Which “Lost” D&D Settings should make a comeback – and which I’d love (or not) to run

Some settings should never be forgotten

When you think of D&D settings, you probably imagine iconic places like the Forgotten Realms or Eberron, or even the recent expansions like Exandria. But what about the forgotten gems? Over the years, Dungeons & Dragons has introduced plenty of settings that brought fresh ideas to the table, only to fade into obscurity. 

Here’s my take on which of these “lost” worlds are most likely to make a return in future D&D publications and, personally, which would be the most fun to bring to life in a campaign.

What’s Appealing
Inspired by Arabian folklore, Al-Qadim is a realm of enchanted deserts, djinn, and ancient mysteries. The setting carries a sense of high adventure and political intrigue, with genie-binding magic and powerful elemental forces. For those who enjoy stories of desert caravans, mystical artifacts, and larger-than-life spirits, Al-Qadim offers something truly different from typical medieval fantasy.

Comeback Potential
I think Al-Qadim has a decent shot at a comeback, especially with increased interest in culturally rich and diverse settings. However, for this setting to thrive, it would need a thoughtful update to avoid outdated stereotypes and offer an authentic take on Middle Eastern influences.

Would I Run It?
Absolutely. I love the concept of a setting filled with mysterious genies, sand-swept ruins, and desert secrets. Al-Qadim would be perfect for campaigns centered on high adventure, and I can imagine players getting invested in the unique political structures, elemental forces, and survival challenges of the desert.

tashas cauldron of everything monk

What’s Appealing
Kara-Tur takes its cues from East Asian folklore, bringing samurai, martial arts, and mystical creatures into a D&D framework. It has a striking visual and cultural appeal, offering players the chance to engage with themes of honour, tradition, and ancient supernatural forces. The setting feels almost cinematic, with highly disciplined warrior cultures and intriguing spiritual elements.

Comeback Potential
Kara-Tur could very well make a return, though it would need an overhaul. While it offers unique storytelling angles, the setting suffers from dated portrayals that could feel problematic today. A more authentic and nuanced approach to East Asian cultures could turn Kara-Tur into a standout setting, but it would require substantial updates.

Would I Run It?
Yes, but selectively. While I think Kara-Tur has a lot of campaign potential, it’s a setting that would require thoughtful preparation and respect. For the right players, though, it could be an incredible backdrop for a campaign that delves into themes of loyalty, mysticism, and inner strength. A setting filled with samurai codes, mystic monks, and divine spirits would create a very different experience from other settings.

What’s Appealing
Maztica is a Mesoamerican-inspired world filled with jungles, tribal societies, and ancient gods. The setting’s appeal lies in its sense of exploration and the potential for Indiana Jones-style adventures in a lush, mysterious environment. It’s an inviting choice for campaigns focused on discovering ancient ruins, lost cities, and mystic artifacts.

Comeback Potential
Maztica could make a strong comeback. The Mesoamerican backdrop is not an overdone cultural touchstone in any form of media (when is the last time you saw a movie about Aztecs or Mayans?), but people are familiar enough with the trappings that it is recognizable and distinct. 

Would I Run It?
Absolutely. I think Maztica’s focus on exploration and ancient mysteries makes it ideal for a campaign where players are constantly discovering new things. The setting lends itself to Indiana Jones-style adventures, and the chance to explore a rich jungle world with mystical artifacts and tribal mysteries would bring a lot of energy to a campaign.

Wizards Chess

What’s Appealing
Birthright sets itself apart by letting players take on the roles of rulers, managing kingdoms, and engaging in high-stakes political drama. It’s essentially “Game of Thrones” meets D&D, with players navigating alliances, betrayals, and kingdom-building rather than an emphasis on adventuring for fun and profit. Birthright also emphasises bloodlines and legacy, giving each character a unique sense of purpose and power.

Comeback Potential
Birthright has niche appeal but could attract a modern audience, particularly as domain management and political intrigue have become popular in fantasy settings. Its focus on rulership and strategy might not suit every table, but I think there’s potential for it to be an underdog favorite, especially among players looking for something beyond traditional adventuring.

Would I Run It?
Yes, but selectively. Birthright’s focus on managing kingdoms and political machinations could be incredible for the right group. However, it’s not ideal for players who crave constant action or dungeon crawling. This is a setting that requires buy-in for political themes and high-level strategy, but for a group that enjoys those aspects, it could be deeply rewarding.

Ancient copper dragon

What’s Appealing
Council of Wyrms is a setting where players get to be dragons. This twist on typical D&D play allows players to explore draconic societies, navigate clan rivalries, and experience the world through the eyes of powerful creatures. It’s a fresh, imaginative concept that gives players a break from standard humanoid adventurers.

Comeback Potential
Council of Wyrms is unlikely to make a comeback as a full setting, mainly because it’s very niche and doesn’t fit mainstream D&D gameplay. Balancing dragon characters with regular adventurers would be a challenge, and I’m not sure it would appeal to enough players to warrant a full return.

Would I Run It?
Only as a mini-campaign. While the idea of a dragon-only setting is intriguing, I think it would be better suited for short, self-contained adventures rather than a full campaign. Playing as dragons is fun and novel, but it could wear thin for players who prefer traditional D&D elements. It’s an interesting premise that might be best used sparingly.

What’s Appealing
Jakandor tells the story of two conflicting cultures—the Knorr, a warlike people, and the Charonti, a magically advanced civilisation. Unlike many settings, Jakandor doesn’t have a clear “good” or “evil” side; instead, it’s about cultural misunderstanding and conflict. This allows for storytelling that’s nuanced and morally complex.

Comeback Potential
Jakandor is a unique concept but likely too niche for a full-scale comeback. Its focus on cultural clash could appeal to players interested in deeper role-playing, but it doesn’t have the universal appeal of more action-oriented settings. It would be better suited as a smaller expansion focused on themes of diplomacy and cultural understanding.

Would I Run It?
Probably not. While I respect Jakandor’s ambition, it’s a setting that would demand heavy role-play and willingness from players to explore uncomfortable themes. For the right group, this could be powerful, but I’m not sure it’s versatile enough for most campaigns. I would likely adapt elements of Jakandor’s cultural themes rather than run the setting outright.

adventurers in a dungeon

What’s Appealing
Ghostwalk offers a supernatural twist, allowing players to play as spirits who interact with the living. Set in a city where the dead and the living coexist, this setting is ideal for horror, mystery, or philosophical campaigns focused on life, death, and the afterlife. It’s a unique, atmospheric concept that brings a new flavour to D&D.

Comeback Potential
Ghostwalk is unlikely to return as a full setting. While its premise is intriguing, it’s quite niche and doesn’t align with the typical adventure-driven D&D experience. However, certain elements could be incorporated into future horror or supernatural-themed expansions.

Would I Run It?
Yes, but as a limited campaign. Ghostwalk would work well for a short, spooky campaign with a philosophical bent, but I wouldn’t use it as a long-term setting. The novelty of playing as spirits adds an interesting layer, but it’s not something I’d want to sustain for a full campaign. A short, focused story exploring the mysteries of life and death would make the most of Ghostwalk’s unique setting.

What’s Appealing
Red Steel, also known as Savage Coast, is an action-packed setting with a dark twist: the “Red Curse,” which grants powers but also causes mutations. It combines elements of swashbuckling adventure with a gritty tone, creating a high-stakes world where power comes at a price. The curse adds a constant sense of danger and tension to the game.

Comeback Potential
Red Steel has niche appeal but could attract players who enjoy risk-reward dynamics in their campaigns. Its darker, edgier themes might appeal to players looking for something different, though I doubt it would see a full revival. Its unique curse mechanic could, however, inspire future darker expansions or modules.

Would I Run It?
Maybe, but it depends on the group. Red Steel’s intense, dark themes could make for an exciting campaign, but it’s not ideal for players who prefer lighter, more heroic adventures. I’d be cautious about using it in a long campaign, as the mutation mechanic might start to feel punitive. However, for a group that enjoys high-stakes drama and moral ambiguity, Red Steel could be a memorable experience.

Dark Sun Ruined City

What’s Appealing
Dark Sun stands apart as the ultimate survivalist setting, combining post-apocalyptic landscapes, brutal desert environments, and psionics with an unforgiving ecosystem. It’s a world where resources are scarce, magic has devastated the land, and monsters roam freely. Players must navigate a world that’s as hostile as its inhabitants, with oppressive sorcerer-kings ruling city-states and a raw, gritty atmosphere that demands resilience and cunning.

Comeback Potential
Despite a recent claim by a former Wizards of the Coast employee that Dark Sun is unlikely to return, I believe it has strong comeback potential. It’s perhaps the most requested setting, especially as modern TTRPG players are increasingly interested in dystopian, morally complex worlds. While it would require careful handling of themes like survivalism and oppression, Dark Sun’s unique place in D&D history almost ensures its eventual return.

Would I Run It?
Yes, but with clear boundaries. Dark Sun’s gritty tone and survivalist themes make it fascinating but challenging. It demands players ready for a harsh environment where survival isn’t guaranteed. With a group willing to embrace these themes, it would be an unforgettable experience; however, it may not appeal to those who prefer lighter, more traditional fantasy. Its sheer intensity and unique atmosphere make it a favorite, albeit one to approach with caution.

ranger DnD 2024

What’s Appealing
Mystara is a world that offers a sandbox approach, packed with diverse regions, cultures, and magic. Known for its classic fantasy elements, Mystara includes realms of magic, maritime empires, steampunk cities, and even a hollow world within the planet. The setting is rooted in high adventure and exploration, blending many fantasy tropes with a sense of limitless possibilities.

Comeback Potential
Mystara is canonically mentioned in the Dungeon Master’s Guide, showing that it still holds an official place in D&D lore. Although less frequently discussed than other classic settings, Mystara’s broad versatility and iconic history make it a prime candidate for a revival, especially for nostalgic players and DMs who value creative freedom and exploration over strict world continuity.

Would I Run It?
Yes, especially for an open-world campaign. Mystara’s mix of environments and lore allows for high adaptability, making it perfect for players who enjoy a variety of themes, from high-seas piracy to arcane kingdoms. However, Mystara’s flexibility means it lacks a unified tone, which could make it harder to maintain a consistent atmosphere. Still, it’s a strong choice for DMs looking to create a varied and expansive world without rigid restrictions.

Adventurers in Greyhawk

What’s Appealing
Originally the default setting of 4th Edition, Points of Light (with Nentir Vale as its most prominent region) is known for its “post-collapse” setting, where small towns and cities are isolated by a wilderness overrun with monsters. The world feels dangerous yet hopeful, where players are true heroes pushing back against encroaching darkness. It has a straightforward, flexible approach, making it accessible to new players while allowing DMs creative freedom.

Comeback Potential
Although it’s unlikely that Points of Light would return as a standalone setting, its themes of frontier survival and heroism in dark times continue to resonate with many DMs. It’s also a frequent reference point for the core ideas of heroic fantasy, making it relatively easy to adapt within existing or new campaign worlds.

Would I Run It?
Yes, especially with new players or for shorter campaigns. Nentir Vale’s accessible yet challenging setup offers a fantastic entry point for players new to D&D or those looking for a classic hero-versus-monster theme. It’s simple but effective, though it might lack the depth some experienced players seek in settings like Eberron or Dark Sun. Still, its balance between familiarity and danger makes it a reliable choice.

While it’s hard to predict exactly which of these settings will make a return, there’s a lot to love about the forgotten worlds of D&D. Each of these settings offers something different, from culturally relevant settings to morally complex societies and supernatural oddities. I hope WotC brings back some of these lost gems, but until then, they’re worth exploring as homebrew options for a fresh take on the D&D experience. If you haven’t dug into these old settings yet, give them a look—you might find the perfect inspiration for your next campaign.

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