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When it comes to the world of Dungeons & Dragons, it is hard to access and memorize all that has been created over the past fifty years. Dungeons & Dragons: Worlds & Realms compiles some of the most important information about the universe of the game, sticking it in one readable location.
Told from the perspective of the great Mordenkainen, Worlds & Realms is more than a coffee table book or D&D collector item. As a dedicated dungeon diver who was late to the table, the read through this compendium was exactly what I needed to fill the gaps in my knowledge of the worlds that make up the universe.
Beautiful illustration, delightful storytelling, and insightful deep dives into both well-known and obscure locations left me hungry for new opportunities and better informed about the settings that make up so many adventures.
Key Details
- Publisher: 10 Speed / Penguin Random House
- Creator: Wizards of the Coast
- Author: Adam Lee
- Price: $50 on PRH Website
- Copy Provided for Review: Yes
Critical Details About The World

One of the first things I dove into when picking up Worlds & Realms was the section on The Material Plane.
I have to be honest, I have never actually played a campaign that takes place in the iconic settings of Toril or Krynn. My first multi-year campaign was set in the bowels of Barovia, where my poor Wizard was tormented by the dark and evil tricks of Strahd.
Because of this, I haven’t been able to talk as expansively about classic settings as I would like, and I was eager to get my hands on a breakdown that didn’t require the reading of ten sourcebooks to fully understand.
Reading through each section doesn’t feel nearly as dense as sourcebooks either, as the narration from Mordenkainen reads like a story. The way it is written, I’d often forget I wasn’t just reading an epic fantasy because the descriptions paint such vibrant images of each location in your mind.
A Must-Have Companion For Dungeon Masters

While I will never underestimate the power of a sourcebook, I genuinely believe every DM needs a copy of D&D: Worlds & Realms. By reading the breakdowns of each region in this volume, you are given new ideas for how to use the lore and culture to flesh out campaign details.
I was particularly excited to access the section on Spelljammer, as that is the next setting we will be playing, and I will be running my first proper campaign. The details paired perfectly with my resources, and I have learned so much that I now want to incorporate into gameplay.
This is the same for Eberron, especially for players or DMs like myself who haven’t seen the many iterations of these locations. It gives younger players a digestible way to get the world lore, and it updates details that may have been out of date in original releases from previous editions.
An Artbook of Stunning Images
Just like the details nestled in every paragraph of the book, D&D: Worlds & Realms includes a vast gallery of stunning images that bring locations to life. From dark and twisted castles to black-and-white sketches, the book is filled with examples of how creatures, locations, and concepts were meant to look.
While creative license is a core component of D&D, it is extremely helpful to have a visualization of how these locations are meant to look. It is the DM’s job to set a scene for the players, and these descriptions allow the exploration of spaces, understanding of tone, and the possibility of danger.
If a town or location isn’t described well, it can take players out of the game, or even accidentally misinterpret the types of adventure opportunities that could be present.
Worlds & Realms is a great resource for those who need a little help cooking up details, and I’d highly recommend looking through the images of a destination for ideas.
Final Score – 9/10
Dungeons & Dragons: Worlds & Realms is a fantastic addition to a tabletop fan’s library. It is also an essential tool for DMs prepping new sessions. I would highly recommend any player looking to learn more about the world to pick a copy up.
I also have to recommend this volume for the clever way the information is presented. If you aren’t a fan of reading textbook-style world guides, this is the book for you. It’s clever, funny, and engaging. World & Realms is a good time, and you will learn so much while reading each section.
** Bonus Action was provided a sample copy of Dungeons & Dragons: Worlds & Realms for the purpose of this review**
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