8 DnD Character Ideas and Backstories to Make Your Next Game the Best Ever

One of the best parts about DnD is creating a new character for a one-shot adventure, or for an entirely new campaign. To help you develop your best character yet, here's some DnD character ideas for you to play with.

Whatever DnD character ideas you have for your game can take on a life of their own. You can create your unique character with the most tragic backstory, OP skills, involved in the most unique plots. You can even design an entire world based on your imagination and just roll with it. There’s nothing stopping you.


If need some help coming up with some DnD character ideas to provide inspiration, this article is for you. Take one of these ideas and run with it as-is, or combine pieces from several of them to synthesize something all your own. Feel free to tweak these ideas in any way you want. After all, DnD is the most fun when you’re playing it entirely your own way.

DnD Character Ideas

  • Alrien Animus: Royal Guard with a Change of Heart
  • Valerian Raigor: A Skilled but Young Ranger
  • Trystan Onlin: The Bard Who Lost His Homeland


Fun DnD Character Ideas

  • Talliser Firebrand: Monk-In-Training
  • Triella Eboncrest: the Unwilling Warlock

D&D Character Concepts

  • Visitor from Another World
  • Ambitious Commoner
  • The Hero-Villain


DnD Backstory

  • Mysterious Hooded Figure
  • An Unknown Curse

Some of the following DnD character ideas are complete ideas you can take and use in your own game. Others are simply concepts or backstory ideas that are meant to help you piece together your own unique character idea.


If you need DnD Quest Ideas or DnD Campaign Ideas for your game, or by the way, be sure to take a look at those articles! They can be a great addition to this guide for DnD character ideas. You can also even use these DnD character ideas with Single Player DnD if you'd like to do some solo gaming. The only limit is your own creativity!

DnD Character Ideas

Captain Smack - one of my gaming group's more entertaining DnD character ideas. Smack was an NPC who became a legend. In a way, he was so unique that he became like a second PC for the player who came up with him.

DnD Character Ideas

Want to start your next campaign with a fully-designed character? Or, want to figure out how to instill more development for your current character? Here are a few of my in-depth DnD character ideas, covering everything from goals to personality, skills, background, and more.


Alrien Animus - Royal Guard with a Change of Heart

Your family is composed of a long line of fighters that have served the royal family for centuries. Your family's position is known as the "Royal Guard" - those who protect the royal famly at all costs. You were raised to believe that your sole purpose was to fight for your kingdom and serve the royal family, even if it meant sacrificing your life. After being raised in such a manner, you eventually grew up to be one of the kingdom’s greatest warriors. Because of your expertise in battle, you made your way up the ranks and eventually gained the royal family’s favor, along with a place of honor among your own family of notable warriors.


As you gain a higher position in the kingdom’s army, you are stationed in the royal palace itself. The longer you work in the palace, however, the more you notice strange occurrences. Guarding the royal palace seems to not be as glamorous of a position as you had dreamed. The reason is that - as much as you might try to ignore the fact - townsfolk and commoners are invited into the royal palace, never to be seen again. Instead, locked carriages exit the palace gates hours after the person's arrival, the same evening.


Before arriving at the palace, you had believed that no deed could be considered too harsh or inhumane if it was being done for the greater good of your king and country. However, the regular reports of missing persons, plus the locked carriages are beginning to change your mind. Townspeople are frightened, and commoners of the kingdom are on edge following the disappearances. Plus, there are rumors - of course - that the royal family is to be blamed. You want to talk, but your oaths as a royal guard prohibit you.


These key moments make you question everything you've lived for up to this point. With each new carriage that leaves the palace, your inner beliefs break a little more. Recently, the very foundations of what you thought you lived for, up to this point, have begun to crack.


One night, you made a decision to find out the truth. You stumbled upon an ominous room, filled with clues about where those missing villagers had gone. You'd probably known all along, but now the proof is irrefutable. You begin to accept that perhaps loyalty to your land is not enough of a reason to turn a blind eye to its crimes. From there, you abandoned your post, snuck out of the palace, and followed the carriage.


That one choice to embarking on this journey will lead you to uncover your kingdom’s darkest secret...

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Valerian Raigor: A Skilled but Young Ranger

For this character, you’ll be playing a skilled ranger that lives in a small village located on the outskirts of your kingdom. You are one of the youngest, but most skilled rangers in your village. You are quite young, but you have often been called a prodigy. All the praise goes to your head just a little bit, allowing you to become more confident in your abilities, though perhaps a little childish and proud at times.


For centuries, your village folk have protected a sacred artifact that has brought prosperity and peace to your land. But everything changes overnight when the artifact is stolen. With the artifact missing, the crops of your village become desolate, and the animals within the forest becomes ridden with disease.


With this new development, the village decides to send a team of their most skilled rangers on an expedition to recover the artifact. As one of the best, you are naturally selected as a member of the team. Although you are wary, and somewhat scared of traveling, and possibly fighting, you begin your journey to find the sacred artifact that brings so much good to the village.


Your greatest fear is that the members of your village have only called you skilled - a prodigy even - because you're as good as the village's best. But in a small village, you know that there's only so much competition. So, what will happen when you face true danger, against the best that the wider world has to offer? What if you aren't capable of supporting your team of rangers, and worse yet, what if you all fail to retrieve the artifact?

Trystan Onlin: The Bard Who Lost His Homeland

Ah, the life of a traveling bard. You go from one place to another, never staying in a village for more than a few days. Villagers and townsfolk enjoy the tunes you play on your lyre, and by the end of your performances, you can always expect a crowd and a round of applause. No one really knows your name or recognizes the songs you play, but you never stay long enough for anyone to ask. This life is at least peaceful, fun, and full of variety.


Though your days are full of mirth and music, the night sometimes brings too many memories. After all, the music you perform hails from your native land. It was once a small, but powerful kingdom, that has since perished. After your performances for the crowds, you perform your own lamentations for only yourself of the mysterious attack that destroyed your kinsmen and kingdom. You remember, each night, how you narrowly escaped the attack. How you've been constantly on the move to secure your survival, ever since.


In your dreams each night, you see yourself again casting spells of elemental magic, carried out through your music. But, when you awake each morning, you tell yourself to not use the elements again. Since the technique and aura of your elemental spells can only be cast by  members of your homeland, you've decided to stick with ordinary folk songs to prevent your identity from being revealed. You’ve accepted that you will have to stay an ordinary traveling musician, perhaps for the rest of your life.


If it means survival, then the choice is worth the loss, of course. 


That all changes, however, when you’re approached by a mysterious hooded figure who seems to know the tunes you play, and more importantly, their origins. It turns out that you’re not the only surviving member of your homeland. And it turns out that you actually know this hooded figure, and have often thought of her since the kingdom's fall.


From there, you’re roped into an epic journey to discover the secrets of the attack on your kingdom. You may just yet restore your sense of purpose, again awaken the elemental powers inherent within you, and bring about a peaceful conclusion to your kingdom's tragic past.

Fun DnD Character Ideas

You can sometimes make some fantastic DnD character ideas from minis you find at your local gaming store. This one was a source of huge inspiration for my girlfriend's latest character.

Fun DnD Character Ideas

Sometimes a fun DnD character idea is one that isn't necessarily meant to be played for the long-term. These types of character ideas are great for DnD One Shots. Of course, with a little bit of extra work into these kinds of characters, they can still be great for an entire RPG campaign. It's all up to you!


One thing's for sure though. These are definitely some fun DnD character ideas:


Talliser Firebrand: Highly-Competitive Monk-in-Training

You’re a monk-in-training, one of the newest recruits under your teacher’s supervision. You’re pretty good for a newbie. You already have a basic knowledge in combat that was taught to you by family friends in your village, but nothing too fancy. You’re not good at fighting, exactly, but you’re not bad either.


What is really comes down to is that your skills are terribly inconsistent. Your movements might be calculated and skilled one moment, only to be completely clumsy and infective the next. Entering into a fight with you is essentially a gamble, for both you and your opponent. So, through your training and adventures beyond, you're sort of "stuck" as a half-competent, demi-liability.


However, you can never say no to a good fight, no matter how high your odds of winning are. In both training and adventuring, you simply cannot walk away from any kind of fight. In fact, you start them. All the time. Despite the fact that you may very well lose - and drag your allies with you into a losing fight - you just have to test yourself.


You know why you always pick fights. It's to see if there's some reason why you're incompetent half the time. Why are you able to defeat enemies with ease one moment, but cause more harm than good to yourself and your allies, the next? It's your mission to find out. And when you do, to become the greatest warrior these lands have ever seen.


An Ongoing Campaign with Talliser Firebrand

If you choose to take this DnD character idea even further, you're going to have to figure out what's going on with your ups-and-downs. Is there something bigger going on that causes you to be terrific in battle one moment, but terrible the next? Could it be some kind of curse? Perhaps some kind of family curse, even? Whatever path you take for figuring out what's going on with you, it could lead to an entire series of adventures. 

DnD Character Ideas and Dice

Triella Eboncrest: Unwilling Warlock

You initially had no interest in becoming a warlock. Instead, you were content with living out your days as a fisherman’s child in a small village. You had plans of following in your father's footsteps, and eventually having a family of your own with children who are destined for the same, typical future.


You had no interest in gaining "power" or magical abilities of any kind. That sort of thing made you nervous. But somehow, your fate changed when you stumbled upon a shadowed entity along the shoreline. The entity seemed to fade in and out of your vision, but was certainly real. Though you were initially frightened of the being, it began practically begging you to make a pact with it. Which, of course, made it seem quite a bit less frightening.


After giving the entity a resolute "no" for an answer, you simply left it on the beach, resolving never to be involved with magic again. However, the entity began showing up near midnight in your room each night, pestering you for the pact. At the end of several months of sleep-disturbed nights, you began to waiver in your commitment to non-magic. When your father told you to stop making up stories, you saw no other way back to peaceful sleep. Eventually, you agreed to the entity's pact - whatever that actually meant.


Of course, the pact did give you magical powers that became difficult to hide. After a mishap in your village forced you to reveal the extent of your powers, you were unwillingly roped into an adventure by a group of magicians that desperately require your help. How will you ever get back to peaceful sleep and your former mundane life of fishing, now? All you want is to stop having magic at all.


An Ongoing Campaign with Triella Eboncrest

If you choose to take this DnD character idea even further, Triella will eventually have to contend with the powers she'd rather avoid. Whereas in a single adventure, Triella may not want to cast any magic during the gaming session, and may not want to be part of the story at hand at all, an ongoing campaign will force her into those very things. She'll probably have to figure out exactly what kind of shadowed entity she's dealing with, the true nature of the "pact" she formed, and contend with her own altered destiny.

D&D Character Concepts

It can sometimes be fun to base your character idea around a theme or concept so that he/ she comes built in with a kind of backstory, or at least place in the game's story.

D&D Character Concepts

Sometimes, all you need is a bit of inspiration to get the gears in your head turning. These D&D character concepts are meant to provide you with the basic foundations of an interesting character, while leaving you with enough space to fill in your own details. Feel free to try out these D&D character concepts for your next campaign.


As a quick note, another great way to start with D&D character concepts is to use the pre-generated DnD character sheets provided by Wizards.


Visitor from Another World

Now, this is a character that I think everyone can have fun with. In this concept, you will be playing a person that has transmigrated into an alternate universe. Think about something like the movie "Spirited Away." Suddenly, a character from "our" normal world shows up in a fantasy world like DnD provides.


Of course, to play a character of this nature in your campaign, you'll really need to discuss with your dungeon master. If they don't feel that this DnD character idea fits for the campaign they're running, then you'll have to either adapt it or try something else, altogether. If you are able to play this type of character though, here's how it would work.


With only vague memories and fragments of your past life, you are suddenly thrown into a whole new world of wizards, warlocks, and intimidating warriors who look like they could snap you in half. Alternatively, you could remember your past life, and simply try to return to your own world. In either case, this new realm should shock and astound you. Everything that seems normal to other players' characters (magic spells, grand knights, castles, fantastic lands, etc.) should be basically unbelievable to you.


Over time, you - of course - discover that you aren’t just a bystander in this strange universe. Even in your previous life, you had always felt strange energy flowing within you. But in this world, the energy seems to have a way to travel through you. In a surprising moment, you create a burst of arcane power, narrowly saving yourself from a dangerous situation. It’s then that you begin feeling that perhaps you aren't so foreign to this new land, after all.

Ambitious Commoner

You’re sick and tired of living in the slums. You’re willing to jump at any opportunity that would aid you in making it big, getting rich, and finally being able to afford a decent lifestyle for yourself and your family. It’s then that you stumble upon an ad promoting a huge tournament between the greatest warriors in your land. The promotion captures your attention with the large sum of gold listed as its prize.


This is to be a battle of the fittest, and after staring at the poster for quite some time, sudden realization strikes you. A solution! Actually... no. Never mind. You know perfectly well that you have absolutely no chance of winning, seeing as you no experience in battle, whatsoever. Furthermore, you're a lover of food, and your fitness level essentially prohibits you from competing in any sort of physical contest.


But, desperate times call for desperate measures. You know that a man's will is greater than his circumstances. And your circumstances are no longer acceptable to you. Thus, these thoughts lead you to a second realization. Recently, you've heard rumors from the next town over about a vampire sighting...


If you could somehow persuade this vampire - assuming he or she was real, to begin with - to turn you. And if you could somehow hide the fact that you had yourself become a vampire. Then perhaps you could skip years of hard work, and simply shortcut to peak physical condition. As a vampire, surely you could best any mortal in a test of strength and stamina.


What would it mean, being a vampire though? Would you have to leave behind the family you love? Would you still be "yourself?" Screw it. You're sick and tired of being sick and tired. It's time for a change, no matter what the cost may be.

The Hero-Villain

If you've played DnD for any stretch of time, you've probably either thought about, or have seen someone else play a hero-villain. This D&D character concept is basically chaotic-neutral. They aren't evil, exactly, but they definitely aren't "good" either. Instead, they're free-spirited in a way that's potentially dangerous to others.


For example, the idea of a Fallen Paladin fits perfectly for this character. Of course, a fallen paladin could be outright evil. However, they could alternatively be - well, alternative. If a paladin order has a set of moral codes, a fallen paladin wouldn't necessarily have to break those codes, outright. They could, instead, set about accomplishing the same standards as everyone else, but have an "unorthodox" way of going about things.


In short, a hero-villain, at least sometimes, tries to do "good" things. But they often end up doing good things in a way that actually harms others along the way. They may stop an ancient evil from harming the land, but do so by creating a pact with the evil to "come back later, fiercer and stronger," rather than actually slaying the beast. They may also help an impoverished widow by stealing from her equally-impoverished neighbor, who themself has but 1 loaf of bread.


Alternatively, the hero-villain could be simply a villain, through-and-through. Being a "hero," after all, is only a matter of which side you're on, right? So, be a hero to yourself. Do the things you've always wanted to do. Instead of trying to stop evil all the time, live it up a little. Enjoy the DnD experience to the full by enacting your own sinister plans upon the world. Give the dark side a try as the dungeon master is forced to send wave after wave of "heroes" at you, while you're likewise forced to slaughter them all, one gaming session after another.

DnD Character Ideas DnD Backstory

A character with a backstory brings more depth to the game's story, and often results in more fun for the player!

DnD Backstory

If you liked some of the fun DnD character ideas and D&D character concepts listed above, then you can definitely use them in either short adventures or in ongoing campaigns. It's important to note that virtually any character can be used in a full campaign if you end up detailing the character's DnD backstory. With a backstory, even an average character becomes something worthy of attention.


If you want to expand your character’s full potential, take a look at this DnD backstory list. These DnD backstory ideas are actually additions to some of the DnD character ideas, listed above. Use these with those existing characters, or mix them into your own ideas. Either way, you're sure to get more from the experience of playing your character:


Mysterious Hooded Figure

Here’s a DnD backstory that goes well with the traveling bard that I mentioned, above. The bard’s story takes a great turn when he’s approached by the mysterious hooded figure, who - it turns out - was from his destroyed homeland. In this first encounter, you find out that you are not the only remaining survivor of your fallen land. Furthermore, this woman was formerly a love interest of yours. The fire in your heart for her was put out only because you thought her to be dead.


At the time of your kingdom's fall, she was a knight of the realm. Indeed, she was one of the most promising warriors of the time. Though she probably knew nothing of you, often had you written songs of her, from afar. Now, it turns out, she may serve as the key to restoring the kingdom. And not only that, but since she's recognized your music, she wants you to enjoin her in the quest. She believes that the elemental powers inherent in bards from your homeland may play an irreplaceable role in the events to come.


Of course, you can't tell her "no," as your heart simply won't allow it. The problem is that your spirit, in regards to your homeland, at least, is broken. You saw many horrible events, when the kingdom fell. You saw many people die, and you experienced much suffering. Though you want to help, you're inwardly conflicted. In the end, the only thing that pulls you forward is the light that this woman exudes when talking about possibilities of the future. Not simply vengeance, but a peaceful conclusion to your kingdom's tragic past.


Even as you question about what may happen with your fallen kingdom, a question of equal importance keeps coming to you: "will this woman I love - have loved from afar for many years - ever feel the same for me?"

DnD Backstory Villain

Sometimes, I like to to base my character's backstory on a villain. A compelling villain provides a built-in goal for my character, along with adversity, and purpose. Everything you need, really, to get a new character started.

An Unknown Curse

This DnD backstory accompanies the idea of Talliser Firebrand: the highly-competitive monk. I think Talliser can be fun to use in a one-shot adventure, but can also become more interesting and enjoyable in the long run once you add more detail and plot to his backstory.


The character idea from before mentions that the monk is both cursed and blessed with inconsistent skills that can be dangerous for him and his opponents. In this scenario, one of the best ways to add some depth to the story is to identify the reason behind the inconsistency.


It could be, for example, that his skills were a result of a long-running curse within his bloodline. You can decide on the criteria for the curse, but it will essentially be caused by one of his ancestors losing a gamble against a powerful being. In this story, your ancestor would have been obsessed with the thrill of the gamble, and was desperate enough to cheat his way into winning against the being.


Obviously, the gamble of cheating didn’t work out for him. As a result of your ancestor’s actions, your family was cursed with the strange skill of being extremely good at something, or not being good at it at all, depending on the fate of the moment.


It could even be that your family lineage became monks after they realized the curse bestowed upon them. Perhaps they thought through strict inner discipline, self-understanding, and moral choices, they could free themselves of the curse. Generation after generation in your family, they have thus sought and failed to achieve, freedom.


For years, you have wondered at your own fate. But unbeknownst to you, your family's tradition has been to share about the curse on a family member's 20th birthday. A year, they believe, when the individual has matured enough to process the news, and potentially help in dispelling the curse. As fate would have it, today is your 20th birthday, and your life is about to change.

Create Your Own Character Today

Feel free to use these characters or take inspiration from them. At the end of the day, TTRPGs are all about having fun in your campaign, with characters that represent either who you want to be, or explore pieces of yourself that may never otherwise show themselves.


Remember, too, that there are many TTRPGs out there. Though DnD is by far the most well-known, and one of the best, it may not be the game that you ultimately find is your favorite! If you're interested in trying out a character idea in a new game, take a look at Eternity TTRPG's self-published game. In the Eternity TTRPG tabletop RPG, you get to play a character while sharing the roles of a dungeon master. It allows you to roleplay a character while still building the world and story you play in.


Give it a try today! No matter what game you play though, have fun making memorable characters and exploring fantastic worlds.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
A high-angle shot of a crowded Gen Con event
By Jacob Tegtman April 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OvxI1GXJerE Transcription Dungeons & Dragons is finally returning to the convention that made it famous… Well, to be clear – D&D has been at Gen Con. It’s just, they haven’t really had much of a presence there in recent times, have they? Even small indie games have had substantially larger booth space than D&D, which I saw last year basically tucked into a back part of the convention, with pretty much only like a 20ft by 10ft space, or so. If even that, to be honest.  And, I don’t know for sure if D&D hosted many events even at Gen Con while we were there last year. Maybe a few intro games? But if I had to guess, I would’ve said that third parties may have run more games of D&D than Wizards of the Coast D&D actually did. But, after years of near silence… Wizards of the Coast is planning to go all-in on Gen Con again. The real question is—why now? We’ve seen a lot of relatively big moves from D&D recently, back towards its roots. So, what could this move mean for the future of D&D? Welcome back to Eternity TTRPG—your go-to news channel for all things D&D and tabletop roleplaying. Today we’re diving into some pretty cool news, hopefully a big positive for the direction of D&D: Wizards of the Coast is officially heading back to Gen Con with D&D in a big way. And honestly… it’s kind of a full-circle moment. Let’s rewind for a second, because – as I’m sure you know – Gen Con isn’t just any convention. Gen Con was founded back in 1968 by Gary Gygax, which to be honest, I didn’t know prior to researching for this video. If you aren’t aware, Gen Con is now the largest convention for tabletop gaming, I believe in the world. It pretty much takes over Indianapolis for, what I can confidently agree, is probably indeed the best 4-days of gaming each year. At the time they started Gen Con, it was just a small gathering of wargaming fans in Wisconsin. But in 1974… Gygax and Dave Arneson released Dungeons & Dragons. And, of course, Gen Con became ground zero for spreading the game. People would attend… pick up a copy… and bring it back to their hometowns. That’s how D&D went viral—before the internet even existed. It turns out, hanging out with cool people in person and telling them about cool things – in person – was the OG way to go viral. Go figure! So, fast forward a few decades… Gen Con became the D&D event, and the tabletop gaming event. We’re talking massive tournaments, huge reveals… Even a life-sized castle built on the convention floor. Yeah. That actually happened. But then something changed. In recent years, Wizards of the Coast has been… mostly absent. No big booths. No major announcements. Just a quiet, minimal presence—if anything at all. I can tell you, seeing them last year, like I mentioned, was not only unimpressive... it was actually even a bit sad. I remember thinking like, “why are you guys even here? Why bother with a booth like this, it just makes D&D look bad.” And other fans have definitely noticed, as well. At this point, you might be wondering: why did D&D pull away from Gen Con, anyways? Well, a few key things: First—vision. Wizards started treating D&D less like a game… and more like a global entertainment brand. You’ve seen the somewhat recent movie, and then they’re pushing hard towards digital tools now, trying to make D&D more of a money-making tool, and truthfully, less like the D&D we all grew up with. Second—control. Instead of third-party events like Gen Con, Wizards of the Coast has focused more on their own events. Things like MagicCon – for Magic: the Gathering. And third—cost. Giant booths and live events are expensive, and brand-awareness is not the same as actual sales. In the past, the cost of large-scale live events like Gen Con was a no-brainer investment for D&D. However, with D&D moving towards online income, live spaces didn’t fit the online vision as much. So, for years… Gen Con became more of a community-run D&D space rather than an official one. But now—that’s changing. Wizards vice president recently confirmed that Gen Con is about to become a major part of D&D again. Starting this year: Annual D&D product roadmaps will be revealed at Gen Con They’ll have more organized play events And there will be more direct and “official” community engagement Like so many of the things Wizards of the Coast is doing to push live community spaces for D&D again, this could be a big deal – but it will depend on how well Wizards follows through. Still though, this is the first time in years that Wizards is showing up where the players are. And this could be a great sign for the game. With all of this in mind, we now finally come to the question: “why is this happening now?” There are a few clues. First—D&D has lost major momentum in the TTRPG space, let’s be real. Wizards is, perhaps, finally recognizing the loss of their community, and is trying to reconnect with the people who built the community to begin with. We’ve seen: The return of classic settings – which is ok. I’d rather see – as one recent viewer put it – new stuff. Done in the classic way, but some actual new content would be x1,000 times better. And they are creating new seasonal content, with a return to D&D modules and “official” weekly play at local gaming stores. Second… Let’s talk about the elephant in the room. The OGL controversy. You may remember: The Open Gaming License controversy, when Wizards of the Coast tried to change D&D’s open license in a way that would restrict creators and potentially take a cut of their earnings—sparking massive backlash and boycott calls from the community. That moment seriously damaged trust with fans. And while things have cooled down… This Gen Con push feels like a very intentional move to rebuild goodwill. Because if you want to win back hardcore players—You show up at Gen Con. That’s all there is to it. Show up, and make it fucking awesome. Make your audience actually want to play D&D again. For a lot of fans, D&D skipping Gen Con has felt… weird. It’s the place where the fire started. It’s been the biggest name in tabletop ghosting the biggest tabletop event in the world, in favor of creating online subscription models that very few people actually want. But now? This feels like a return to D&D’s roots. A reconnection with the community that built the game’s legacy in the first place. So the real question is—Is this just good PR… Or the start of a new era for D&D? What do you think? Drop your thoughts in the comments. And if you enjoyed this coverage, don’t forget to like, subscribe, and roll for initiative on the next video. See you next time!
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