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The lore of Dungeons & Dragons.

Dungeons & Dragons is more than its rules. Behind the d20 sit centuries of invented history, gods who answer their followers' prayers, dragons asleep on their hoard, and a handful of worlds tables have been passing around for fifty years.

Here is enough to find your footing without reading half a library: the multiverse and its planes, the great campaign settings, the peoples you will meet, the pantheons, the dragons, and above all how to use any of it at your table without drowning your players.

A multiverse rather than a world.

Dungeons & Dragons does not have one universe, it has dozens, tied together by the same architecture. At the centre sits the Material Plane, the one with the kingdoms, the taverns and the dungeons, where almost every session takes place. Around it turn the inner planes, made of raw elements, fire, water, earth and air, then the outer planes, home to the gods and battleground of the great moral forces.

Between the two lie the Feywild, a heightened and dangerous reflection of the known world, and the Shadowfell, its dimmed version peopled by the dead. That structure explains most of the rest: where summoned creatures are pulled from, why fiends and celestials are at war, and how a party crosses from one world to another without the system changing an inch.

The lore of Dungeons & Dragons.
© Wizards of the Coast LLC. Dungeons & Dragons and all related marks and images are property of Wizards of the Coast LLC.

The great worlds of the game.

High fantasy
The Forgotten Realms, the default setting for decades

Waterdeep, the Sword Coast, Baldur's Gate: this is the setting of most official adventures. Everything already exists there, so you create nothing.

Classic fantasy
Greyhawk, the original world, harsh and political

Gary Gygax's world, drier and more political than the Realms. Dungeons are lethal there and factions matter more than heroes.

Epic saga
Krynn and Dragonlance, a saga of war and gods

The Dragonlance world, written like a novel: a war, absent gods, dragon armies. Play it if your table likes a sweeping story.

Industrial fantasy
Eberron, industrial magic and post-war intrigue

Magic trains, newspapers and investigations in a city fresh out of a war. The best choice if you want noir rather than dungeons.

Gothic horror
Ravenloft, sealed domains of gothic horror

Sealed domains, each ruled by a cursed lord, Strahd among them. Ideal for a short campaign with a suffocating mood.

Space fantasy
Spelljammer, magical ships sailing between worlds

Galleons crossing the space between worlds, with their pirate crews. Bring it out when the table wants a change of air.

The peoples you will meet.

Magic and patience
Elves, long memory, old magic and patience

Seven hundred years of life changes how you see time and revenge. They do not sleep but meditate four hours a night.

Tenacity
Dwarves, holds under the mountain, forge and oaths

Cities carved into rock, clan memory and grudges that last centuries. A word given is a contract.

Stealth
Halflings, quiet communities and outrageous luck

Small, unobtrusive and impossible to frighten for long, they reroll their worst failures. Their communities live at the edge of the big stories.

Endurance
Orcs, strength and endurance, far more than enemies

Long reduced to enemy fodder, they are now a playable species like any other. Strength, endurance and a culture that is anything but uniform.

Outsiders
Tieflings, an infernal bloodline worn in public

An infernal bloodline everyone can see: horns, a tail, eyes with no pupils. The character is often built on the suspicion they attract.

Pride
Dragonborn, scales, breath and clan honour

A reusable breath weapon, scales and loyalty to the clan above all. They make paladins and fighters you can read at a glance.

The lore of Dungeons & Dragons.
© Wizards of the Coast LLC. Dungeons & Dragons and all related marks and images are property of Wizards of the Coast LLC.

The gods and their pantheons.

In the worlds of D&D the gods are not a matter of faith but an observed fact: they grant spells, send omens and compete for mortal attention. Every setting has its pantheon. The Forgotten Realms count dozens, from Tyr the just to Talos the storm, while Krynn organises itself around a far cleaner triangle of good, evil and neutrality.

For a player it plays out at character level: a cleric or a paladin picks a deity, and that choice settles their allies, their prohibitions and who opens doors for them in town. For the game master a pantheon is mostly a stock of ready-made factions, with temples, rivalries and reasons to hire the party.

Dragons, at the centre of it all.

Dragons give the game its name and its yardstick for power. They fall into two families. The chromatics, red, blue, green, black and white, are greedy and cruel, each with its own breath weapon and preferred terrain. The metallics, gold, silver, bronze, copper and brass, guard more than they plunder and readily take human shape to watch mortals.

A dragon ages in steps, from wyrmling to great wyrm, and its power follows the same curve: a young white dragon is a level five goal, an ancient red one the closing scene of a whole campaign. Their mythology goes back to Tiamat and Bahamut, the five-headed queen and the platinum dragon, whose feud sits behind countless campaigns.

Using the lore at your table.

The frame
Pick one region, not a whole world

One city and its surroundings will carry thirty sessions. Presenting a whole continent drowns the table in names it will forget.

Small doses
Drip the setting in small touches, mid-scene

Setting comes through what the characters see, hear and smell in the scene. A paragraph read aloud sends people to sleep, the smell of a forge sticks.

The hooks
Turn every piece of lore into a playable hook

An abandoned temple is useless until somebody has a reason to walk in. Every piece of lore should produce a door, an enemy or a reward.

The roots
Root each character in a place and a faction

A birthplace and a faction give a character contacts, debts and enemies. That is what turns a setting into a personal story.

Rewriting
Rewrite without guilt whatever gets in the way

Official canon is not a contract. If a god, a date or a war gets in the way of your plot, change it and tell the table.

The reference
Keep one reference source to settle disputes fast

A wiki or one reference book avoids ten minute debates mid session. The rule: decide fast, check later.

Bringing a world to life online.

A setting holds up when your players can see it. A map described three times out loud stays vague, while one displayed image and one music track put a tavern or a temple in front of everyone in seconds.

Tomeus gathers the backdrop, the music, the sheets and the dice roller in a single window. You prepare your scenes ahead of time, send the link, and your players step into the world with nothing to install.

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Frequently asked questions.

Do you need to know the lore to play D&D?

No, and it is a poor way in. The rules are enough to play from the very first session, and the setting is learned by playing. A player needs to know where their character comes from and what the town the adventure opens in looks like, nothing more. The rest arrives session after session, through what the group runs into.

Which world should a first campaign use?

The Forgotten Realms, because nearly every supplement, published adventure and online resource points back to it. You get a map, detailed cities and scenarios ready to run. Eberron and Ravenloft are excellent, but they ask the game master to explain more before the first session.

Where can you find official D&D lore?

The publisher's campaign books first, with a guide devoted to each world. Alongside them, community wikis gather the essentials for free, and the novels published since the eighties tell the major events of the Forgotten Realms and Dragonlance. None of it is compulsory: your version of the world outranks theirs.