MulhorandSage
First Post
Greg at FFG said:I don't have any plans currently to mess with the default technology level of D&D very much. Dawnforge is set in a mythic Golden Age, but that doesn't necessarily imply a more primitive Bronze Age sort of technology level. The scope of the setting is also quite broad, however, so there can also be significant variation from culture to culture, nation to nation, and empire to empire.
There are wizards in the setting, but I'd also like to carve out a unique niche for sorcerers. The setting emphasizes "magical nexuses." These are places where the still raw and powerful flow of magic eddies and pools in the earth, and they can be tapped by those with the talent for it. I see sorcerers as being uniquely more suited to this than wizards. You can read a bit more on these arcane wells in the one-pager.
No single established pantheon has yet gained dominion in the world of Dawnforge. It's a world of a thousand small gods and local spirits, and it's a world where even mortals can aspire to godhood.
Thanks for the questions and the interest!
Well Greg, congratulations for getting as far as you did, and thanks for sharing this with us.
For some time I've bemoaned the dearth of original worlds in this hobby; comparing what the hobby produces to the worldbuilding I remember from the SF/fantasy fiction of my childhood, it's often seemed like we fell short in quantity and variety. It was my hope that when the setting search was announced we'd get a flowering of new campaign worlds and approaches and it looks like that might indeed happen now.
Best wishes on the publication of Dawnforge; I look forward to seeing what the final product is like.
Scott Bennie
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