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<blockquote data-quote="Voadam" data-source="post: 8202918" data-attributes="member: 2209"><p>I think this covers them all.</p><p></p><p>Going backwards by last edition they showed up in a book (not just Dragon magazine):</p><p></p><p>5e</p><p></p><p>Forgotten Realms: high magic classic D&D with lots of fantasy historical counterpart lands, dragon cults, a big evil magocracy, and big evil secret society.</p><p></p><p>Eberron: D&D post-WWI pulp noir. A big continental empire civil war has ended with fragile peace accords so nations maneuver in anticipation of the next one. An undead using nation, a paladinic theocracy, reality of the gods and cosmologies not clear, undeath cults, hereditary dragon magic turned into niche political and commercial powerhouses, elemental skyships and trains, lots of almost industrialized low magic, and warforged construct people ex-soldiers.</p><p></p><p>Ravenloft: Gothic Horror D&D, expect vampires, monsters created from corpses by doctors, and alchemical madmen with secret identities. Domains have their own unique cursed generally supernaturally powerful lords, and curses are stronger.</p><p></p><p>Wildemount (not that familiar with) two empires in conflict neither easily classified as good guy or bad guy. </p><p></p><p>Ravnica (not that familiar with) Magical Guilds and Clockworks from Magic the Gathering.</p><p></p><p>Theros (not that familiar with) Fantasy Greek D&D.</p><p></p><p>Greyhawk: Old D&D tropes, mostly humans with kingdoms of elves, dwarves, gnomes, and lots of evil humanoids. A crumbling ancient evil superkingdom has lots of breakaway states, a recently released evil demigod is building his own empire, an order of evil monks is manipulating things from behind the scenes and there are a lot of fantasy Arabs and vikings and mongols in addition to some weird fantasy ethnicities. Includes Greyhawk city, a D&D version of Lankhmar, a fantasy version of New York.</p><p></p><p>4e:</p><p></p><p>Nentir Vale: A lightly fleshed out points of light setting (villages are small safe places in dangerous wilderness darkness after the fall of the human empire to gnolls) with a history of ancient warring tiefling and dragonborn empires and a cosmology with big wars between divine gods and elemental primordials.</p><p></p><p>Dark Sun: Post Apocalyptic D&D with a desert backdrop, little metal, lots of psionics, and cruel dragon sorcerer kings ruling city states and empowering their own magical templar servants.</p><p></p><p>3e:</p><p></p><p>Dragonlance: lots of knights, dragons, draconian dragonmen, the gods are sometimes absent, a big tradition of three orders of wizardry, minotaurs as a big race, and no orcs, drow, or tieflings. Plus tinker gnomes, fearless klepto kender halflings, and a branch of mentally challenged dwarves.</p><p></p><p>d20 Wheel of Time: based on the fantasy novel series, unique magic system of weaving threads, different racial and monster pallete from normal D&D with trollocs, ogier, myrdraal, and such.</p><p></p><p>Diablo: mostly a demonic megadungeon with hints of world stuff like an amazon culture or an order of sorcery.</p><p></p><p>2e:</p><p></p><p>Lankhmar: The world of the fantasy novel series that helped define swords and sorcery as a genre, lots of thieves and barbarians. The city of Lankhmar is a fantasy New York city.</p><p></p><p>Birthright: god power passed onto divine ruler for nationwide magic type effects, players as rulers as the default, divine-blooded individual monster rulers (The Spider, The Banshee, The Manticore). Also includes fantasy Arab and viking and generic european medieval kingdoms.</p><p></p><p>Planescape: Outer planes where Demons, Devils, Angels, and weird things are. Also an impossible geometry planar city of temporary gates at the center of the alignment cosmology where tons of philosophical factions maneuver to influence reality.</p><p></p><p>Spelljammer: D&D in space using discredited theories of phlogiston mixed with Solar System crystal spheres and magical flying interplanetary ships. Xenophobic mutant beholder empires, mind flayers in space, and an ancient elves versus orcs space empire war.</p><p></p><p>Al-Qadim: Fantasy D&D Arabian nights. Has a twist on religion and genie based magic.</p><p></p><p>Kara Tur: Fantasy D&D Far East.</p><p></p><p>Maztica: Fantasy D&D Meso- and South America, including conquistadors.</p><p></p><p>Jakandor: Post magical apocalypse two cultures respectively built around necromantic magic and totemic warrior traditions come into contact and conflict over the ruins of the magical past.</p><p></p><p>Mystara: Lots of themed Fantasy mostly Ethno states such as a halfling five shires area, a fantasy mongol khanate, two warring magical magocracies, a magical trade based nation with a focus on diplomacy and dueling. Also includes some pulp areas and themes such as the uncharted Island of Dread and a Hollow World.</p><p></p><p>1e:</p><p></p><p>Conan: Hyperborean fantasy of barbarians and civilization, very sword and sorcery (only lightly fleshed out in the modules).</p></blockquote><p></p>
[QUOTE="Voadam, post: 8202918, member: 2209"] I think this covers them all. Going backwards by last edition they showed up in a book (not just Dragon magazine): 5e Forgotten Realms: high magic classic D&D with lots of fantasy historical counterpart lands, dragon cults, a big evil magocracy, and big evil secret society. Eberron: D&D post-WWI pulp noir. A big continental empire civil war has ended with fragile peace accords so nations maneuver in anticipation of the next one. An undead using nation, a paladinic theocracy, reality of the gods and cosmologies not clear, undeath cults, hereditary dragon magic turned into niche political and commercial powerhouses, elemental skyships and trains, lots of almost industrialized low magic, and warforged construct people ex-soldiers. Ravenloft: Gothic Horror D&D, expect vampires, monsters created from corpses by doctors, and alchemical madmen with secret identities. Domains have their own unique cursed generally supernaturally powerful lords, and curses are stronger. Wildemount (not that familiar with) two empires in conflict neither easily classified as good guy or bad guy. Ravnica (not that familiar with) Magical Guilds and Clockworks from Magic the Gathering. Theros (not that familiar with) Fantasy Greek D&D. Greyhawk: Old D&D tropes, mostly humans with kingdoms of elves, dwarves, gnomes, and lots of evil humanoids. A crumbling ancient evil superkingdom has lots of breakaway states, a recently released evil demigod is building his own empire, an order of evil monks is manipulating things from behind the scenes and there are a lot of fantasy Arabs and vikings and mongols in addition to some weird fantasy ethnicities. Includes Greyhawk city, a D&D version of Lankhmar, a fantasy version of New York. 4e: Nentir Vale: A lightly fleshed out points of light setting (villages are small safe places in dangerous wilderness darkness after the fall of the human empire to gnolls) with a history of ancient warring tiefling and dragonborn empires and a cosmology with big wars between divine gods and elemental primordials. Dark Sun: Post Apocalyptic D&D with a desert backdrop, little metal, lots of psionics, and cruel dragon sorcerer kings ruling city states and empowering their own magical templar servants. 3e: Dragonlance: lots of knights, dragons, draconian dragonmen, the gods are sometimes absent, a big tradition of three orders of wizardry, minotaurs as a big race, and no orcs, drow, or tieflings. Plus tinker gnomes, fearless klepto kender halflings, and a branch of mentally challenged dwarves. d20 Wheel of Time: based on the fantasy novel series, unique magic system of weaving threads, different racial and monster pallete from normal D&D with trollocs, ogier, myrdraal, and such. Diablo: mostly a demonic megadungeon with hints of world stuff like an amazon culture or an order of sorcery. 2e: Lankhmar: The world of the fantasy novel series that helped define swords and sorcery as a genre, lots of thieves and barbarians. The city of Lankhmar is a fantasy New York city. Birthright: god power passed onto divine ruler for nationwide magic type effects, players as rulers as the default, divine-blooded individual monster rulers (The Spider, The Banshee, The Manticore). Also includes fantasy Arab and viking and generic european medieval kingdoms. Planescape: Outer planes where Demons, Devils, Angels, and weird things are. Also an impossible geometry planar city of temporary gates at the center of the alignment cosmology where tons of philosophical factions maneuver to influence reality. Spelljammer: D&D in space using discredited theories of phlogiston mixed with Solar System crystal spheres and magical flying interplanetary ships. Xenophobic mutant beholder empires, mind flayers in space, and an ancient elves versus orcs space empire war. Al-Qadim: Fantasy D&D Arabian nights. Has a twist on religion and genie based magic. Kara Tur: Fantasy D&D Far East. Maztica: Fantasy D&D Meso- and South America, including conquistadors. Jakandor: Post magical apocalypse two cultures respectively built around necromantic magic and totemic warrior traditions come into contact and conflict over the ruins of the magical past. Mystara: Lots of themed Fantasy mostly Ethno states such as a halfling five shires area, a fantasy mongol khanate, two warring magical magocracies, a magical trade based nation with a focus on diplomacy and dueling. Also includes some pulp areas and themes such as the uncharted Island of Dread and a Hollow World. 1e: Conan: Hyperborean fantasy of barbarians and civilization, very sword and sorcery (only lightly fleshed out in the modules). [/QUOTE]
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