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D&D: Five Worlds We’d Love To See More From In 5.5E

4 Minute Read
Dec 4 2025
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Eberron and Faerun are cool and all, but here are five more D&D campaign settings we’d love to see make a comeback.

One of the best things about the release of 5.5E is how quickly we’re getting a look at multiple of D&D’s worlds. Just last month, we had the Forgotten Realms, with Heroes of Faerun and Adventures in Faerun. And though it was delayed, it was still planned that this year we would also get Eberron: Forge of the Artificer.

And that’s not even counting the new rumblings of a return to Ravenloft or Dark Sun thanks to some of the recent Unearthed Arcanas. It seems that campaign settings are on the brain at WotC. If that is the case, here are a few other campaign settings that might be fun to revisit.

Planescape

Of all the campaign settings, the Planescape/Spelljammer release was probably one of the more disappointing ones in 5E. But WotC could have a chance to fix that in 5.5E – especially after a change in leadership and the success of Baldur’s Gate 3. I feel like the waters are different than they were even just a year or two ago.

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It would be amazing to see a Planescape revival that wasn’t afraid to get a little weirder. You could explore more Planar options, especially as WotC seems to have Genies and Fiends and cosmology in their wheelhouse in the recent releases. And the Lady of Pain is a lot more prevalent in the core book than she was before; she’s even right there in the official rules of the Wish spell.

Ghostwalk

Ghostwalk was a campaign setting that came out in the heyday of 3rd Edition. It’s whole deal was that you played as ghosts. And not only that, but you ventured into the realms of the dead through the city of Manifest, a massive mausoleum city built atop a geological feature known as the Veil of Souls. The Veil of Souls was how spirits would get to the afterlife awaiting them.

What I really loved about it was how weird and esoteric it got. And that feels like the sort of thing that 5.5E could really do with. Especially since this could be a whole new way to introduce playable species – don’t just be sort of an undead, be a ghost or a revenant soul or whatever. It is also ripe for all sorts of weird adventures and new wrinkles for things like resurrection or whatever.

Nentir Vale

The default setting, such as it was, for 4th Edition. Nentir Vale is as much a concept as it is a concrete idea. The pitch is that the great empires of the world have fallen or are in decline. Cities are points of light amid the darkness of the wilderness. The roads aren’t necessarily safe. And amid the ruins of past grandeur, destiny awaits.

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It’s just such a great adventure-y setting. Especially with the way 5.5E is a little more player-focused, a setting like this could add a new layer to exploration and travel that’s sorely lacking from the current edition.

Kara-Tur

WotC, or at least WotC Japan, is already exploring this one a little bit. In The Oni’s Right Hand, an adventure that at the moment is exclusively available overseas, we see a group of heroes from the land of Kara-Tur who have come to Phandalin for an adventure. And gorgeous illustrations.

It would be amazing to see both what that team could do with Kara-Tur as a campaign setting. It’d be a place for old subclasses like the Fighter’s Samurai, or for new subclasses altogether, to take the stage.

Council of Wyrms

Then in the Council of Wyrms setting, you play as dragons. I mean, come on, this one sells itself. Give the people rules for playing dragons. Let them scheme and build lairs and hoard treasure to grow in power. As a campaign setting, it could be a good source for dragon-themed player options, especially if you played as both a dragon and its retinue (which would include your typical player character). Pull in options like the Drakewarden Ranger or the Way of the Dragon (or Warrior of the Dragon) and playable Kobolds and you’d have a hit on your hands.

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Happy adventuring!


Author: J.R. Zambrano
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