what matters, but folks who love Arkhosia or the Dawn War or various other things can quite easily slot them into what they're doing. Nentir Vale and Elsir Vale (two of the most fleshed-out locations) can very easily be slotted in as places just beyond the horizon, wherever you happen to be in your world.

This flexibility extends to the classes and their implementations as well. Gone are the days of Paladins and Clerics who can have their power yoinked away simply because their divine sugar daddy/momma didn't feel like sharing today. Gone are the notions that secondary sources are less rigorously tested or more wonky to use: in 4e, "everything is core," meaning, PHB1, 2, and 3 are all pretty much balanced with one another. Obviously, some variation remains and some combinations percolate to the top, that's just a fact of life, but by and large, if you want to play a thing, it isn't going to unbalance the game (indeed, it's much more likely that oddball choices will be not quite as good!) But there's also no reason the DM cannot limit what is available in their world, as WotC itself did just that with the Dark Sun Campaign Setting, with Divine classes forbidden and Arcane classes tweaked.

* Technically, this is an exaggeration. It is valid to have nigh-infinite sections of the Elemental Chaos that are just pure fire or whatever. But because "just endless pure fire and literally nothing else" isn't interesting, the books don't spend any time talking about that stuff, and instead focusing on stuff that is about the power of fire, like the City of Brass, but not the Elemental Plane of Fire.

** The 4e books consciously call every deity a "god," as the authors consider "goddess" unnecessary and somewhat sexist. So Erathis is the god of law, invention, and civilization.

I could go into more detail about my favorite bits, like some of the stuff in The Plane Above: Secrets of the Astral Sea or specific bits and bobs about Arkhosia (I'm a huge fan of dragonborn and 4e's Arkhosia is a big part of why), but I've already made a ridiculously long post as it is.
 

Depends on what specific things you're looking for/want. Certain editions have better versions.

In regard to the Forgotten Realms, most people seem to agree that the 3.0 Forgotten Realms Campaign Setting Guide is probably one of the best sources for an overall setting book. About a few weeks ago I snagged a near mint copy (with the map) online for like 60 bucks after tax.

If you want Necromancer lore and stuff: The Complete Book of Necromancy is a fantastic source that shows how the School of Necromancy can have different forms of branches via White/Grey/Black. (Basically Good/Neutral/Bad). It's also pretty neat that it goes over some concepts like the Necromancer who digs up bodies to practice their knowledge of how to operate on bodies and what not if they are surgeon.

For Barbarians and Uthagardt clan options and Orc Tribes, The Savage Frontier for 1E seems to list a lot. I don't know if The North: Guide to the Savage Frontier would be a better option though. (anybody feel free to jump in with the answer).

The Raven Queen has a better lore origin and stuff in 4E, but there are some neat things from the 5E Raven Queen that you can just combine with the previous lore. And I think it's better like that. (humblest of opinions).

For Aberrations, Lords of Madness is pretty good and is my fave choice.

Harpers have The Code of The Harpers for everything related for that faction.

Dragons would have to be the 3.0 Dragonomicon combined with elements from Dragons of Faerun and 4E's versions.

I've heard a lot of people like Dwarves Deep for Dwarven stuff. Apparently, it also has a Dethlek alphabet in it?

I like Complete Book of the Elves just for the Bladesinger.

Everybody swears for Ravensloft and Spelljammer, their OG 2E material is the superior route.
 


Depends on what specific things you're looking for/want. Certain editions have better versions.

In regard to the Forgotten Realms, most people seem to agree that the 3.0 Forgotten Realms Campaign Setting Guide is probably one of the best sources for an overall setting book. About a few weeks ago I snagged a near mint copy (with the map) online for like 60 bucks after tax.

If you want Necromancer lore and stuff: The Complete Book of Necromancy is a fantastic source that shows how the School of Necromancy can have different forms of branches via White/Grey/Black. (Basically Good/Neutral/Bad). It's also pretty neat that it goes over some concepts like the Necromancer who digs up bodies to practice their knowledge of how to operate on bodies and what not if they are surgeon.

For Barbarians and Uthagardt clan options and Orc Tribes, The Savage Frontier for 1E seems to list a lot. I don't know if The North: Guide to the Savage Frontier would be a better option though. (anybody feel free to jump in with the answer).

The Raven Queen has a better lore origin and stuff in 4E, but there are some neat things from the 5E Raven Queen that you can just combine with the previous lore. And I think it's better like that. (humblest of opinions).

For Aberrations, Lords of Madness is pretty good and is my fave choice.

Harpers have The Code of The Harpers for everything related for that faction.

Dragons would have to be the 3.0 Dragonomicon combined with elements from Dragons of Faerun and 4E's versions.

I've heard a lot of people like Dwarves Deep for Dwarven stuff. Apparently, it also has a Dethlek alphabet in it?

I like Complete Book of the Elves just for the Bladesinger.

Everybody swears for Ravensloft and Spelljammer, their OG 2E material is the superior route.

3E Book of Aberrations and the fiendish codex/hordes of the Abyss was really good. Best Draconomicon type book as well. Oh Serpent Kingdoms was great as well.

2E quantity and non FR stuff though. Darksun, Planescape, Spelljammer.

3E mechanics sucked but their Realms material was great.
 

I'd say either 2e or 4e, just for one name: MM3 Threats to the Nentir Vale.

What a monster manual. When I see what they did with MMotM, with the weak 3-4 lines of lore for the monsters, I weep a little.

And say what you will, but at least the Spellplague made the Realms actually dangerous and gritty instead of a playground for high level spellcasting mary-sues.
 

I honestly don't know which would be the best version of the books for the Drow. There's like two different versions for third edition. And then they have previous edition versions.

But no matter what: Vault of The Drow is a must-have for me simply for the fact that the city of Erelhei-Cinlu sounds pretty bat-guano crazy, even by Drow Underdark city standards.
 

The Spellplague wasn't the worst idea. There, I said it. The problem was, they didn't just inflict the Spellplague on the setting. They dropped in an entirely new continent, dropped a nation of Dragonborn on top of Unther, and completely altered the geography of parts of the world that were doing nothing to nobody, lol.

Change happens in the Realms, it has ever since Forgotten Realms Adventures had to catch us up to speed on what had happened since the Grey Box came out. There's nothing wrong with change to keep something fresh.

But there is something to be said for changing something so drastically it isn't recognizable to the people who like it. I'm not surprised there was backlash against the Spellplague. And WotC didn't handle it very well.

I mean, when you tell a best selling author who writes fantasy books for your game featuring a sun hating weirdo who dual wields curved swords that there's a century time skip, and everything, from recognizable geography (we got floating islands of rock now!) to how magic works, and a bunch of NPC's, including ones you might have happened to be using, probably exploded, is it any wonder that he might be annoyed and just try to do an end run around your editorial mandate you just sprung on him? Lol.

And you expect the players to react better?
 

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