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The Core World for Fourth Edition (often referenced as "Points of Light") is the default setting for Dungeons & Dragons, 4th edition. It is a purposely incomplete setting, allowing individual Dungeon Masters to populate it as each DM sees fit. This wiki is intended to be a resource to describe what information has been officially published about this setting.
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IntroductionThis introduction comes from Points of Light: Design & Development by Richard Baker, published August 29, 2007 in Dragon Magazine, Vol. 360.The world is populated by a variety of intelligent races, strange monsters lurk on other planes, ancient empires have left ruins across the face of the world, and so on. But one of the new key conceits about the D&D world is simply this: Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world. Most of the world is monster-haunted wilderness. The centers of civilization are few and far between, and the world isn’t carved up between nation-states that jealously enforce their borders. A few difficult and dangerous roads tenuously link neighboring cities together, but if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands. Anything could be waiting down that old overgrown dwarf-built road: a den of ogre marauders, a forgotten tower where a lamia awaits careless travelers, a troll’s cave, a lonely human village under the sway of a demonic cult, or a black wood where shadows and ghosts thirst for the blood of the living. Given the perilous nature of the world around the small islands of civilization, many adventures revolve around venturing into the wild lands. For example:
Another implication of this basic conceit of the world is that there is very little in the way of authority to deal with raiders and marauders, outbreaks of demon worship, rampaging monsters, deadly hauntings, or similar local problems. Settlements afflicted by troubles can only hope for a band of heroes to arrive and set things right. If there is a kingdom beyond the town’s walls, it’s still largely covered by unexplored forest and desolate hills where evil folk gather. The king’s soldiers might do a passable job of keeping the lands within a few miles of his castle free of monsters and bandits, but most of the realm’s outlying towns and villages are on their own. In such a world, adventurers are aberrant. Commoners view them as brave at best, and insane at worst. But such a world is rife with the possibility for adventure, and no true hero will ever lack for a villain to vanquish or a quest to pursue. Reference AbbreviationsFeel free to edit these pages with information from official sources on the Points of Light setting. When doing so, however, please include the source of the information you are adding. Use the abbreviations below:
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