|“||You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of D&D adventure. You however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to the all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow.||„|
|~ Gary Gygax|
- 1 Summary
- 2 Power of the Verse
- 3 Calculations
- 4 Supporters and Opponents of This Verse
- 5 Characters
- 5.1 Supreme Beings
- 5.2 Ascendant Beings
- 5.3 Deities & Angels
- 5.4 Demons
- 5.5 Devils
- 5.6 Yugoloths
- 5.7 Elder Evils
- 5.8 Immortals
- 5.9 Limbo
- 5.10 Lords of the Feywild
- 5.11 Lords of Arborea
- 5.12 The Clockwork Nirvana of Mechanus
- 5.13 Protagonists
- 5.14 Champions of Ruin
- 5.15 Elemental Princes
- 5.16 Curse of Strahd
- 5.17 Baba Yaga's Dancing Hut
- 5.18 The Tomb of Annihilation
- 5.19 Dragon of Icespire Peak
- 5.20 Greyhawk Wars
- 5.21 Curse of Xanathon
- 5.22 Cormyr: The Tearing of the Weave
- 5.23 The Tomb of Annihilation
- 5.24 Rise of Tiamat
- 5.25 Humanoid Races
- 5.26 Aberrations
- 5.27 Fey
- 5.28 Magical Beasts
- 5.29 Outsiders
- 5.30 Giants
- 5.31 Undead
- 5.32 Animals
- 5.33 Plants
- 5.34 Vermin
- 5.35 Elementals
- 5.36 Oozes
- 5.37 Constructs
- 5.38 Dragons
- 5.39 Abominations
- 5.40 Minor Antagonists
- 6 Weapons/Artifacts
- 7 Major Civilizations
Dungeons and Dragons was the first roleplaying game to exist, and set the stepping stone in place for both video game RPGs and traditional games like Warhammer 40,000, The Elder Scrolls, Dark Souls, and God of War, among many others. The verse spans countless settings, though has some two dozen core multiverses (the most notable being Faerun, Greyhawk, Planescape, Eberron, Mystara, Spelljammer, and Dark Sun). The original setting, Greyhawk, was created by Gary Gygax himself, inventor of Dungeons and Dragons and the father of all modern RPGs.
At its core, Dungeons and Dragons is a game of teamwork and survival, of adventures and treasures. Your goal as the adventurer is to delve into the deepest dungeons, neutralize the abominations and monsters living there, and pilfer their coffers. Doing so is one of the wealthiest and most dangerous professions of the Dungeons and Dragons multiverse, as well as the quickest way to fame- at the core of many stories of the world stands an adventurer, seeking fame, glory, and wealth.
Power of the Verse
The base of Dungeons and Dragons is simple- basic fantasy monsters battle adventurers and the forces of good for treasure and power. Generally this beginning to early mid level of gameplay is where most games take place, in the territory of Tier 9 (9-B to 9-A) with admittedly widely varied abilities, including mindhax on the scale of a kingdom (scaling from Nilbog, who passively mindhaxes goblin kingdoms into not killing it), fatehax, sleephax, and perceptionhax. Even at this low a level, ample beings possess Abstract Existence and certain species are Nonexistent, Incorporeal, or Intangible. The most powerful beings of this level are aspects of Demon Lords, who will be discussed later on. Certain beings maintain remarkable powers even at this low a level, though it is easily overpowered by others in the tier- this includes chaos manipulation, law manipulation, and other incredibly powerful abilities that are often overtaken in a complex balance of power.
When entering into the mid tier of gameplay, characters dwell in the lower bounds of Tier 8 (8-C to High 8-C) and come into contact with more powerful hax, including the first signs of deathhax and widely used soulhax and matterhax. By this point, characters can believably and regularly encounter extraplanar threats, and such threats can likely create a sense of panic (for normal humans) on a country-wide scale.
By high level gameplay, characters are well into Tier 7 (Low 7-B) and can be expected to take part in grand adventures of potentially cosmic scale (though this is rare). Beings of this level are legendary on their homeworlds, their fame often extending far and wide. It is here that characters begin to achieve their most notable abilities, affecting entire countries in the process (not unlike the Elder Brain, who can control entire civilizations, by this level). Characters can now access sealing, causality manipulation, and existence erasure. Characters now can potentially maintain a private pocket universe (known as a demiplane) of their own, creating it from the raw matter of existence.
Beyond this lies epic level gameplay- an optional addition for campaign settings of extremely high potency and rarity. Characters on this level are no longer completely bound by the wills of their gods- such characters can alter reality on a fundamental level without the assistance of constructs such as the Spell Weave. At this level characters can reliably pose threat to the divine, though with admittedly very low success. Adventurers can achieve awe inspiring feats and battle world-ending threats. The most legendary of creatures exist within this level of gameplay (which ranges from 6-C to High 6-A in terms of raw power), and beings such as Elminster Aurmar or Mordenkainen battle them regularly.
There are various creatures above even this in terms of mortals and their power, though not many. Some characters are celestial bodies, such as constellations, moons, and the like. Some, merely constructs- for example, the Mind Flayer empire possesses technology capable of draining stars. The most powerful mortals are able to reach into the heavens and rip the gods from their thrones, perhaps even becoming gods themselves. Here, the avatars and aspects of most deities sit, ruling over mortals in a more direct manner.
And here, above all others, sit the gods, the cosmic threats of the multiverse- the Slaadi Lords, the Archdevils, and the Demon Lords, among many, many others. The characters here sit within Tier 2 (anywhere from Low 2-C to 2-A) and possess invariably multiversal-range potency for their abilities, with that power growing with each next deity. The characters here are dominated by the mightiest divine ranks- Vecna, in his ascension to Overdeity, and the aspect of the Lady of Pain, an extension of her beyond-limits true form cast into reality. On this level, death is an oddity, an impossible outcome for concepts given form who can regenerate from nothing.
...and yet there are higher levels. In most settings, the power scale ends at the Overdeity and the Ancient Brotherhood, of which the Lady and the Serpent are members. The Overdeity represents a tangible ruler of all gods who reports directly to the Luminous Being.
In Mystara, things are different. There are no gods, only the Immortals, beings on the level as any Overdeity. Their role is one of ascension, of attaining higher forms of being, though few succeed in this task and most fall into states of laziness. Such beings are at the threshold of Tier 1 (Low 1-C) though, if they were not restricted, they would constantly be attaining new, higher levels of existence (1-B). However, the Old Ones (High 1-B) have placed a limiter on them, to ensure only the best evolutionary candidates may one day attain their level of being.
Beyond all reaches of any reality is the Far Realm and its creatures of pure madness (1-A). Such creatures aren't even certainly real, though they pose very tangible threat to the Realms. It was them that made all life, and it was them who caused the first corruptions of the gods. Their essences are unknowable, their visage unbearable, and their realm, impossible in its geography. Such is the might of the Far Realm, a place few can lay claim to.
Above all hierarchies of the cosmos sits The Luminous Being, the in-verse icon of the Dungeon Master (up to High 1-A). It is he who weaves the plots of these worlds as well as infinite others.
Attack Potency Calculations
- Various basic calculations for D&D spells
- Various basic calculations for D&D spells
- Various basic calculations for epic level D&D spells
- Basic calculation for the Bulette
- Basic calculations for Legendary Dragons
- Basic calculations for Elemental Princes
- Basic calculations for Abominations and Elder Evils
- A revised calculation for one of those featured in the above link
- Calculation for Freezing Sphere
- Calculation for Cone of Cold
- Calculation for the Tempest
- Calculation for Ragnorra, Mother of Monsters
- Basic calculation for dodging lightning
- Basic calculations for dodging arrows and explosions
- Calculation for the Quicklings
Supporters and Opponents of This Verse
- Serpent of the Internet 97
- Mr. Bambu
Deities & Angels
Lords of the Feywild
Lords of Arborea
The Clockwork Nirvana of Mechanus
Champions of Ruin
Curse of Strahd
Baba Yaga's Dancing Hut
The Tomb of Annihilation
Dragon of Icespire Peak
Curse of Xanathon
Cormyr: The Tearing of the Weave
The Tomb of Annihilation
Rise of Tiamat
A general category for the humanoid races inhabiting the worlds of Faerun, Oerth, and beyond.
A term coined for creatures that fail to be classified in any normal category- hence, they are classified for their uniqueness and oddity.
Creatures originating from the Feywild- typically such creatures are magically charged and altered by the plane, but still separate from Outsiders in that they are still corporeal, living things rather than abstract expressions.
Creatures who may once have been normal flesh and blood, but have since become infused with magical essences, altering their biology on a fundamental level.
A term used to depict a creature originating from other planes of existence. Oftentimes such creatures are abstract in nature, though many are simply elemental.
This category depicts "giants"- not merely large creatures, but beings belonging to the giant race and former giant empire, and normally considered in the Ordning.
A general category for all manner of undead.
Common animals, often with unique traits.
Magical or otherwise supernatural flora are given their own category.
Oftentimes vermin are considered a separate class from other creatures.
Creatures formed from the raw tangible elements of creation. Most commonly such creatures are tied to one of the four core elements- fire, water, air, earth, though countless other "quasi-elements" exist; smoke, ice, mud, steam, etc.
Creatures with no set form- such creatures are often gelatinous in nature.
Beings created by other beings, generally lacking positive or negative energy.
Dragons are unique among magical beasts in that they are tied to magic inherently.