Books 
        Core & Complete Handbooks And
        The Collection of Campaign Books:   
        Forgotten
        Realms:   
        The Core Realms:
        The main section of the Realms is intended to be a
        generic *D&D world. It has many similarities to
        medieval Earth. It also has enormous cities, many
        countries with foreign flavors, hordes of NPC's, and more
        room to maneuver than you'll ever need. There are also
        wild magic and dead magic zones, where magic can surge in
        power (and unpredictability) or not work at all. There
        are also a lot of supplements out for the core Realms,
        and a lot more on the way. 
         
        Al-Qadim: This
        setting is located far to the south of the core Realms,
        but can easily be placed on any campaign world. It
        encompasses the genre of the Arabian Nights, with djinn,
        magic lamps, Sinbad-like sailors, emirs, and the
        ever-present Hand of Fate. It is intended that players in
        Al-Qadim use Al-Qadim characters, but it is possible to
        take "normal" characters into the Al-Qadim
        setting.   
        Kara-Tur: This
        setting is located far to the southeast of the core
        Realms, but like Al-Qadim, may be transported anywhere.
        It is an "oriental" setting, with much of the
        flavor of ancient China, Japan, and Mongolia. There are
        martial arts, intrigue, highly civilized areas, family
        honor, and wild horse-folk. It is intended for use with
        oriental characters, but "normal" characters
        can easily be worked in.   
        Maztica: This
        setting is located far to the west of the core realms
        and, unlike the previous settings, can only be reached
        via a long sea voyage. It is meant to represent the
        Americas during the time of the Spanish conquistadors.
        While it is possible to play a "conqueror" from
        the core realms, it is intended that native characters be
        created. This setting has its own unique magic variant,
        which not only changes the way priests and wizards
        operate, but many warriors as well.   
        DragonLance:   
        The world of Krynn is
        fairly well-known, through the series of novels and
        modules which started it. Gold has little or no value
        there, as the world is on a steel standard. Clerics are
        relatively unheard of, as well, because the main focus
        for the world is the ongoing battle between the deities
        Takhesis and Paladine; other "normal" deities
        have been pretty much forgotten. In addition, as the name
        might suggest, dragons are more active here than
        elsewhere, as they are strongly polarized on the
        Takhesis-Paladine battle. There are also several time
        periods to adventure in; the time of the War of the Lance
        is only one.   
        Spelljammer:   
        In a nutshell,
        Spelljammer is *D&D in outer space, but in more of
        the swashbuckler pirate genre than a hard science fiction
        one. Many of the typical *D&D races of characters and
        villains are present, but many behave very differently
        from any you may have met before. In addition,
        Spelljammer may include adventuring on many of the other
        published game worlds, as spelljammers visit almost all
        of them from time to time. 
         
        Ravenloft:   
        Ravenloft is a world
        of gothic horror. It is located in the Demiplane of
        Dread, and fairly reeks of evil. Many who go there are
        corrupted and never return. Some new mechanics are fear
        and horror checks. A failed fear check involves running
        in abject terror. A failed horror check, well, lets just
        not talk about that right now. The mists of Ravenloft
        often gather up unwary travellers and take them to the
        demiplane, from whence half the fun is trying to find an
        exit which supposedly doesn't even exist.   
        Masque of the Red
        Death: This setting is based on Ravenloft, but with a
        twist; it is set in the equivalent of the
        Victorian-era--but in a world where magic has existed
        since the very dawn of time. There is a much higher
        technology level than most *D&D worlds, and like
        Ravenloft, terror is everywhere, now aided by the
        after-effects of the Industrial Revolution. Every time a
        character casts a spell, that character is drawn a step
        closer to the "Red Death," a powerful force of
        evil in this world. However, "Masque..." is
        technically a separate game from *D&D which happens
        to use the Ravenloft rules. Therefore it is not intended
        to be a place that "normal" *D&D characters
        visit. Not that that will stop many DM's from having them
        do so anyway...   
        Dark
        Sun:   
        Athas is a metal-poor
        desert world, which by itself makes life quite a
        challenge. Add to that the fact that almost everyone on
        the planet has some degree of psionic ability, and you
        get a pretty lethal world. Also, clerics are different
        from usual, in that they are either templars who are
        granted spells by their sorcerer-kings or clerics who
        gain spells by worshipping the elements around them.
        Mages, too, are changed; all magic is powered directly by
        the life force of the world around them, which tends to
        be a detriment to the continued existence of any plants
        and animals in the area.   
        Greyhawk:   
        Greyhawk was the first
        widely-known campaign world. Flip through the PH or
        DMG--most of the named spells and magic items originated
        in Greyhawk. Until recently, the world was essentially a
        general, multi- fantasy-genre world, similar in that way
        to the Forgotten Realms, but with its own very distinct
        flavor. Recent supplements, however, have turned the
        world into a war-torn pile of smoking rubble, where basic
        survival is much more difficult than before the wars.
        Most Greyhawk players set their campaigns long before the
        wars. Since most of the modules published before the
        arrival of Forgotten Realms and DragonLance are actually
        set in Greyhawk, there is a wealth of information out
        there for gaming purposes. 
         
        Planescape:   
        This is basically the
        2nd ed. revamp of the Manual of the Planes, but it is
        much more than that, as well. This setting is designed
        for entire campaigns run on the planes themselves, with
        all the interesting beings that may involve. Characters
        may belong to any of a number of factions, which interact
        in a similar way to secret societies in Paranoia.
        Adventures are typically set in Sigil, an enormous city
        in the neutral center of the planes, and involve visits
        to one or more of the other planes. It also comes with
        its own lingo, so if you hear the occasional
        "cutter" (someone in the know) or
        "berk" (someone not in the know) comments,
        you'll know where they're from.   
        Mystara: 
        Mystara is the world
        which used to be the setting of Basic D&D, now
        altered to fit the AD&D rules. Like the Realms and
        Greyhawk, it is a general high fantasy world with an
        individual flair. It is unique from the other worlds in
        that several of its supplements also come with audio CD's
        for sound effects and storytelling. 
        Council of Wyrms: 
        Ever wanted to have a
        dragon PC? Well, now's your chance. This campaign setting
        is located on a remote group of islands where dragons and
        half-dragons reign supreme, and the other races are minor
        players. 
        Birthright: 
        In this setting, the players are characters of noble
        birth. They must deal with intrigue, spying, wars, the
        occasional adventure, and succession to the throne.
        Special powerful magic spells whose power is drawn from
        the land one controls as well as the possibility of
        magical traits caused by royal bloodlines are also thrown
        into the mix. It seems to be a mix of "normal"
        *D&D, tabletop miniature wargaming, and Diplomacy. 
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