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17

Although this has an answer for the Forgotten Realms, the “normal setting” in the PHB is not the Forgotten Realms and there is no canonical answer for just D&D 5e by itself. The DMG goes into more detail about setting, but the basic concept is that the “default” setting of D&D 5e is mostly unwritten so that the DM can build it up from various pieces ...


7

Your dead high elf wizard isn't a high elf wizard when he wakes up in the Upper Planes. He is a petitioner - identical in appearance and personality, but lacking the skills and abilities (and much of the memories) that he had in life. A petitioner is essentially rooted in the plane it's arrived to, and can't be taken away from it; its ultimate fate is to ...


6

There are not currently any hard and fast rules for what makes a viable warlock patron. What we do know is that the following all qualify: immensely powerful fey (Titania, Oberron, Hyrsam, the Queen of Air and Darkness, the Prince of Frost) immensely powerful demons and devils (Baazka, Belaphoss, Eltab, Errtu, Gargauth, Lorcan, Malkzid, Wendonai) ...


6

You have fundamentally misunderstood how developers think about settings & their genres. You seem to think that the developers approached things in this order: Create setting Develop setting over time Decide: should setting progress to a later technological era, based on in-setting events? In reality, it's much more like this: Identify need/market ...


4

The OOC Perspective If I remember right, Spelljammer (which is essentially Space D&D) overlaps with Forgotten Realms, so there was an outlet for players who wanted some Realms content and some greater technology. But, Spelljammer was 2e, and I don't know that it's been reprinted for the newer systems. Beyond that, if you really wanted some high-magic, ...


2

Godhood is decided primarily based on power, which in turn is generally decided based on the number of worshipers the prospective deity has (paraphrased from DMG 5e, p 11 under Divine Rank). That means that gods - both lesser and greater - grant spells to clerics as a defining trait. Not being able to grant spells to clerics makes immensely powerful beings ...


2

The forgotten realms conversion for H-1 Keep on the Shadowfell appeared in Dungeon Magazine issue 155 and the conversion for H-2 following it in Dungeon Magazine issue 156. The official conversion articles end after H-2 and based on the preface by Greg Bilsland for the conversion of H-1 it seems that the articles were launch material created for the release ...


1

The biggest center of learning in the Forgotten Realms is Candlekeep, which is just south of Baldur's Gate on the Sword Coast. Another good candidate would be Silverymoo in the North. It has always been the academic and magical center of the region.


1

Forge of Thautam: A dwarf using this forge can create magic weapons and armor as if he had the Craft Magic Arms and Armor feat. Strong conjuration; CL 12th; Craft Wondrous Item, permanency, creator must be a dwarf; Price 15,000 gp. While published long after Bruenor created the weapon, this item from Races of Stone (and the Web excerpt) is a step ...



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