Dungeons & Dragons’ Future Is Full of Carnivals and Dragons

Dungeons & Dragons is a world of creativeness, from the huge realms and planes of existence your adventures can happen on, to the characters your events construct over the course of their travels. The subsequent two releases for the sport’s Fifth Edition are going to place that creativeness to the take a look at—in methods epic sufficient to dive deep into the sport’s most revered creatures and in methods rather more whimsical.

Revealed as a part of this weekend’s D&D Live, a multi-day celebration of the Forgotten Realms (and much past), the subsequent two chapters in Dungeons & Dragons Fifth Edition can be The Wild Beyond the Witchlight and Fizban’s Treasury of Dragons, an journey ebook and sourcebook respectively, that may present two very totally different experiences for gamers. Witchlight will take lower-level events on a whimsical journey to the rides and splendors of the Witchlight Carnival, the place the stakes should not fairly so cataclysmic and extra about which magical journey—or magical fairground experience—you’ll go on subsequent. Fizban, in the meantime, will dive deep into the mythology of D&D’s legendary titular beings, introducing epic-scaled methods to convey draconic themes to your marketing campaign as foes, by way of new subclasses and subraces, and even exploring what it implies that dragons are so essential to D&D that they’re actually within the title.

But earlier than gamers get their palms on dragon lore, D&D is taking a visit to the truthful with The Wilds Beyond the Witchlight. Coming this September, it’s an opportunity for D&D to usher in some light-hearted escapades after the mysteries of Candlekeep and the dread domains of Ravenloft by way of a well-known location: the Feywild, the airplane of the fairies. “[Witchlight] is our first, full-length Feywild adventure for Fifth Edition, and I’ve been wanting to do a Feywild adventure for about 11 years now,” senior sport designer Chris Perkins instructed press at a latest occasion. “So this is the dream come true for me and an absolute joy project to work on.”

Witchlight will primarily happen within the realm of the Fey, but it surely’s anchored within the titular Witchlight Carnival. “This adventure, unlike some of our previous adventures, is really designed to launch from whatever world you as the dungeon master consider to be the home world for your campaign. The Witchlight Carnival cruises around the material plane, visiting world after world after world, touching down on a world about once every eight years,” Perkins famous. “It’s a wondrous, whimsical fantasy carnival, very strongly themed, and it kind of gives characters their first taste of what the rest of the adventure is going to be like. The carnival is also the place where the characters learn the quote unquote ‘rules’ of the Feywild, basically what they need to know before they get there in order to be successful.”

Designed for characters to go from degree one to round degree eight, Witchlight’s journey might set the stage for a visit into the Fey airplane, however that doesn’t imply the carnival is simply set dressing to the principle occasion. It’s a spot crammed with new characters and spectacular sights for a celebration to discover, spending a night on the truthful whereas influencing the temper of the celebrations happening—dictated by the Carnival’s house owners, Mr. Witch and Mr. Light. “Mr. Witch is a shadow elf who has a magical watch that he uses to basically keep the carnival on schedule; it’s got to unpack and pack at certain times, and he also watches over the staff to make sure they’re doing their job,” Perkins defined. The two characters are glimpsed on the usual cowl for The Wilds Beyond the Witchlight. “His companion, his compatriot, his long time friend is Mr. White, and he’s more like the ringmaster of the carnival. It’s his job to keep spirits high, and to make sure that the shows and the attractions are as wondrous and divine as they can be.”

These mechanics are replicated in the world of the Witchlight Carnival itself, using an included poster map of the carnival to not simply monitor the time a celebration spends there, but additionally the vibe of its revelers. “Every single time it gets unfurled, it can have different configurations—but essentially, [the poster] is kind of a standard configuration. [It’s] done in a style of a lot of amusement park maps that you get that you’ve probably seen, and it shows all the key attractions,” Perkins defined. “It’s got two features that make this poster map interactive—one is a time tracker in the top left-hand corner and the other is a mood tracker in the bottom right-hand corner. These are devices that the DM uses to keep track of how much time has actually passed during an evening at the carnival and how the characters can, by their actions, affect the mood of the carnival, which can have benefits or drawbacks.”

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Image: Stacey Allan and Will Doyle/Wizards of the Coast

But because the title of the journey implies, adventurers can be despatched past the carnival’s vibrant lights into an altogether extra mystical place: the Feywild, the airplane of Faerie and Fey beings suffused with magic. There, Witchlight takes on extra of the model of the latest sourcebook Van Richten’s Guide to Ravenloft, offering dungeon masters with the format to inform a narrative in a brand new pocket of existence. “After you’ve crossed over, you land in a what we call a Domain of Delight, and it’s a new term—[D&D principal rules designer] Jeremy Crawford actually coined it and I sort of ran with it,” Perkins laughed. “It’s the Feywild equivalent [to Van Richten’s] Domain of Dread in so far as a Domain of Dread is like a pocket of the Shadowfell that is sort of completely contained and difficult to get out of. The Feywild actually has a similar concept in this Domain of Delight, except instead of being a Darklord trapped in it, there is an Arch Fae who rules it. The Arch Fae has the ability to sculpt and manage their own domain, and this adventure introduces a Domain of Delight that we’ve never seen before in the history of Dungeons and Dragons, brand new.”

Except, as a substitute of the horror inspirations present in Ravenloft in fact, Witchlight leans into altogether lighter inspirations. “Well, there are a lot of inspirations, of course, from just old fairy tales to… The Wizard of Oz was a huge influence,” Perkins mentioned of the staff’s inspirations for the lands of the Feywild. “One of my favorite novels of all time is Ray Bradbury’s Something Wicked This Way Comes, and I think that there’s glimmers of that story popping up in The Wild Beyond the Witchlight as well. I don’t know anybody who’s read the Bradbury story, but there’s a character named Mr. Dark, and you know, we’ve got a character named Mr. Light. They’re not the same, but there’s kind of a connection there!”

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Image: Robson Michel/Wizards of the Coast

As attention-grabbing because the Domains of Delight may be, gamers don’t have to depart the carnival behind in the event that they don’t wish to. “Because it’s so portable, [Witchlight] can show up in multiple different campaign worlds. If you’re running multiple campaigns, you can have it show up and use it for other purposes, or just as an evening’s entertainment,” Perkins clarified. “We discovered with our playstesters that they just loved spending time in the carnival. They wanted the whole playtest to just be there—they didn’t want to go into the Feywild, because they were having so much fun exploring this space. I think DMs will find that they can just take this carnival and drop it into another campaign entirely.”

That was essential for Perkins, as a result of to him The Wilds Beyond the Witchlight is embodied by the spirit of bizarre, enjoyable D&D adventures above anything. Balancing the room to supply extra whimsical journey situations alongside an area for extra typical marketing campaign adventures was essential to the design staff, with Witchlight discovering a approach to provide each an journey to transfer gamers alongside, but additionally—as soon as once more, like Van Richten’s Guide to Ravenloft earlier than it—a free information to a airplane for dungeon masters to mess around in.

“Hopefully it’s the magical combination of both [providing structure and freedom],” Perkins mentioned of Witchlight’s method to highlighting journey within the Feywild. “I think one of the appeals of Curse of Strahd is it is sort of a contained setting—you’re exploring the realm of Barovia, but it’s got borders and you can’t really go past them. So there is a lot of playground in there, but it’s not so big that it becomes daunting. The same is true for the Feywild’s main domain, Prismeer. Prismeer, like a Domain of Dread, has boundaries, it has borders, and so a DM can run the adventure and not feel like the characters are going to stray too far beyond where they should go. But that said, Prismeer, like Barovia, is a big place and there’s lots of stuff inside it to explore, you can get a good long campaign out of just exploring that space. [It’s] also kind of a microcosm—it kind of shows off what the world has to offer. But in a kind of a contained way, Barovia is very much the same showing off what the Shadowfell has to offer, and I think that’s both appealing and also sort of keeps the campaign from getting out of hand.”

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But the whimsy is a giant a part of the enchantment as properly, particularly as Witchlight is aimed toward new characters and even new-to-D&D teams, providing an journey the place not all issues are outlined by sinister stakes, and never all confrontations have to be solved by martial fight. “It’s a very light-hearted adventure, and something we did with this adventure that we haven’t done before is make sure that all of the challenges of any adventure can be handled without combat,” Perkins revealed. “That’s not to say you can’t get into a fight if you don’t want to—there’s lots of fights here if you go looking for them—but every encounter has a nonviolent solution eventually or rather a solution that doesn’t require you to throw down with swords and fireballs. It’s easier to get through this story with a smile than with a sword.”

But after adventurers are achieved exploring the paranormal lights and sounds of Witchlight, one month later in October they’ll be delving deep into the historical past of the best creatures of the D&D multiverse, with just a little assist from a Dragonlance icon, in Fizban’s Treasury of Dragons. Fizban, like Tasha, Mordenkainen, and different “narrators” earlier than him, will information readers by way of the mythological nature of every kind of draconic components in D&D, from godlike beings to explorations of draconic ideas in lessons and participant races, offering guidelines and particulars to convey extra dragon-flavor to, properly, your dungeon adventures. “Fizban, as Dragonlance fans know, is basically a human incarnation of the god Paladine, who is better known on many D&D worlds as Bahamut, the Platinum Dragon,” James Wyatt, one of many principal writers on Treasury of Dragons, defined of the theme. “He’s literally a dragon walking around in one form, so he’s got the inside scoop on dragons. His perspective is sometimes eccentric, or inexplicable, but he’s always entertaining.”

Although Treasury of Dragons is the primary time Fifth Edition has had a complete ebook devoted to draconic theming, D&D has in fact beforehand achieved many dragon-themed dietary supplements. But Treasury of Dragons desires to make itself stand out by being not simply concerning the lore of dragonkind, however in offering lots of guidelines, stats, and particulars for dungeon masters to construct their very own tales round, or for gamers to have draconic components affect their characters—whether or not they play one in all 5e’s most beloved participant races, the Dragonborn, or in any other case. “It’s comparable to Volo’s Guide to Monsters or Mordenkainen’s Tome of Foes. It’s got a hefty section of monsters at the end, that’s about a third of the book,” Wyatt mentioned of Treasury of Dragon’s construction. “Another third is really aimed at the dungeon master, who’s building an encounter, or an adventure, or a campaign, around a specific kind of dragon, and goes through focusing on each of 20 different kinds of dragons in the course of that chapter. Many of them get lair maps, and they’ve got tables of personality traits and adventure hooks and the sort of objects you might find in their layers—all this stuff intended to help you flesh out the dragon that you’re using. Then the remaining third is player character options and more DM tools that apply to dragons more generally.”

“There’s a definite focus in this book on stuff that you can use at the table right away, everything from dragon lair maps, to tons of new dragon stat blocks and non-dragon stat blocks, various dragon-related monsters show up,” Wyatt continued. “We try to take a ‘show, don’t tell’ approach to talking about dragons, so rather than talking to you for a while about the personalities of dragons, we give you a table of personality traits you can randomly roll on or choose from as you’re creating a dragon in a way that gives the dragon a flavor quirk. There’s also a lot of player-facing content, but really that focus of giving you stuff you can use right away is what [Treasury of Dragons] would stress.”

But even when Fizban’s Treasury of Dragons leans extra towards displaying than telling, what it does wish to inform can embrace some very attention-grabbing thematic questions for gamers to ask, diving into the grand cosmology of what makes D&D’s greatest, strongest dragons so particular. And some of probably the most particular and very important sorts of dragons within the ebook are a few of the strongest beings in all of D&D’s multiverse: the Great Wyrms. “We have a couple of stat blocks in the bestiary section for our Great Wyrms—dragons that have advanced beyond the power of even an Ancient Dragon from the Monster Manual,” Wyatt teased. Oh, and naturally, for those who’re courageous sufficient, you can battle them. “These use the mythic monster technology that we debuted in Mythic Odysseys of Theros, to be the exceptionally challenging encounters on their own—almost like fighting two monsters back to back, both of which are of Challenge Ratings above 20. They are tremendous forces of magic in nature that bend the world around them, and wreak havoc wherever they go.”

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Image: Crystal Sully/Wizards of the Coast

Great Wyrms aren’t simply going to be a few of the most intimidating foes you possibly can fling an adventurer celebration in opposition to, they supply the reply to a query lots of D&D gamers have in all probability had, even when they don’t give it some thought an excessive amount of. Why is Dungeons & Dragons referred to as Dungeons… and Dragons, particularly? Why them, above all creatures?

“There’s an idea running through this book that every dragon has echoes of itself and other worlds and material planes. This really is a book about dragons in every D&D and not just any D&D world, but every D&D world. So dragons have these echoes that link them through some mysterious means to dragons on other worlds,” Wyatt teased. “And the idea behind the Great Wyrm is that at least to some extent, some of their enhanced power comes from combining the power of multiple echoes into a single dragon. Dragons that we know from legend, like Ashardalon, or Chronepsis, or Aasterinian, who have been presented as Dragon Gods in the past sometimes—we’re describing them as these Great Wyrms who have managed to extend their power and influence beyond the single world and combine the power of multiple echoes to become these incredibly powerful creatures. A given dragon in the Forgotten Realms may have an echo on the world of Greyhawk, and develop the sense of Dragonsight in order to be able to communicate, in a waking dream sort of way, with their echo in that other world, and then eventually perhaps combine that power into a single being.”

It’s that energy, not simply in a single materials airplane however stretching throughout multiples, that makes dragons so fascinating in D&D—and for Wyatt, it performs an essential a part of the mythos underpinning Treasury of Dragons. “There’s a little mythic origin story at the beginning of the book—I wouldn’t call it a major part of the book, but again, just sort of a minor theme running through—it talks about the creation of the first world, which is a notion we touched on in Tasha’s Cauldron of Everything,” Wyatt mirrored. “The focus really is that dragons are an essential part of the material plane. They don’t come from outside it, they were there when it was made and that’s why they have such a tremendous influence on the world around them. When they establish their lairs, their magic seeps out into the terrain around them, their horn is a focus for that magic… dragons are just in the world, an essential part of the world, which is really why we named the game after them.”

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Image: David Auden Nash/Wizards of the Coast

It’s not simply the large hitters of the D&D cosmos that get a spotlight in Fizban’s Treasury of Dragons, nevertheless. Another sort of dragon specifically will get a spotlight on the sourcebook’s cowl, the Gem Dragons. The ebook reintroduces the 5 sorts of Gem Dragon—Amethyst, Crystal, Emerald, Sapphire, and Topaz—in addition to their emphasis on psionic assaults, or non-traditional breath assaults that eschew conventional injury sorts for esoteric fields like radiant, necrotic, pressure, and psionics. But Gem Dragons additionally issue into the rules-forward focus, within the type of one of some new sub-races included within the ebook: Gem Dragonborn. “There’s race options in this book!” Wyatt teased. “If you’re playing a Dragonborn character, you can choose one of these three race options as an alternative to the Dragonborn that’s in the Player’s Handbook to be a Dragonborn, and it’s got a distinctly prismatic, metallic, or Gem heritage.”

Beyond race choices, Treasury of Dragons additionally contains two common subclasses beforehand examined by gamers in Unearthed Arcana—the Way of the Ascendant Dragon for Monks, and the Drakewarden for Rangers—and a number of different methods to make a personality really feel thematically aligned to D&D’s most influential of creatures. “There’s spells and magic items or characters or their opponents to use as well. [We also] try to address the possibility that any character might have a tie to a dragon,” Wyatt clarified. “It’s not just if you’re choosing one of these new subclasses like the dragon-blooded Sorcerer, but you might be a cleric of Bahamut or Tiamat, and have a dragon-y feel that way. Or you might be a warlock with an archfey patron, which happens to be a Gleamstone Dragon, which is a feywild dragon introduced in this book—so you’ve got a dragon-y feel that way while you’re using any of the subclasses or other rules in the game already.”

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Image: Zoltan Boros/Wizards of the Coast

And that, much more than the mysteries of the dragons, is what appeals about Fizban’s Treasury of Dragons for Wyatt. “I think this really has a gigantic toolbox full of stuff for players and DMs alike to use. Even as we’re in the final stages of getting it ready to go to the printer, I’m marking up printouts on one side and writing notes for my next campaign on the other side!” Wyatt laughed. “Maybe a toybox is an even better way to think about it. It’s just full of stuff coming out of ideas and story nuggets.”

The Wild Beyond the Witchlight hits cabinets September 21, whereas Fizban’s Treasury of Dragons will comply with a month after, on October 19. Stay tuned to io9 subsequent week for extra from D&D Live’s greatest reveals.


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