Dungeons & Dragons Teases New Campaign Settings

The D&D design team is preparing to worldbuild.
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Dungeons & Dragons seems to be preparing to explore brand new campaign settings. Last week, EN World had the opportunity to visit Wizards of the Coast headquarters and get new details about D&D's 2025 slate. While much of the focus was on the newly announced Eberron: Forge of the Artificer book or the upcoming pair of Forgotten Realms book, the D&D design team is also looking at expanding their official multiverse to include brand new worlds.

When asked about the decision to return to Eberron in 2025, the D&D design team noted that keeping the Fifth Edition ruleset allowed them to grow the game instead of rehash it. "One of the opportunities that we have by revising the game, as opposed blowing it up and starting over, is we can actually move forward," said Jeremy Crawford, game director . "And I can't wait until we can tell you about 2026 and 2027."

"With Jeremy Crawford taking on the game director role and then Chris Perkins taking on the creative director role is that we were able to really reestablish a world building environment," added Jess Lanzillo, VP of D&D Franchise at Wizards of the Coast. "What does that mean? We can really establish our worlds and settings like the Forgotten Realms and also look to creating new ones again. That's something that we are working on and we don't have anything to really discuss today other than to tell you like we are re-establishing everything that we have and we are going to make some new stuff too."

While Wizards of the Coast has integrated Magic: The Gathering worlds and Critical Role's Exandria as campaign settings for 5th Edition, D&D's last truly new campaign setting was Nentir Vale, a 'points of light' setting that established small bastions of civilization in an otherwise dark world. In 2023, D&D introduced the Radiant Citadel, a new city within the Ethereal Plane that was connected to numerous new civilizations and worlds briefly touched on in anthology books.
 

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Christian Hoffer

Christian Hoffer

About Birthright, could someone explain the why of this? All I have ever heard about it is the domain management and that the players are rulers. But I do not understand why one needs a setting for this.
If the game is primary about running a kingdom, then would not a 4x or a wargame be more appropriate. If it is a traditional rpg with some light diplomacy/wargaming in the later game is MCDM's Stronghold and Followers or a similar subsystem a better fit. Why does it have to be a specific setting.
Let me see if I can state why I think the setting itself is boss.

The Old Gods fought a war for the heavens with their mortal champions as proxies. On one side the Shadow, Azrai, on the other the six gods. They sacrificed themselves to defeat Azrai. The resulting explosion separated the continent from the lands to the south; imbued the gods champions with most of their power - creating the new gods - and gifting the others fighting with a sliver of the gods power. A gift that is passed on by generations.

Thousands of years pass and the survivors and their descendants become the new leaders and nobility. They gain magical powers linked to their patron gods.

These bloodlines can be passed on to anyone though an investiture ceremony. Or they can be stolen by piercing the holder through the heart (very Highlander)

The power of Azrai also was shared, twisting those that received it into once humanoid-now-monstrous creatures called Awnsheghlien. They are like Regular D&D monsters but legendary, unique and powerful… the Spider, The Manslayer, The Gorgon, The Siren, The Chimera etc. Many of these monsters are tragic figures who only became this way after slaying an Awnsheghlien and becoming twisted themselves when they absorbed the bloodline.

The elves supported Azrai but realised too late how evil he was. During the battle they changed sides and helped the Gods. But they had been fighting the humans so long they retreated to the deep woods afterwards. Some elves stayed loyal to Azrai because they hated humans so much and one became an extremely powerful Awnsheghlien. His followers lead the wild hunt against the humans. Elves in this setting have a welsh language root and are close to fey. They have their own kingdoms - at least one you can play.

Michael Roele, gained a great bloodline and united the duchies into the Empire of Anuire (Medieval Holy Roman Empire) he was betrayed by his brother who slew him and fled to the north - twisted by Azrai into one of the most powerful Awnsheghlien - the Gorgon - to found his own kingdom in the center of the continent.

The iron throne of Michael Roele is coveted by all regents of the many duchies. They all politic and try to gain power without allowing anyone else to get too powerful. There are a couple of key front runners though. Their lands form the core of the setting.

Players get to rule their own kingdoms. Fragments of one of the duchies that broke apart, or even whole duchies themselves.

The land generates Magic when it is left free and unspoiled which can be used by wizards with a bloodline to cast earth shaking magic. Elves can use this magic too. There is a tension between leaving the land unspoiled and raising kingdoms.

Magic items can strengthen bloodlines or grant extradorinary powers to those that have them. They’re rare, as are true wizards (which need a bloodline). Those without bloodlines can still use lesser magic (illusions and divinations). Many regents patronize a court wizard who can tap into the magic of the land and these wizards have their own rivalries for control over the magical sources of the continent.

It’s possible to have organisations like Faiths/Temples or Guilds as well as rule lands. They have their own strengths and the temples and guilds fight amongst themselves for the hearts and purses of the populace.

There are a wide variety of lands beyond Anuire from the highlands of Rjurik, the trading ports of Brecht, the deserts of Khinasi and the tundra of Vosgaard. They have their own kingdoms and regents and supplements let you play as them. There is crossover as travelers and even regents from each can operate in the core area. These areas have both friendly and unfriendly regents and NPCs - the are nuanced and rather cool.

Goblin-kind are intelligent and have their own kingdoms. The orogs are subterranean warrior clans that are skilled with metal craft and war. One of the goblin Awnsheghlien is called The Spider and has mutated into an enormous Drider like creature that can control spiders and goblins. His land borders many of the starter kingdoms.

Player domain supplements were released a dozen or so that contain all the information about that domain, holdings, maps, gazetteer, major NPCs, plots and hooks. They were great little products.

Players can also play in the setting without being regents and fight Awnsheghlien or get drawn into the intrigue of duchies.

Just a few of the things that I think make it unique and awesome. As I said, the unique once human monsters, fey elves, and constant warring carry real Witcher vibes, while the politics and intrigue along with the original Iron Throne brings ASOIAF to Mind.
 
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Let me see if I can state why I think the setting itself is boss.

The Old Gods fought a war for the heavens with their mortal champions as proxies. On one side the Shadow, Azrai, on the other the six gods. They sacrificed themselves to defeat Azrai. The resulting explosion separated the continent from the lands to the south; imbued the gods champions with most of their power - creating the new gods - and gifting the others fighting with a sliver of the gods power. A gift that is passed on by generations.

Thousands of year pass and the survivors and their descendants become the new leaders and nobility. They gain magical powers linked to their patron gods.

These bloodlines can be passed on to anyone though an investiture ceremony. Or they can be stolen by piercing the holder through the heart (very Highlander)

The power of Azrai also was shared, twisting those that received it into once humanoid-now-monstrous creatures called Awnsheghlien. They are like Regular D&D monsters but legendary, unique and powerful… the Spider, The Manslayer, The Gorgon, The Siren, The Chimera etc. Many of these monsters are tragic figures who only became this way after slaying an Awnsheghlien and becoming twisted themselves when they absorbed the bloodline.

The elves supported Azrai but realised too late how evil he was. During the battle they changed sides and helped the Gods. But they had been fighting the humans so long they retreated to the deep woods afterwards. Some elves stayed loyal to Azrai because they hated humans so much and one became an extremely powerful Awnsheghlien. His followers lead the wild hunt against the humans. Elves in this setting have a welsh language root and are close to fey. They have their own kingdoms - at least one you can play.

Michael Roele, gained a great bloodline and united the duchies into the Empire of Anuire (Medieval Holy Roman Empire) he was betrayed by his brother who slew him and fled to the north - twisted by Azrai into one of the most powerful Awnsheghlien - the Gorgon - to found his own kingdom in the center of the continent.

The iron throne of Michael Roele is coveted by all regents of the many duchies. They all politic and try to gain power without allowing anyone else to get too powerful. There are a couple of key front runners though. Their lands form the core of the setting.

Players get to rule their own kingdoms. Fragments of one of the duchies that broke apart, or even whole duchies themselves.

The land generates Magic when it is left free and unspoiled which can be used by wizards with a bloodline to cast earth shaking magic. Elves can use this magic too. There is a tension between leaving the land unspoiled and raising kingdoms.

Magic items can strengthen bloodlines or grant extradorinary powers to those that have them. They’re rare, as are true wizards (which need a bloodline). Those without bloodlines can still use lesser magic (illusions and divinations). Many regents patronize a court wizard who can tap into the magic of the land and these wizards have their own rivalries for control over the magical sources of the continent.

It’s possible to have organisations like Faiths/Temples or Guilds as well as rule lands. They have their own strengths and the temples and guilds fight amongst themselves for the hearts and purses of the populace.

There are a wide variety of lands beyond Anuire from the highlands of Rjurik, the trading ports of Brecht, the deserts of Khinasi and the tundra of Vosgaard. They have their own kingdoms and regents and supplements let you play as them. There is crossover as travelers and even regents from each can operate in the core area. These areas have both friendly and unfriendly regents and NPCs - the are nuanced and rather cool.

Goblin-kind are intelligent and have their own kingdoms. The orogs are subterranean warrior clans that are skilled with metal craft and war. One of the goblin Awnsheghlien is called The Spider and has mutated into an enormous Drider like creature that can control spiders and goblins. His land borders many of the starter kingdoms.

Player domain supplements were released a dozen or so that contain all the information about that domain, holdings, maps, gazetteer, major NPCs, plots and hooks. They were great little products.

Players can also play in the setting without being regents and fight Awnsheghlien or get drawn into the intrigue of duchies.

Just a few of the things that I think make it unique and awesome. As I said, the unique once human monsters, fey elves, and constant warring carry real Witcher vibes, while the politics and intrigue along with the original Iron Throne brings ASOIAF to Mind.
This sound like a great setting for a Wargame, video game or a boardgame or one of each. I get that you loved it but nothing you have said would attract me to play or run a D&D campaign in it. On the other hand, a diplomacy/wargame in that setting could be lot of fun.
 

Jus spit balling here and have no idea if this could pertain to a setting like Birthright. The thought occurs to me that Project Sigil is supposed to handle 2d maps. Then one could play boardgames on it and that opens up the possibility of a hybrid boardgame/rpg. Where starting quests determine the gamestate at the start and turns in the board game generate quests that can be engaged in by the player characters.
 

This sound like a great setting for a Wargame, video game or a boardgame or one of each. I get that you loved it but nothing you have said would attract me to play or run a D&D campaign in it. On the other hand, a diplomacy/wargame in that setting could be lot of fun.
Each to their own. D&D is a broad church and folks are able to play it in different ways. I think this thread alone should convince you though that Birthright touched more people than would be expected for the throw away grift of a flailing TSR. They put something together that was original for TTRPGs and had real flavour and longevity.

Regardless of whether they were written simply to generate warehouse pre-sales a copy of everything they released managed to reach my 16 year old self in a tiny village in middle England. More people were buying it than might be thought.
 


What I like about the Birthright setting is that it’s not a kitchen sink setting like Faerun or Golarion. It feels cohesive. And defined. I look at a map of Faerun and think, who rules what? Where are the borders? Cerilia to me just feels realistic, and that is my preferred flavor of fantasy.

Now if someone would just make a Birthright mod for Crusader Kings 3, I would be a very happy man.
 


Historically speaking, was actually pretty difficult to tell until fairly recently.

That’s not to say that it’s a better approach to have fuzzy borders or your preferences are wrong. Eberron is my second favorite setting and it has pretty clear borders between nations.
One thing that Greyhawk does well, and the DMG treatment makes clear: borders can be funny ideas in practice.
 


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