Chapter Seven: GM Resources


Playtest content. This is draft material and subject to change.

Adventure Awaits!


Whether you are new to being a Game Master or have an abundance of experience, in this chapter you will find helpful tips, tricks, and other information on the world of Dromaria to aid you in your upcoming adventures. When first stepping into a new world, it can be hard to decipher what is important, and what to focus on. This chapter suggests easy and exciting ways to introduce specific themes, secrets, and other useful information.   Beginning the Journey
On Dromaria.com we provide a series of adventures titled, From the Village Vault. These short adventures are designed for location-based questing and ease of use. The introductory From the Village Vault, Aiding the Hammer, is included here. This adventure takes place in the small town of Shelter Lake in the southern Tritos Dominion and is an accompaniment to Dromaria's first published adventure, The Red Keep.  

House Rules
  House Rules, or Homebrew Rules, are any rules your table uses that are not standardized. These can encompass a wide array of topics, from resurrection, to what kind of language is tolerated around a table. It is important to let everyone know what your intentions are, so that you and your players are always on the same page. In addition to House Rules, if you intend to use or include alternative rules such as those found in Xanathar’s Guide to Everything let your players know before you begin play.


The Sovereign Sage


The position of the Sovereign Sage has been a vital aspect of Dromaria since the inception of the Covenant. Intended to be a champion and warden, the Sage is the public representative of the agreement and the custodian of the Ley Prisons. Due to their responsibilities, the Sage is given both credit and blame for issues dealing with dragon kind and is the first one held liable for religious violations. To aid in this endeavor, the Sovereign Sage is gifted with many unique items and abilities, with the most important being the Sovereign Spire. The wizard’s tower is a font of power, an impenetrable stronghold, and a safe place to call home. For details regarding the Ley Prisons and their former inhabitants see the "Fugitive Horrors" section below.   The authority of the Sovereign Sage equals that of most nations. By default, they are a member of the Arcane Collective, giving them no limit to their available resources. In addition, the Sage may call upon dragon allies in times of need. Such power has led most Sages to focus on the Covenant, dragon, and mortal health, excusing themselves from matters of state. Those who see a Sage in action welcome their protection, witnessing the presence of a hero and legend. However, those who have been the victim of a Sage’s inaction are likely to hold a differing opinion. Since the Covenant’s inception, six Sages have carried the mantle.   Dromaria is at a tipping point in its new era. Governments are reeling and many of the individuals in power have changed. The biggest example of this is the Sovereign Sage. The role of the Sovereign Sage is that of “The Wizard.” The position was designed to represent characters such as Gandalf the Grey (The Lord of the Rings), Albus Dumbledore (Harry Potter), and Elminster the Wise (The Forgotten Realms). They are the focal point of conflicts and are used by the world as an example of leadership and purpose.   For the last 1,500 years, the Sovereign Sage has been the same person, a human man named Harvie Ambrosius, known as “The Deadeyes.” Whether or not a person has encountered Harvie, everyone knows his name. He is synonymous with every great victory and defeat during his era. After the recent events at Emperor's Peak, Harvie has been deposed, and removed from his post by the dragons. Since then Harvie has not been seen, living within a demiplane, doing whatever wizards do.   In Harvie’s place, a young ember named Malik Kincaid has taken over. Malik’s personal story and traits are covered in Chapter Nine. It is hard to quantify the immense impact of having one so young in a position of such power. The citizens of Dromaria expect the Sovereign Sage to perform miracles and save them from threats beyond their control. As a GM, Malik and his responsibilities fall on your shoulders, only if you wish to pick them up.   Whether or not Malik makes an appearance in your games, consider what it means to have someone so unseasoned, replacing someone who has been in a position for 1,500 years. There are ample story opportunities that can come from this, even if it happens thousands of miles away. Malik is capable, and the position of the Sovereign Sage is critical to maintaining the Covenant and more. When citizens and dragons think of the Sovereign Sage they will think of "The Deadeyes." Malik has big shoes to fill and how and if he does so is up to you.

The Six Sages
  Lei Shin. The first sage. Daughter of Elsinleyown Yam'hikir. Locked away the first Leyline prisoner. Executed by dragon tribunal for the undead dragon Benthu arising. Entombed in the School of Summer.   Maltavoris. The second sage. Human son of Matunas Tormontear. Betrayed the Covenant, framing Lei Shin for his crimes. Killed by Seveth Van Dem. Resurrected as the lich Jeth in service to Malus.   Tollu'tallaria. The third sage. “The Dragon Sage,” only dragon to be a Sovereign Sage. Locked away Senex Malus beneath Emperor’s Peak. Reestablished order and formed the nation of Thorn. Killed by Jeth and Benthu.   Azha Govstevania. The fourth sage. Upiryrial with descendants in Kalatearman. Short tenure but highly active. Took magic knowledge back from the elves, formed the Arcane Collective, and the city of Blarek. Captured Jeth and Benthu but died afterward.   Harvie Ambrosius. The fifth sage. World’s greatest living hero. Synonymous with his dragon companion Elovesor. Known as “The Deadeyes.” Most famous for the Band of the Sage and locking away the majority of the leyline prisoners. Deposed as Sage. Living in a demi-plane.   Malik Kincaid. The sixth and current sage. Young ember. Killed the Prophet Stroud during the attack on Emperor’s Peak. More information and stat block available in Chapter Nine here.

The Prophet Stroud


The world saw a hooded man proclaim an end to the Covenant, referring to himself as “The Prophet.” While Stroud’s true identity was later revealed, his words had already become a rallying cry for those who feared the dragons. His message has since spread farther than those in power can stifle and has caused growing concern. Stroud was destroyed in a calamity of his own making and the largest attack on dragons the world has ever seen, freeing the Ley Prisoners in the process.   Stroud was an elven wizard and heroic adventurer who long ago traveled with the Sovereign Sage, Harvie Ambrosius. Together they were the founding members of the world’s most famous adventuring party, the Band of the Sage. Alongside his companions, Stroud helped lock away some of the most powerful Ley Prisoners, fighting valiantly on the side of good.   Unbeknownst to anyone, Stroud was a disciple of Senex Malus, working centuries of plans into motion. After integrating himself with the Sage, Stroud learned the inner workings of the Ley Prisons with the inevitable goal of releasing the dreaded necromancer. When Stroud’s betrayal was finally discovered, he fled to the Tower of Malus, turning himself into a lich and working from the shadows until it was time to strike. Stroud’s grand schemes were interwoven through almost 1,500 years of history, leading to the attack on Emperor's Peak, and his own demise.
 

The Leyline Prisons


There are conduits of lifeforce that encircle the worlds of the Sunrun System called Leylines. Dromaria’s leylines are an exceptionally flourishing source of energy, enriching the environments they cross over. Since Lei Shin, the first Sovereign Sage, exceptionally powerful mortals have used the leylines to fuel their needs.   The Leyline Prisons were designed to hold creatures who could not be killed. Lei Shin worked alongside the brightest minds of her age, crafting a system that would be impenetrable, buried beneath places of great importance. As of 6,071 DA the Prophet Stroud broke the connection between the prisons and their power source, releasing the captives.   The Sovereign Sage also kept artifacts and other items of immense power in the Ley Prisons. Adventurers may be tempted to infiltrate these dangerous locations, seeking long lost treasures. However, some creatures may not have left their cells, making the journey a deadly experience.   There are five known Leyline Prisons, although it is likely there have been more:  
  • Annesville Prison / The Nethul Prison. Located beneath an experimental laboratory once run by Nethul Xistrith. This prison has not had a formal caretaker beyond the Sage in centuries. Moldra Sallow, a Champion of Nethul, has taken residence in the old lab and has recently been cleaning it up.
 
  • Ebon Prison. The Worldtree in Ebon has been the site of a prison since before the Age of Horror, maintained by the tritons who remained there. It is the least used of the prisons, forgotten until the return of Maegoloth the Apex to Mortéglace. The current Sage has yet to visit since the event.
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  • Emperor’s Peak Prison. Fortified within the mountain, the dragon’s prison was designed to house captured Unforgiven. It was created by the Dragon Sage and had not been used in millennia. It was the site of the Leyline Prison’s breaking.
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  • Otherwyld Prison. Shifting throughout the heart of Tempus Nova is a prison designed specifically for Otherwylders. Approved by Dipthi herself, it has been overseen by the mysterious Ridox Wiggletoe since the middle of Harvie Ambrosius’ reign as Sage. Ridox has not been seen in centuries.
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  • Tensen Prison. Found in the elven spiritual capital and home of the Emperor. The Tensen Prison was overseen by Emperor Aenaryuu Kaless. After the prisons broke, Aenaryuu kept the remaining captives held until his death a few years later.
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  • Unknown Prisons. Scholars have long assumed that there is a prison beneath the Sovereign Spire, which is located at a Leyline nexus point. Beyond that, the rest is completely up to speculation. It is likely the Sage, or other powerful beings, have used the Leylines in moments of peril, calling on power beyond themselves. Any number of monsters may have been sealed away, slowly waking to a new world.

 

Fugitive Horrors


Listed here are the thirteen known Ley Prisoners who have been freed. These are immortal beings who cannot be killed or will return after a given period if slain. They are among the most violent and devastating horrors the world has faced, most locked away for hundreds or thousands of years. The names of the prisoners have become public knowledge. How communities are responding depends entirely on their proximity to events. Only one prisoner has been re-captured, Mother Malign.   These monstrous villains are meant to inspire adventure, creating overarching quests for the regions they are in. Rogue divine power, plague, vermin, and undeath, are only a few of the developments adventurers will encounter. Wherever a Ley Prisoner is, circumstances around them will change. While your players may never battle such a horror, they may still feel the rippling effects of such a presence.   Future official campaign settings for Dromaria will feature those once held in the Ley Prisons, altering the world around them and becoming a crisis heroes must contend with.

Featured Horrors
 


Amarantha Cull. Cull is a Upiryrial warrior who claims she was sent to Dromaria by Tus'Alim (god of ancestry, ceremony, history). She arrived during the Age of Horror and is responsible for the death of Sorona Van Dem (goddess of judgment, law, wisdom). She has a particularly brutal demeanor, believing that strength dictates life. Amarantha is the first ley prisoner, locked away by Lei Shin. She was in the Tensen prison and is now in the city of Tao. Amarantha Cull’s history and stats can be seen in Chapter Nine.

Benthu. Benthu is the moniker of the first undead dragon on Dromaria, secretly returned by the necromancer Senex Malus. They were once a primal dragon, and have since partnered with the lich Jeth Tormontear, who they are never seen without. The duo is responsible for the death of multiple Sovereign Sages. Benthu is considered among the greatest blasphemy there has ever been to the Covenant. Benthu was locked in the Annesville prison and their location is unknown. It is assumed they are near the Tower of Malus.

Dom the Burdened. Dominik Venturini was a normal human, who upon death, miraculously resurrected. His source of immortality is unknown. No matter what occurs Dom regenerates whole, although his body remembers every injury he has ever suffered, forever increasing his pain. Dom tried to turn to the teachings of Krazier but was locked away in the Otherwyld prison for violating the Covenant by Harvie Ambrosious. Dom was last seen near the tri-sister-cities in Leng, searching for an Ingress of Malus.

The Faelish. After Benikio's (god of hunt, shapeshifting, wild animals) death, the goddess Dipthi (chance, fey, gnomes, goblins, mischief) grew bored. Attempting to entertain herself, she made a creature in the wolf god’s image, bringing together the aspects of all animals. Dipthi was delighted by her creation, but the memory of Benikio was too painful, so she set the creature free.   The Faelish is a being that defies logic, releasing waves of unreality in its wake, leaving pools of wild magic behind. While it is a shapechanger, the Faelish cannot hold a form, forever changing its body to look like an amalgamation of beasts. Its motives are unknown, although it has been seen hunting other shapechangers. Pennington befriended the Faelish and has been the only being to successfully communicate with it since Dipthi. The Faelish has been held in the Otherwyld prison on numerous occasions, locked away by different Sages, escaping in unknown ways. It currently remains free in the Otherwyld. Various Sovereign Sages have worked diligently to remove the Faelish’s existence from history.

Gandar the Legion. Gandar the Legion is a sentient swarm of shape changing, carnivorous creatures, bound to a singular will. It is an alien abomination that corrupts, becoming one with invasive species, urging them to hunt and consume. The Legion’s true origins are unknown, although multiple Sage’s have surmised that what is on Dromaria are only fragments of the monster’s whole, having likely arrived from a meteorite.   Gandar roamed Dromaria for a short time before several powerful individuals joined forces to contain it, although they were not entirely victorious. To stop the creature the heroes shattered what they thought was its source of power, sealing it away, handing their prisoner over to the Sovereign Sage. Different portions were locked in different prisons. In the time since, various forms of Gandar have shown themselves, its presence requiring the attention of the current Sage. Malik Kincaid has recovered a few of the Gandar fragments, but many remain free. Its presence has been noticed on Leng and Mortéglace.

Jeth Tormontear. Born Maltorvoris Tormontear, and the son of Matunas (god of dragons, magic, morality), he was a respected cleric of the Covenant. Maltavoris became the second Sovereign Sage after secretly betraying his predecessor, stealing the body of a primal dragon. When the treachery was discovered, Maltavoris was killed by Seveth Van Dem at the behest of his father. Senex Malus then aided the fallen Sage in returning as a lich called Jeth.   The dragon corpse Jeth had stolen was turned into the undead Benthu. The two would go on to kill many figures of importance, including his father Matunas, the goddess Vale Van Dem, and multiple Sovereign Sages. The duo was locked awayby Azha Govstevania and was kept in the Annesville prison until recently. It is assumed they have returned to the Tower of Malus.   The current Sovereign Sage has Jeth as their top priority, unsure how much of the Sovereign Spire's power the lich can still access.

Ji the Diamond. Ji is a Chosen of Thurknot (goddess of goblins, vengeance, survival), who the trapped goddess has contacted to free her. Since the mental connection with Thurknot formed, Ji has found that it is impossible to remain dead, returning to life a month after she is killed in a random location. Ji is a capable fighter, who has dedicated herself to the cause. She speaks only in Sylvan and to other goblins. She was originally captured by Harvie Ambrosius while attacking Nethul Xistrith (god of blight, disease, plague), but was later freed by the Prophet Stroud. Ji was last seen in the country of Liyish.

Maegoloth the Apex. Maegoloth is a god among giants, the tyrant of the skies, and bane of dwarves. The monster is a colossal nightmare with the head and wings of an owl, the torso of a fire giant, and the body of a purple wurm. Maegoloth was altered from its original form by Ishkul (god of experimentation, outcasts, the underground) and tormented the Ander dwarves of Mortéglace. It was imprisoned in the triton run prison in the farthest reaches of Ebon. Since its freedom, Maegoloth has returned to Mortéglace and the giants have as well. Maegoloth the Apex’s history and stats can be seen in Chapter Nine.

Monster of Eris Mor. The horror was created when Nethul Xistrith (god of blight, diseases, plague) reincarnated his brother Nebull (god of emotion, hatred, insanity). Afterward, Nebull’s discarded corpse attacked. To save himself, Nethul unleashed all of his power, blighting the creature to such a degree that it bloated and stilled, forever tainting the land. Later the Monster of Eris Mor rose, a swollen mass of tumors, pustules, and dripping sores. It began to spread plagues, now called the Crimson Hush and the Numbling Sluice. Azha Govestvania, along Seinaru Kotodama locked away the monster in the Tensen prison. Since the prisons opened, the Numbing Sluice has been spreading in the city of Yiana, Leng and the Crimson Hush in Tintown, Tritos Dominion.

Mother Malign. Mother Malign was an Otherwyld enchantress of immense power. Long ago Malign seized control of Dipthi (goddess of chance, fey, gnomes, goblins, mischief) and used the goddess’s power to spread panic and destruction into Dromaria. Mother Malign was eventually defeated by united Ancestors, and her remains were divided into three crystal hearts.   The hearts were then locked away in different Ley Prisons. After the prisons were broken, Mother Malign was still divided, and took the form of three witches. They terrorized much of Pathriam before being defeated by the Guilds of Tor. Mother Malign is currently sealed within a gnome warlock named Addelaide Farnsworth. Addie has not been seen outside of the Otherwyld Otherwyld since the end of the Witch Wars.

Scin the Devourer. In the aftermath of the Dragon Sage’s death, a cult of lost dragonborn traveled to Zan'deil, looking to the soul of Rodgort (god of destruction, fear, fire) for vengeance. At the Temple of Burning Rage, the dead god spoke to them, offering power in exchange for sacrifice. One by one they toppled into the magma below, until from their ashes a new elemental creature emerged, a Chosen of Rodgort.   Scin the Devouring is a fire elemental capable of growing to immense sizes as it consumes. Its motives are to destroy the Sovereign Sage and incinerate the Covenant. It has shown an intense reverence for Rodgort, raving in a mixture of draconic and ignan since its imprisonment. Scin was locked away by Azha Govestevania and the Arcane Collective, and held in the Emperor's Peak prison. After its freedom Scin has been occupying volcanoes, using itself to agitate them, regaining its strength.

Senex Malus. Senex Malus is a lich and the world’s most nefarious necromancer. In life he was an elf, known as an apprentice to Dromadaes (god of dragons, magic, power), and as one of the most illustrious wizards of his era. He was at one time considered for the position of the Sovereign Sage. Senex created a place of power called the Tower of Malus in the western reaches of Leng. After its construction the tower vanished, and Malus’s public presence faded. Time and the elves have since excised and forgotten Senex Malus’ heroics.   It was later discovered that Senex Malus was responsible for a number of terrible acts, including the undead nature of the dragon Benthu and the death of Maltavoris Tormontear. Numerous battles occurred in Malus’s name, with hordes of undead spreading across Leng, and the eventual death of Matunas (god of dragons, magic, morality). Following the god’s death, Malus was locked away by Tollu’talaria in the Emperor’s Peak prison. While captive, it is clear he had some level of influence on the outside world, as his disciple the Prophet Stroud secretly occupied the Tower of Malus and continued their plans. Since Malus’s release the necromancer has not been seen, although it is safely assumed he is in the Tower of Malus, wherever it is.

Seveth the Bloodstained. Seveth was a respected Ancestor who turned, attempting to bind himself to a Worldtree. Tales speak of him as the first vampire, the sire of were creatures, and the progenitor of those that feed on man. Called the Forefather, Seveth roamed the night, killing and feeding at his whim. Ancestors and adventurers alike were slaughtered in droves attempting to stop the cursed Upir. His eventual defeat came at the tail end of the Age of Horror, banished to a Ley Prison by the gods themselves.   Seveth has been freed and imprisoned many times, used in schemes by a variety of people. Since his most recent freedom, Seveth has returned to the Arcane Sacrarium on Zan’deil. He has been regularly seen on the Path of the Ancestors.

Unknowns. Those locked away were done so with reason, but not all prisoners are equally dangerous. Some prisons and inmates are not discussed in this section for that reason. Perhaps they were locked away so long ago that they have been forgotten, or have experienced their power fade with time. These unknowns are meant as future story opportunities, mid-level villains, and ways to stir up trouble. The role can be filled by any creature, especially those who are difficult to permanently kill, such as demons, elementals, or undead.


The Worldtrees


There are four trees, called Worldtrees, that allow for the elements to move through Dromaria in a way that is sustainable for mortal life. Their history is tied to a tumultuous period, in which the Ancestors were seeking methods of survival. Peruvus Van Dem (god of air, autumn, family, & love), traveled into the Otherwyld and returned with four dryads willing to answer the mortal’s plea.   During the earliest days of conflict, the primal dragons denied the people access to air and wind, forcing the currents of the elements away from the newly settled homes. To remedy this, Peruvus spoke with the dryad Zan’deil. She rooted herself in the mountains, now called the Godswept Peaks, moving the elemental pathways through herself, giving the settlers the air they required.   Afterward, when the conflict had ended, Peruvus traveled the world with the remaining dryads, questing for places where they would permanently reside. With the assistance of many others, including the tritons and Eshanan elves, Peruvus, and the dryads chose their new homes. Each one created a permanent bond between the Dromaria and the elemental planes, doing the same for earth, fire, and water as Zan’deil did for air.   The dryads gave up their freedom to better the world. In their honor, the continents of Ebon, Leng, Pathriam, and Zan'deil were named after them. Druids, embers, tritons, and others intimately connected to nature may encounter the dryads wandering near their tree, always connected to it through vines and roots. Communities have formed around the World Trees, maintaining and protecting them. Scholars have nicknamed each tree to avoid confusion with the names of the continents. The trees themselves are massive in proportion, towering to impossible sizes.


Ebon, the Mind Tree
The Mind Tree is located in the icy waters of Ebon, far below the continent’s surface, and is Dromaria’s connection to the plane of water. Peruvus and the tritons worked together to escort Ebon, contesting the evils of Ignatius the Cold and Ishkul. A small community of tritons dedicated themselves to Ebon, remained with her and have been isolated there since the planting. No one on the surface knows of their presence. Most believe the Mind Tree is blessed by the goddess Narwel, who shares the same elemental connection with Dromaria.

Leng, the Soul Tree
The Soul Tree is found in the northern reaches of Leng, surrounded by the capital city of Tensen, and is Dromaria’s connection to the plane of fire. It is a holy site for the elves, who have made it their sacred duty to tend to her. The royal palace is situated around the eastern side of the tree, featuring guides and gurus for those who pilgrimage there. The Soul Tree's roots are far spread, and she can be seen traveling beyond the boundaries of her tree, appearing to elves and adventurers in times of desperation.

Pathriam, the Earth Tree
The Earth Tree’s roots are found deep beneath Pathriam in the city of Stonehome, with its top brances extending about thirty feet above the surface. It is Dromaria’s connection to the plane of earth. Pathriam was the last of the dryads to settle, traveling with Peruvus for years before choosing a comfortable place. She rests for long periods and emerges when she feels the presence of someone in need. The Order of the Veil and Groman have made this their home.

Zan'deil, the Heart Tree
The Heart Tree is located in the Godswept Peaks, surrounded by the Arcane Sacrarium, and is Dromaria’s connection to the plane of air. She was the first of the dryads to root themselves to the world and has seen many pass through her walls. Zan’deil has some control over the Sacrarium, choosing which vaults may be accessed. Seveth Van Dem tainted the Heart Tree by tethering his soul to her to gain immortality, causing the dryad to rest more as time passed. The spirits of Peruvus and Vale Van Dem can be contacted through the tree when she is awake.
 

Themes


Before selecting a location to begin your adventure, you may wish to look into the themes of a region and ensure they align with your game’s goal. For example, if you are looking to embrace technology, you may want to start in Bohdan, infamous for its gas-guzzling hotrods, or Zan’ deil where ancient machinery rules. You will find the themes you can expect around Dromaria and the regions they are most likely encountered in below.

 

Communicating with Animals


Elves of Leng have rooms dedicated to wild animals, allowing them to pass in and out of their homes freely. Townsfolk in New Blarek will talk to their pets, hoping to discover what is ailing them. Farmers of the Blessed Fields communicate with their plow animals to improve performance and disturb pests to prevent damaged crops. Most Dromarians have a strong bond with nature, nurtured by their faith or heritage. Because of this connection, communication with animals has become common. This history began with the elvenari, rooted in the teachings of Damyomhikir, and has continued to this day, spreading to others.   The elves of Leng and the elvenari of Belwin are known for their conservation efforts, keeping nature balanced. They are diligent companions to the animals, communicating with wildlife and tending to their needs however they can. Normal practice is to awaken an animal among the herd for better communication, providing a direct link between the citizens and their animal neighbors. Despite this practice, there are plenty of animals who have no interest in communication and will run away to avoid discussion, especially after being awakened.   Awakened animals and animal companions are commonplace, with trainers dedicating themselves to teaching these furry friends the common tongue. Animal companions hold a special place among societies that revere beasts and are popular attractions in any village or city.   Major efforts have been made to work with animals rather than victimizing them. Many urban societies have become vegetarian, conjuring meat instead of hunting or farming it. Animals have been given representation in legal proceedings, and in some countries are receiving protected citizen rights. People who are against the anti-meat movement, cite claims of animals being predatory, violent, and unreasonable.   Where food is more scarce, people use magic to bait animals into traps and trick them into captivity. Survival is key, and animals provide a plentiful food source. Even societies that love animals still eat them but will make sure to use every scrap of a kill, creating no waste.   Guilds and adventurers may use birds or other beasts to convey discreet messages, especially those that can't be trusted to Slatetops or conventional mailing. Successfully communicating with animals can provide a more accurate and timely delivery. Animals can be invaluable sources of information or they can be an incredible nuisance. Moreso, not all animals are even capable of carrying on a conversation, conveying their feelings through the repetition of simple words like “food”, “sleep”, or “run”.

Uncommon Common Housepets
  The ability to speak with animals has created symbiotic relationships between them and people that would be considered uncommon or impossible in the real world.   On Leng, deer and horses are equal parts of the family. The Malkari of the Esh Republic keep grit-miters as pets and help raise their young. Coastal communities have adopted puffins as their unofficial mascots, the birds occupying most citizen’s homes. In Mortéglace, the gullogulo, a wolverine like mammal, works alongside the Ander dwarves, similar to hunting dogs. In Zan'deil, the barbarians prefer tadgers, small multi-colored flying lemurs who pester everyone and provide endless entertainment.   Similar to cats or dogs here on Earth, badgers, capybaras, crocodiles, hyenas, pigs, skunks, sloths, and wallabies have all become common household pets across Dromaria. Each animal is capable of communication and has become domesticated to varying degrees.
Underwater Beasts

Tritons have an incredible bond with animals, more powerful than most land-dwellers. Animals live and move freely through all triton settlements.

PC Life & Death


While Dromarian souls may be in more jeopardy than an average hero, it's not an impossible task to come back from death. As long as a soul remains tethered, whether it be to Polurn’s cycle or a piece of Dromaria, it has a chance to be reunited with its body. This process can take many forms.   The threat of death provides a constant sense of suspense. Before you begin play, discuss how you will handle PC deaths and what your intentions are. A person’s connection to their character may be what keeps them interested in the game you are all playing together. The bonds they have made around the table are real and it is important to recognize that when a character dies. When the session has ended, speak with anyone affected about how you would like to handle it moving forward.   When a character dies it presents a plethora of opportunities. Some people will embrace what has happened, while others will be desperate to get their character back. Remember, it is more important that the people who you are playing with enjoy the experience than maintaining an illusion of reality. If a player is not ready to lose their character, you have a variety of methods to bring them back in interesting ways. Always consider what consequences could be linked to their return.   If a character dies and is going to stay dead, allow them to go out in style. Work together to create a memorable final scene and make sure they get their dying words.

 
Resurrection Methods

Mystery. If you choose to resurrect a character through mysterious means, know beforehand why you are doing so and how it occurred. Listed here are a few possibilities:  
  • Dragons. Extremely powerful and capable of wonders. Those who are particularly fond of mortals might be persuaded to for a price.
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  • Magical Anomalies. The PC has a limited amount of time to live and must find a permanent solution.
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  • Passing Stranger. After an unknown entity offers aid, players may be urged to find out what happened or understand they encountered a true religious experience.
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  • Places of Power. By harnessing the energy of such a place, players could resurrect a fallen companion at considerable cost. A character could be forever changed or awake halfway across the world in a strange locale with no knowledge of their death.
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  • Touch of Undeath. The PC was touched by a form of undeath. It may be linked to the region, a powerful wizard, lich, or something else. The character may be called into service or other unknowns.
  Player Agency. Depending on the power level and interest of a group, you may want to pass the narrative of saving their friend’s soul to them. By offering a variety of checks for a group to overcome, you place fate in their hands, amping up the suspense.   If a player is willing to play a new character until their old one is brought back, questing for resurrection can be an excellent way to unify a group.   Permanent or Lingering Injury. After suffering a particularly brutal death, it may be appropriate for a character to become afflicted with an injury. The Dungeon Master’s Guide provides further details on injuries in Chapter Nine.   Powerful Beings. Any number of powerful entities could aid in bringing someone back, with or without a character’s approval. Deities, warlock patrons, and Otherwylders are just a few of those who may show interest.   Once a character is resurrected, they become inexorably tied to their benefactor. Afterward, the NPC can call upon their debt in the form of quests or challenges. Choosing whether or not to reveal NPC's motives will help develop their relationship with the character. Once linked together, a character may find themselves in any number of circumstances, such as under a geas or receiving boons they never asked for.   Sacrifice. A creature or spirit recognizable to the players may choose to give its own life to return that of the fallen. Ensure that if something is making a sacrifice, it is particularly meaningful or has future story implications.   Tethered Soul. If a PC dies you may choose to have their soul tether to something nearby, an object, weapon, or something else that bears importance to them.   This gives you the chance to return the soul later but also creates a unique way to keep an old character around. You may treat the object as a sentient magic item, bearing the personality traits and desires of the deceased. How influential the soul is may be determined by how powerful the person was in life.   Winter Child. After a character dies you may choose to bring them back with one final opportunity at the cycle of life by revealing that their tiefling curse had not yet manifested. The character has been revived but is now a tiefling with the Winter Child background. Their background feature, Not Ready to Go, is considered used.


Political Upheaval


Dromaria is in a time of major political transition. Across the board, nations are faced with an instability never before seen. Every nation has been affected to some degree by the events of the last ten years. Now the dynamic of the world is beginning to shift. The nations of Leng, the Tritos Dominion, Serawa, and Frijring are all getting accustomed to new leadership. The Westlands of Pathriam are rebuilding, hoping to reclaim what was lost in the Demon War. Erimata is still reeling after the attack on the Covenant and the dragons, causing instability in the government.   People are feeling uncertainty and a sense of rising panic. What once were settled borders are hotly contested, with old grudges reemerging. Fledgling nations left to defend themselves during tumultuous times are looking to throw off the shackles of the governments that failed them, creating descent on every continent. Old alliances and trade agreements, once ironclad, have fallen away. Food and work shortages have begun to affect the common folk. These fractures are putting strains on new regimes in a variety of ways.   Impacting Gameplay
Politics plays an important part along nation’s borders, in large cities, and in heavily populated areas. Rural communities are more likely to have been neglected by their government as things change. Tasks that were once handled by officials are being passed off to mercenaries, local adventurers, and the Guilds of Tor.   The Demon War took a heavy toll on capable soldiers, leaving most nations' militaries depleted. There will be new recruits in positions of authority at all levels, but especially in law enforcement. Guards, police, and other service members are more likely to be volunteer militia or single-ranking individuals who have had a massive amount of responsibility dropped upon them.   Crime and violence have become more frequent in rural areas. Capital cities are consolidating soldiers to defend strategic positions, leaving the citizenry with little else but representatives to hear their woes. Monsters and beasts are stirring due to changing environments, growing bolder and striking at people. A world war has just ended, but the feeling of conflict still lingers.   Related Quests

  • Divine Rule. Extreme religious authority restored order and now they are demanding supplication. It has become an authoritarian rule in the absence of the government’s presence. Now they are persecuting folks of different faiths. Represent the people and help them gain their power back and make new allies.
  •  
  • Homeowners. A monster has besieged a village, nesting in the town square. The common folk have been forced into the wild and are desperate for help. They have sent word to the military but their pleas go unanswered. Save the villagers from their trouble and reclaim their once peaceful home, gaining a new residence for yourselves.
  •  
  • New Sheriff in Town. The local lawkeeper was killed during the Demon War and has not been officially replaced. The citizens have grown suspicious of one another due to a recent series of deaths. Help solve the murders, establish order, and be offered positions of authority.
  •  
  • Sad Bandits. Vital supplies are being delivered. Two starving villages on opposite sides of the border are desperate. Both are plotting to rob the caravan, unbeknownst to one another. Escort the goods and deal with two groups of unskilled robbers, while facing a series of moral dillemas.
  •  
  • Sudden Coup. Instability has forced the hand of a rival country. In an attempt to overthrow the current government, they have sent a group of special forces, quickly securing a foothold in the capital. Now they are threatening to eliminate influential hostages if the government doesn't step aside peacefully. Infiltration or negotiation, characters face challenges in rapid succession.

New Leadership
  Erimata
  • The Thundering Flight remains in control but dragons are leaving the continent, especially Emperor’s Peak.
  • In the nation of Undai, few of the governors of Tao are seeking independence from the dragons.
  The Eastlands of Pathriam
  • Frijring seceeded, leaving the Tritos Dominion monarchy, creating an elected commonwealth.
  • Serawa seceeded, leaving the Tritos Dominion monarchy, creating a merchant council, following a strict Sorona court doctrine.
  The Westlands of Pathriam
  • Thorn’s Odelian Order has only one leader remaining from before the Demon War. A new regime is ruling the country. Up until now they have been forced to neglect distant regions.
  • Belwin and neighboring countries are seeing a large influx of fey creatures, disrupting all activities, enchanting small town leaders.
  Leng
  • The Leng Empire has had a single leader for the majority of its existence. Emperor Aenaryuu died and a new leader, Emperor Elroth, has ascenended to the position.
  Remote Regions
  • Mortéglace and Zan'deil's leadership remains in tact, but they are facing a large number of rising terrors.
  World Stage
  • A new Sovereign Sage has been named for the first time in 1,500 years.


Religion


Faith is a major factor in the everyday affairs of Dromaria’s people. The Ancestors are revered as deities, their historic speeches are preserved and cataloged within Song Stones, creating a tangible connection regardless of age.   There are conflicting interpretations of the god’s words, which has created schisms, forming splinter faiths. The variations of the Calling and Illumination's differing thoughts are examples of such conflicts between devotees. When these fractured religions disagree it has led to violence, especially when involving the Covenant.   Advocates of sinister gods and ancient horrors regularly attempt to reshape the world, perpetuating their designs. Not all faiths are contentious, many are obscure, forgotten, or simply less popular to worship. The echoes of these faiths no matter how small, can still have a major impact on the world and its inhabitants.   For more details on specific religions refer to Chapter Three: Religions.

Covenant Wars
  Dragons and mortals have clashed since the beginning. Much was sacrificed to forge the Covenant. The religions that uphold it do so in their own ways. Those who follow Matunas' methodologies look to delegation, always keeping the dragons first. Dromadaes' faithful seek to consolidate any form of power, using it shamelessly in times of distress. Branches of the religion have engaged in open warfare at varying points throughout history. These conflicts have created a festering wound in the Covenant, slowly eroding faith.


Religious Interactions

Chosen experience visions, left to interpret their labors. Priests will dedicate their entire lives to service, never hearing the voice of a god. Clerics who draw upon unseen energy, do so through belief in the unknown. Ideals, purpose, and the ability to achieve the impossible are what faith is all about.   The concept of faith, gods, or religions in RPGs has historically been divided into three camps. Some worship a specific Ancestor as a god, following a singular doctrine as a personal creed. Others worship a few or many gods instead of one, praying to whoever represents their current needs, be it good weather, luck, or guidance in the dark. Most commonly Dromarians follow the spiritual practices of an organized religion. These faiths have been actualized by mortals, spreading scriptures and dogma through stories and lessons recorded by the Ancestors.   Because the Ancestors existed, proof of their exploits is tangible and present in everyday lessons. Modern fractures in faith have become less about which Ancestor opposes one another. Instead, arguments center around interpretation and how something may affect a specific group. The religions of Dromaria highlight every god and villain, how they recall the tales, or which Ancestors receive the spotlight is dependent on those who follow them. When beginning, religion will only be as important as it is relevant to your players and the plot. If their characters do not have any specific ties to Dromaria’s religions that is okay. Use what you find interesting and helpful. The religion information will become background and history, but more importantly a useful resource for a variety of other options.


Populated Areas
  • Religion is BIGGER, featuring formalized institutions and public displays. Likely there are clerics, paladins, and other holy representatives present.
  • Power tends to be more subversive and political instead of direct. May be linked to economic ties, government, or working alongside the common folk depending on the religion.
  • There is far more diversity among spiritual practices. There are many different ways of following the same gods as seen in the diverging sects of religions.
Remote Areas
  • Religions typically become more practical, evolving around the necessities of the region they are practiced in. Survival and nature dictate most things. Someone who can heal or provide food is more important than a lesson about morality.
  • Leaders of religious institutions regularly hold positions of authority within their community. Groups may form around such individuals, casting out those who have opposing beliefs. Communities that celebrate differing views become stronger for it.
  • Many alternative spiritual practices deviate from what is commonly observed. Strange and wild customs will feel out of the ordinary but represent a unique atmosphere of an area.

Healing, Patrons, & Refuge
  • Divine magic is synonymous with RPG healing mechanics. How much healing and related abilities are provided at holy establishments will dictate how difficult the game is, but also how connected the players will become to churches, faiths, and local religious NPCS.
  • Religious institutions have access to resources and are always looking for people to represent them. Churches and their leaders keep an eye on adventurers whose morals align or oppose their own. A religious patron who is well-connected comes with certain expectations.
  • Churches and temples are excellent places of refuge, providing safety from a night in the cold. Such aid typically comes with a hidden price or a request of their own. A free room is a rare thing.
Monsters
  • There are always more monsters, from ancient enemies to modern marvels. Connecting a monster’s origins to a religion, either to represent or oppose, creates a direct link to pre-existing history.
  • Many of the creatures that already inhabit the world are products of the Ancestors or were devised to fight them. These things commonly attack, haunt, or originate from sites related to a religion.
  • Monsters may attract a holy presence, especially if it is related to the creature’s origins. When this occurs it creates a reason for religious institutions to step in, incentivizing their interest in the situation.

Divine NPCs & Celestials
  • Champions, Chosen, and Anointed are likely to have an effect on a larger scale of a campaign or region than others. However, not everyone appointed by divinity is powerful. Either way, these specialized individuals are tasked with grander concerns than those of a commoner. (You can read more about these roles and how to use them in your campaign in the "Anointed, Champions, & Chosen" section.)
  • Divine NPCs likely have their hands tied with the everyday requirements of their positions. They are always on the lookout for adventurers with like minds to help carry their burdens.
  • Depending on their faith, clerics, and paladins are considered either heroes or oppressors in rural areas. To those they represent, adventurers of faith are likely seen as knights or priests considered the strong arm of their religion.
  • Upiryrials hold official government positions all over Dromaria, typically related to local courts. The world relies on them to uphold law and justice and stereotypes them into these roles. Individuals with angelic blood are more likely to be trusted in situations that are difficult to judge.


Anointed, Champions, & Chosen


These three roles serve as heroes and villains representing the gods. All of them carry a piece of an Ancestor, allowing them to push their capabilities far beyond that of normal mortals. These characters are similar to the likes of Gilgamesh (The Epic of Gilgamesh), Rand al’Thor (The Wheel of Time), and Wonder Woman (DC Comics).   They are highly individual in their personalities, goals, and responsibilities. Some work in secrecy, while others are popular figures representing their respective faith. At the heart of Dromaria’s greatest triumphs and tragedies, these mortal heroes are commonly found operating as catalysts.   Anointed, Champions, and Chosen can be excellent quest givers, companions, and benefactors. They can also be heinous opposition, working as main villains or skilled companions to your game's big bad. They are represented as symbols for or against Dromaria’s religions, and the prejudices that can come from conflicting faiths. Regardless of where these mortals stand, they embody what remains of the Ancestors. Their strength will dictate the course of future events.   Players may strive to be born Anointed, be Chosen, or become Champions as well. These can be excellent rewards for those who show interest in a particular faith or Ancestor, with the potential for a character to grow into their role. Anointed, Chosen, and Champions are much stronger than your average adventurer, with unique and mysterious abilities. Be cautious when awarding one of these mantles as it will undoubtedly tip power dynamics.

Definitions
  Anointed. Those who have been reborn with the soul of an Ancestor within them. A portion of the power may manifest within the individual.   Champion. Those who possess and use an artifact or relic from an Ancestor. The strength and relevance of the item likely dictates their directives and power.   Chosen. Those who are directly selected by an Ancestor and are granted power. Few Ancestors remain to do so, although some mortals have achieved this through death, at holy sites, or in moments of great need.


Holidays & Celebrations


Using holidays in your RPG sessions is an excellent way to accurately symbolize the passage of time. When you start a new session or campaign, consider the time of year and what is ahead. Starting on the new year or at the beginning of spring can give an easy entry point for any adventuring party. Holidays traditionally mark moments of cultural and religious significance, typically centered around the changing of seasons. For characters who are entrenched in a specific faith, turning a holiday into a special event can create a memorable moment tied to their history.   Here you will find plot hooks and information meant to unite players and get them excited for festivities, including details on Dromaria specific holidays, the regions they are most commonly practiced in, and optional rules tied to the specific days.

Miscellaneous Holidays
  Birthdays, funerals, weddings, and other such celebrations vary completely based on region and culture. Personal holidays such as these are a great opportunity to create a unique atmosphere and add in-game stakes to current events. A character’s birthday could lead to the local village throwing them a party or a wedding may turn into the setting for a midnight murder mystery.


All Goblins Day

6th of Sapphire

Goblins do not typically celebrate their own birthday, instead, everyone celebrates all goblin's birthdays on the same day, known as All Goblins Day. It is said this is the day Thurknot was discovered by Lothor and saved. The day begins by breaking a wishbone in special thanks to Thurknot, saying grace before a giant feast, and is followed by dancing.   Important Items: Wishbone
Rituals: Breaking the wishbone, dancing, feasts
Celebrated Locales: Not region-specific, wherever goblins are

Optional Rules:
  • Goblins receive temporary hit points equal to their level at the start of the day.
  • Whoever wins the wishbone gets a +1 bonus to saving throws for 24 hours.

Caldus

1st - 10th of Amethyst

In the first week of the Amethyst, to represent Lothor's ushering of humanity out of the dangers of an ice age and into the warmth of a new era, all lights are put out for one week and fire is prohibited except for a single bonfire, maintained by followers of Lothor. Citizens who pay tithe and tribute may bask in the flame's warmth. It is a treasured and time-honored tradition by those of the faith, and a nuisance for everyone else involved. All proceeds benefit the Church of Lothoren.   Important Items: Bonfire
Rituals: Lighting & extinguishing of the bonfire, meals around the bonfire, one source of light & heat
Celebrated Locales: Southern Mortéglace, Eastlands of Pathriam, Rural Thorn, the Thorn Territory   Optional Rules:
  • Expected tithing.

Celivale

14th & 15th of Diamond
  Celivale is the name for the Spring Solstice given by the Illumination faiths. Celivale Eve, on the 14th of Diamond, is a time for mourning those lost in winter. It is recognized by tending neglected graves. Celivale Day, on the 15th of Diamond, begins by hanging colorful lanterns as the world transitions into spring, easing the passing of spirits.   Important Items: Celivale lanterns, Zonne Donations
Rituals: Tending graves, hanging lanterns
Celebrated Locales: Pathriam, Tao   Optional Rules:
  • Those who tend a grave during Celivale are gifted a memory or piece of advice from the deceased. Treat as the spell Augury.
  • Celivale lantern light provides the Plant Growth spell after 24 hours when the light goes out.

Committal

27th of Topaz - 30th of Sapphire   After the murder of their son Amir, and the subsequent death of Peruvus Van Dem, Ulric Lothor and Ygrette Melion entered into a period of grieving. They spent this time with their remaining children, never leaving the inner sanctum of Hearthhome Castle. Each day a member of the community would bring them food, song, and love. For thirty-three days they remained, and each day they were given the blessings of those who loved them. Now, in the Lothoren religion, Committal serves as a tribute to the community. The period is observed beginning on the 27th of Topaz each year, starting with a church service at noon on the first day. The period is honored by donations and civil work. Typical service means choosing something to give to those in need for thirty-three days.   Important Items: Food, Zonne Donations
Rituals: Charitable work, dedicated service
Celebrated Locales: Eastlands of Pathriam, Mortéglace, Thorn, Thorn Territory, Venden   Optional Rules:
  • Those who give daily service may benefit from the Dedication blessing of the Ceremony spell. (For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once per day of Committal.)

Day of Anointment

18th of Amethyst   In the ancient Codes of the Vayla, rooted in the teachings of Tus'Alim, there were painful paths to redemption. The Day of Anointment began as a pardoning for the unlawful, who willingly submitted to the pain of scalding hot oil, anointing them back into society. While still followed within the walls of Kalatearman and on the Path of the Ancestors, the old methods have faded in favor of less barbaric practices.   Now it is a day of forgiveness and second chances, celebrated by rehabilitation and recovery. Communities gather around those who have been locked away or are suffering from chronic issues. Citizens and leaders are encouraged to listen to the stories of those imprisoned and suffering, seeking new or enlightened ways to help them. If enough members of the community agree, individuals can be anointed in various ceremonies, freeing them and absolving them of guilt.   Important Items: Incense, oils
Rituals: Consecration, letter writing to Upiryrials & members of courts
Celebrated Locales: Non-region specific   Optional Rules:
  • Forgiveness for a crime committed. A person consecrated in this way benefits from the Atonement blessing of the Ceremony spell (The target’s alignment returns to its original.)

Nobbletot

13th of Opal   Nobbletot is an Otherwyld tradition intended to instill discipline into misbehaving youths. As stories go, a creature known as Rimpsmeat comes to take bad children from their parents, leaving payments of toys and sweets behind. To keep Rimpsmeat at bay, the children craft dolls to trick the creature. Kids take the holiday far more seriously than others, as fear of Rimpsmeat seems to fade when entering adulthood.   Rimpsmeat is said to be a small otherwylder, with exaggerated physical features, wearing bright yellow clothing, and carrying a silvered pitchfork, that leaves behind the smell of sugar and cooked meat. It relies on a massive, overweight companion called the Gobble Goat for transportation, feeding its prizes to the goat before moving on to the next home. Some say that the children become the kids of the Gobble Goat, eventually turning into goats themselves; the only tracks left behind are those of massive cloven hooves.   Important Items: Hand-crafted dolls, cursed sweets & toys
Rituals: Decoy dolls, feeding the goat
Celebrated Locales: Belwin, Gnome's Landing, Heavy Gnome or Goblin Populations, The Otherwyld   Optional Rules:

Patapata

9th of Diamond   Also known as Partner’s Day, the origins of Patapata come from the love shared by the goddesses Vale and Asir in the aftermath of the Age of Horror, when life was returning to the world. People everywhere were encouraged to have more children, showing love and affection for one another, specifically their partners. Summertide continues the holiday, although it is less about coupling and more about romance and togetherness. People are encouraged to spend quality time with loved ones. The phrase, "The birds and the beds," comes from Patapata, associated with birds and song.   Important Items: Love letters, musical instruments, trinkets of affection
Rituals: Patapata, song writing
Celebrated Locales: Great Forest of Leng, Pathriam, Tao, Zan'deil   Optional Rules:
  • Babies conceived or born on Patapata have the Lucky feat.
  • People who spend more than an hour of quality time with those they consider family are blessed for 24 hours with telepathy. This functions as the Telepathic Bond spell.

Pyrelight Festival

1st of Ruby   Celebrated during the summer solstice, the Pyrelight Festival honors Asir's sacrifice with the burning of large wicker figures and a communal feast, marking the end of the Age of Horror. While the summer solstice is celebrated in many places, the Pyrelight Festivals are held by those of the Summertide and Covenant faiths.   Important Items: Wicker figures
Rituals: The pyre lighting, feasts
Celebrated Locales: Belwin, Erimata, Great Forest of Leng, Serawa, Various other portions of Pathriam   Optional Rules:
  • Anyone who participates in a Pyrelight Festival gains 1 temporary hit point per level and is resistant to cold damage for 24 hours.

St. Peruvus Day

4th of Topaz   Peruvus Van Dem died near the end of the Age of Horror at the hands of his father. In Peruvus’ memory, the Ancestors dedicated a day to him, ensuring his sacrifice would be remembered forever. The holiday has come to represent love in all its forms and is still celebrated the world over. It is a day to exchange gifts with those closest to you and to reunite with relatives who have grown distant. Family reunions and portraits are common traditions held on St. Peruvus Day.   Important Items: Flowers, love letters, communication devices
Rituals: Family portraits, family reunions
Celebrated Locales: Worldwide sponsorship by Capran Corp   Optional Rules:
  • Public Tension Screens and Sending Seats are powered and opened for free communication, allowing people to contact distant loved ones. People gather around and share these special moments as a community.
  • Exchanging gifts.

Renewal

1st of Emerald   The beginning of the new year and a fresh start for everyone. In Illumination-based faiths, Renewal ushers in tradition, including the clearing of dead plants and trees to make way for new growth, midnight church services, and personal Blind Admittance.   Blind Admittance is an ancient practice of atonement and the burden that it bears. It is typically accomplished with the use of Ad Books, or as they are colloquially called “Bad Books.” Ad Books are diaries and journals containing a person’s indiscretions, started anew each new year. When Renewal comes, people are encouraged to share their book with those they love most or a trusted priest of their faith. What the recipient does with an Ad Book is up to them, but the books are often burned or buried without ever being opened. The new year is celebrated by every major region, though not all participate in Renewal traditions.   Important Items: Ad Books
Rituals: Blind Admittance, clearing the old for the new
Celebrated Locales: Celebrated anywhere Illumination & its offshoot faiths have worshipers.   Optional Quests:
  • “Bad Books.” People carry around and leave behind journals filled with their indiscretions.

Trellis Day

15th of Pearl   The autumn equinox, Trellis day is a time for preparing for winter, exchanging goods with neighbors, and celebrating the year’s achievements with a community gathering. People work together and prepare for winter during the day, and when the sun sets there are block parties in every community. Music and dancing are accompanied by exchanging goods with neighbors to enjoy over the upcoming winter. Trellis Day is celebrated by all major faiths.   Important Items: The Agronomus
Rituals: Updating the Agronmous
Celebrated Locales: Worldwide   Optional Rules:
  • Crops harvested on Trellis Day last twice as long as normal.

Tribute

22nd of Bloodstone   Tribute is a day honoring the Covenant and celebrating dragons held across the entirety of Erimata. Dragons take flight across the continent, stopping in settlements and spending time with the citizens of their great land, and in exchange, the people throw them parties and offer gifts. It is a day of honesty and cooperation, sharing in the needs of the Covenant.   Important Items: Tribute to dragons
Rituals: The dragon flight
Celebrated Locales: Erimata, dragons in other locales may honor Tribute   Optional Rules:
  • Dragons are more likely to respond positively to requests during Tribute.
  • Dragons are everywhere

Wanderlust Excursions

11th - 20th of Moonstone   A holiday observed mostly by halflings, the Wanderlust Excursions are a week-long period of embracing travel. Those who participate spend their time exploring a place they have never been, fully embracing wherever it is. The origins are linked to Temilian Sunrun, although no one remembers when it began. Followers of Temilianism believe they are closest to their god during this time.   Important Items: Walking stick
Rituals: Halflings wash their feet before entering any new place during the excursion as a sign of respect. They are encouraged to gift a story for every night of shelter given.
Celebrated Locales: Wherever wanderers end up   Optional Rules:
  • During the holiday, halflings cannot get lost, & they always know which direction is home.
  • Likely to encounter many traveling halflings.


Holiday Related Quests


Blessing Gone Wrong. A ceremony goes wrong and something unexpected occurs, causing misfortune. The effects of the corruption must be reversed. (arcana, magical mishaps, religion)   Cursed Gifts. Intentional or not, gifts meant for the celebration have been cursed. The source of the curse must be identified and cleansed. (animated objects, curses, dark magic)   Haunted Site. Restless spirits are haunting a site important to the holiday. Uncover the origins of the spirits and put them to rest. (history, horror, undead)   Holiday Champion. A competition or series of trials is being held to determine a champion. (physical contests, puzzles, riddles)   Lost Artifact. An item linked to the holiday has been lost for centuries and recently discovered in a dangerous location. (dungeon crawl, history, powerful item)
Mischievous Trickster. A rambunctious fey or devil is causing havoc to disrupt the holiday during preparations. Stop the menace before it can ruin the holiday. (chaos, enchanted objects, illusions)   Missing Guests. Important figures for the holiday have vanished or have yet to arrive. Find and rescue the people before it is too late. (dangerous terrain, kidnapping, tracking)   Mysterious Weather. Something or someone is tampering with the weather disrupting the upcoming festivities. Discover the source of the disruption and put it to rest. (elementals, investigation, survival, weather-related obstacles)   Rival Factions. Different groups want to celebrate in their own ways, threatening to ruin celebrations. Explore the reason for the fighting and ease tensions to enjoy the holiday. (charisma, diplomacy, insight)   Sabotaged Festival. Someone is causing accidents and disrupting preparations for the holiday. Identify the saboteur and catch them in the act. (investigation, suspects, traps, tracking)
 

Secrets


Secrets are a hidden trove for the eyes of the Game Master alone. We will talk about the concealed truths even Dromarians do not know and why you may choose to keep them from your players.   This section includes future plot lines, formidable villains, and long-forgotten lore. The collection of information contains threads intended for upcoming campaigns and larger narratives. We wish to include you in this journey, allowing you to provide depth and intrigue to your campaigns as you choose.   Remember, these secrets are simply another tool at your disposal. They are historical details and villains, used as you see fit. You may find ways to drive your current story, laying the groundwork for new plots. Some of these mysteries will remain in the shadows untouched, while others may find their way into your adventures.



Spoiler Warning Image



The Lacuna


There is no bigger secret kept from the world than the Ryūshi. However, to understand the truth of the entity, you must first know of the Lacuna.   The Path of the Ancestors emulates the pilgrimage across the solar system, and to those who walk its steps, there are lessons to be learned about these ancient enemies. The Ancestors did not leave their homeworlds out of a desire to build a life elsewhere, despite what occurred. A type of creature began to seep into reality, brought about by the meddling of the elves from Eshana.   The Lacuna is a race of alien creatures, influenced by the likes of Cthulhu (Lovecraft), The Thing (John Carpenter), and Xorn (X-Men). They are beings beyond logic or reason, capable of the unknown. These creatures are not designed to be used in the majority of games, except in sparing cases, existing only on the fringes of reality. Lacuna will be seeded into history and adventures for future discovery.   There are an unknown amount of sizes, shapes, and variations of Lacuna. The most familiar of them is an abnormally tall humanoid form, with limbs and torso stretched to uncomfortable proportions. Although it wears no clothing, the head appears hooded, as if covered by a sack, with skin draping like loose cloth. Each hand has a different number of fingers with extra joints and perfectly smooth skin. When a Lacuna moves it does not follow physical rules, appearing two-dimensional like a shadow.   Once a Lacuna is in pursuit of something it will remove the sack from its head. Where its head should be is a flat round “hole” hanging in mid-air. Nothing can be seen within except a scattering of unfamiliar stars. No matter what angle it is viewed at the “head” appears to be an open void; after which a low whistling can be heard, picking up into a howl, forming a vacuum.

The Ryūshi
  The Ryūshi is a Lacuna of unknown origin captured and held by Seinaru Kotodama in the Den of the Dragon, found in the Rai Mountains of Leng. Unlike other Lacuna, the Ryūshi takes a form similar to a dragon, purposefully mocking the spirit of Dromaria. It has a bloody history, discovered after polluting the mind of the Ancestor's greatest creation, Pennington. Like the other Lacuna, the Ryūshi is not meant to be a regular villain, but an untouchable reason for the messy and wild. It is just as much a representation of you, the GM, and what machinations you wish to unleash upon Dromaria, as it is a terrifying force. It will be present when you desire it, and influence what you choose.   It is a being who has greatly impacted the world in both miniscule and grandiose ways. How much does it know? What secrets does it hold? Who knows of its existence? Has Seinaru been tainted after holding it back after all this time? What of Pennington now? These are only a few of the questions surrounding the Ryūshi.


Pennington, the God Golem


Pennington is a sentient construct, created by the Ancestors. They are an exceptionally powerful god figure who has been carefully erased from history. After settling Dromaria, the Ancestors worked together, using all of their knowledge and created a being of untold strength. When they finished it was believed their actions had become the fruition of Narwel’s Grand Prophecy.   After awakening, Pennington worked with the mortals and dragons alike, who used the god-golem to shape the terrain. Wonders followed, and the world’s first great cities were born. Places such as Dendenwine, Stonehome, and Emperor's Peak rose from nothing, every stone shaped by Pennington’s touch. As Pennington traveled, life sprung up around them, drawing embers from the world as companions. Eventually, as Pennington was preparing to withdraw from Dromaria, they created Groman to serve where they could not.   You might ask, “If such an important being exists, why are they not revered like the other Ancestors? Or even more so?”   A chance interaction with the Ryūshi led to the god golem’s unmaking. What the Ryūshi said or did to Pennington is unknown. But, afterward Pennington began to experiment with the nature of reality, attempting to alter it. Eventually after trying to dig a hole to the center of the planet, Pennington and the Ancestors understood, their creation had been corrupted.   Pennington made the choice to imprison itself. They worked alongside Forn and the other Ancestors, locking themselves away somewhere within the walls of Kalatearman. Their name was scoured from history, from all but the oldest sections of the Path of the Ancestors. The devotion that was earned by the god golem became infused with Groman over time, elevating the new deity to the pantheon. What has become of Pennington and its corruption since their imprisonment remains a mystery.


Living Deities


Time has elevated the Ancestors and others to the status of gods, worshiped in various ways across Dromaria. Many have moved on from their mortal form, whether by choice or killed. Of the twenty-eight gods, only nine have physical forms that directly interact with the world.   Historically, the living deities rarely speak with mortals directly, instead, they send symbols, omens, and messengers to do so on their behalf. In the instances where a god does openly show themselves, they may choose any form they desire.


Dipthi. Dipthi impacts the world every time she returns for Dukkerin, but seldom takes an interest in Dromaria unless her interest is piqued.   Groman. Groman typically rests in Stonehome, divesting their powers to others. They are still an active hand in the world’s protection.   Krazier. Krazier stays on her homeworld of Athantoss and has never changed agendas despite Dromaria’s long history. Every couple of centuries she will send the cursed hero Kra’heru to remind the mortals of their follies.   Narwel. Narwel remains on the planet Malakari within its vast seas. She has a constant connection with Dromaria through the water, sending visions, storms, and surrogates.   The Nebull. The Nebull is persistently found wreaking havoc, leaving a scar of quaking delirium in its wake. No matter how he is destroyed, he always returns. People wonder if he was really there, or simply a part of themselves they are afraid of. The Nebull and his brother Nethul maintain a pact to reincarnate one another.
Nethul. Nethul protects the world in his own ways. His experimentation has been blamed for many diseases and illnesses unleashed on the populace over the ages. Nethul and his brother The Nebull maintain a pact to reincarnate one another.   Sithir. Sithir stays hidden, appearing as anyone he desires. Most assume he has long been dead. His movements are imperceptive and his touch is extremely deft. He only reveals himself to those of his bloodline, including any Anointed who are born.   Temilian. Temilian travels the universe, spending what time he has on Dromaria with Pennington or halflings. He protects Dromaria as he always has, from the front lines.   Thurknot. Thurknot has been kept in a crystalline state by Nethul for thousands of years. She is kept alive by him as well as captive. Goblins may receive visions of her desires and nightmares of being held captive.


Lilith the Cruel


Lilith is a succubus of immense power who has secretly interfered in mortal affairs for thousands of years. Before her arrival, Lilith formed a rivalry and grudge with the goddess Hadim Krazier. On the world of Athantoss, Hadim created a feedback loop of souls, using them to feed her own arcane needs and taking the planet for herself. In doing so Hadim denied Lilith those souls who had been promised.   In an act of revenge, Lilith followed Hadim’s children to Dromaria. There Lilith orchestrated the death of the youngest, Gaides. When Polurn, Hadim’s second child, sacrificed her life to ignite the cycle of life and death for the mortals, Lilith used the opportunity to taint it, creating a permanent link from Dromaria to the Abyss. Shortly after his sister’s death, Hadim’s oldest, Lucca, died in a vain attempt to get revenge, believing the dragons to blame for everything. Almost 3,000 years later, Lilith drove Lucca’s soul to return to Dromaria as a Demon Lord, unleashing monsters of the Abyss on the world en masse.   During Lilith’s invasion planning stages, in the years before the Demon War, she created an underground group of thugs and thieves called “The Fist.” They operated primarily in the capital cities of Ania and Blarek, working to undermine official efforts. As the war progressed the group became loyal to Lucca instead, and most were killed or incarcerated afterward. Now the few remaining members have spread worldwide, becoming agents for Lilith on a grander scale. While there are not nearly as many, those who remain are good at what they do and are ready to act at a moment’s notice.   Few individuals know about The Fist, believing them to have ended with Lucca's defeat. Until they receive orders from Lilith, each member acts in their own best interests, gathering new recruits to the cult. Along with The Fist, there has been a rising amount of warlocks secretly dedicating themselves to Lilith, called the Sisterhood the Demonic Pact. These practitioners are primarily young women who have been afflicted with the tiefling curse. So far their presence has been kept mostly secret.   Like any other demon in her position, Lilith longs to be the one who opens Dromaria to the Abyss. However, her reasons are far more personal and she will take any opportunity to meddle in Krazier's affairs. Where Krazier’s presence is felt, Lilith and her followers are observing. Hadim and Lilith are often conflated, with people of the world viewing them as interlinked or a singular terrifying entity. Speaking of them in public is similar to the likes of Satan (The Bible), Sauron (Lord of the Rings), or Voldemort (Harry Potter). Lilith is a topic most avoid and prefer not to dwell on, although this has been much harder since the Demon War and the lingering trauma that remains.

Monster Stats
  Lilith's stat block, history, and tactics have been included in more detail here: Lilith the Cruel
Disaria & the Abyss
  The demonic hierarchy related to Dromaria shares the same Abyss as many other planes. Influential demons with a considerable interest in Dromaria are referred to as “Disaria.” Their specific intent is to turn Dromaria into a world where they reclaim the souls denied them by Athantoss. The demons work together and betray one another in equal amounts, vying to be the one who brings Dromaria to heel, elevating them into the upper echelon of influence.   Here are some of the more influential demons that have attempted to establish a demonic presence on Dromaria:  
Lilith the Cruel
Sacrimitas, the Thousand Blades
Demon Lord Lucca
Mangefang, the Vile Tongue
Pitboss Dro’ku’tuu
Quasit King Vizan
Brinduul the Breaker
Implord Uman


 

The One-Eyed King & the Protocols


The region of Kalatearman, also known as Asylum, is the original homeland of the Ancestors. In the modern era, it is a place of old and bizarre traditions, still intent on providing safety in times of great need. Surrounded by a massive wall, unless forced to go there, few do.   Galvani Aldini, more commonly known as the One-Eyed King, rules over Asylum. Galvani is now a being made of metal and wires whose soul is Tethered, connected to the remnants of the Ancestor’s pilgrimage vessel. History has proven Galvani is impossible to kill. From within its bastion of GaWani, the One-Eyed King oversees its kingdom. Its primary directives have remained constant as the centuries pass: maintain a place of safety for all mortals and prevent technology from reaching a tipping point.   As part of Galvani’s domain, it can activate the Protocols, a worldwide alarm system, originally designed by the Ancestors. Galvani is capable of enacting the Protocols only in the events of dire need. When activated the voice of the One-Eyed King can be heard at great volume, emanating from the sky, either central to the continent of Zan'deil or worldwide.   The Protocols have rarely ever been evoked, with the most famous instance occurring after the Prophet Stroud broke the Leyline Prisons and Protocol Zero echoed across the whole of Dromaria.

Known Protocols

Protocol Death: Anyone currently dying on Zan’diel has their soul transferred to the repositories in GaWani. There they will be turned into a Neo-Natix. Those near a dying person on Zan’deil may hear the words “In the hour of need, your soul is safe,” as they pass.   Protocol Burn: Galvani may choose the whole of GaWani or the Arcane Sacrarium and set it on fire, purging it of whatever is inside. The words “Protocol Burn” are heard beforehand.   Protocol Zero: Heard either on Zan’deil or worldwide, "Remain indoors. Gates and doorways are sealed. No travel is allowed until the threat is neutralized." During this time Galvani is intended to release protection, although it now remains within the walls of Asylum.

The Singularity
  Galvani deploys a sect of Neo-Natix known as the Singularity whose purpose is to observe the lands outside of the One-Eyed King’s domain and ensure technology does not surpass mankind's ability to control it. These encounters result in swift and deadly confrontations. The Singularity views excessive guns and rogue Neo-Natix as the greatest technological threats to society and dedicates much of their time to the destruction of both.

Image of the One-Eyed King

The One-Eyed King Observing its Kingdom



The Sciontists


The Sciontists are a shadow group, made of powerful beings who exert their influence on Dromaria. They formed long ago during the Age of Horror, invoking the Plans of Savagery, doing what they believed was necessary to keep society alive, a tradition they strive to uphold.   Similar to the Illuminati or Freemasons, the group operates under its own discretion, holding themselves to codes related to secrecy and function. The Sciontists rarely gather, working together only as need demands. They maintain their anonymity, sharing the belief that the world would become too dependent on their strength if they were open about their existence. They urge others to fight for themselves, their fellow citizens, and the virtues everyone aspires toward. However, the people of Dromaria are emotional and fallible, and sometimes it is necessary to do what others wouldn’t.

The Sciontist Creed
"We cannot go backward.”
Few members have changed since the Sciontists inception. The current members are:  

Spoilers End Banner


Merchants


Merchants play a crucial role in RPG settings, serving as providers of information, goods, and services. This section offers guidance on incorporating shopping and vendors effectively, designed to accompany “Wealth” in Chapter Five of the Player’s Handbook and Chapter Seven: “Treasure” of the Dungeon Master’s Guide.   One of the most tangible rewards adventurers can receive is treasure, which comes in many forms. After earning treasure, groups will inevitably seek to use it, hoping to improve and grow as characters. When they return to town after a tiring dungeon crawl, it’s nice to be prepared, ready to offer satisfying options. Balancing in-game roleplay with out-of-game numbers helps to maintain the game's flow and keep it enjoyable for everyone.   Handling shopping in-game provides an opportunity for roleplay and character interaction. Surprise your players with interesting traveling merchants or advertise unique stores that draw them in. In the "Creating Merchants" section below, there are tips for engaging players with memorable NPCs. Creating distinct personalities, backstories, and quirks helps add variety. Everything from exotic traders to mysterious black market dealers will help keep shopping experiences fresh.   There will be times when handling shopping out-of-game is more practical, especially when players have long lists or want to haggle for extended periods. When this happens, it is easier to manage shopping and the numerical aspects before or after sessions. This approach can prevent the game from bogging down with purely lists and numbers, allowing more time for the fun parts of roleplay.   Always adapt to the preferences of you and your players. If some people don’t enjoy shopping, consider turning vendors into rivals or sources of vital information. Merchants can be incredibly effective quest givers, providing a variety of quest types. Successful questing can lead to stronger relationships, offering better prices or rare items.

Creating Merchants


Creating a personality for any NPC can be a challenge, especially if they come to life on the spot. Merchants have the distinct advantage of coming with a pre-existing package to accompany them. When you are looking to create a new merchant NPC, consider the following questions first:  
  • What type of merchant are they? (See list of types below)
  • What goods or services do they create/offer/buy/sell/trade?
  • What kind of establishment, if any, do they have?
  • Where are they located, or do they travel?
  Examples of goods can be found on the "Merchant Specialty Table."   Once you have these answers, you already have your merchant. The rest comes down to making them matter as much as you want them to. Remember, it isn’t always guaranteed that players will care as much about an NPC as you do, or as is often the case, they will care more for an NPC than you do. Don’t be afraid to pivot if plans change.   After answering the questions about the merchant’s job, you can flesh them out as a person as much as you choose. This advice is true when creating any NPC and will help bring your vendors to life. When done successfully, you increase your chances of creating fun, recurring characters who will carry forward into future stories. When in doubt, remember this golden rule: Players love discounts and free things.   Merchants with quirks will instantly be more captivating. Memorable moments with a new person, such as taking a risk on a funny voice or small combat after a robbery, can be the difference between meeting an innkeeper or your party’s new quest giver. Anything odd, different, or interesting to make an NPC become an active participant will draw attention and your players into the world.   Examples of quirks can be found on the "Merchant Quirk Table."   Businesses naturally come with a long list of needs, especially deliveries and gathering supplies. Because merchants occupy all levels of society, they create relationships that spread everywhere, serving as a network. This allows for any quests and plot lines to connect through information. Using merchants as quest-givers can create long-term friends, rivals, confidants, and more.   Examples of quests of all types can be found on the "Not-So-Nice" and "Friendly Merchant Tables".

Types of Merchants

  Artisans. Artisans are tradesmen who create specialized products themselves. Groups of artisans may work together, but it is common to find solo-operatives outside of metropolitan cities. Artisans who offer specialty services, such as armor and weapons, can provide unique rewards for players willing to invest.   Innkeepers. Innkeepers come from all walks of life, each unique in their own way. These establishments commonly represent their keepers, who take pride in their business. Inns have multiple employees who prepare resting places for weary adventurers.   Shopkeepers. Shopkeepers are any vendor with a permanent establishment. Shops and their employees can become frequently visited locations, creating a hub for supplies, requests, deliveries, and quests.   Street Vendors. Street vendors offer specialty items at low prices with limited stock and are common everywhere. They make excellent sources of local information.   Traveling Traders. Traveling merchants provide an excellent source of new and interesting people. They bring news from distant places and goods that are uncommon to an area.   Guild Reps. Guild members work as intermediaries for players. These reps allow for burdens to be handled more directly, such as selling excess goods or ensuring supplies are ready when a group arrives. If you do not use the Guilds of Tor in your games, any important NPC can take this role.   The Black Market. Those who sell illegal or restricted items. Most places have at least one person who fills this role. Players may need someone on the inside to vouch for them or convince a salesman they can be trusted. Operating on the black market comes with inherent risks, attracting unsavory elements. Trust is fleeting and betraying it can be lethal.   Licensed Magic Dealers. Licensed vendors are legally allowed to buy and sell magic items and spell scrolls. Most places have restrictions on magical items, requiring licenses to use them, which creates small markets for such vendors. Rural areas rarely have any vendors, while in a city dealers normally specialize in whatever goods they sell. Licensed dealers are unlikely to risk their livelihood on illegal sales.   Miscellaneous Relations. Many positions operate similarly to merchants, such as auctioneers, bankers, money exchangers, pawn shops, smugglers, and suppliers. These people may provide similar experiences to others, providing a distinct impression that varies from what players are used to.

Types of Currency
  All places accept gold coins as currency out of necessity. When dealing in copper, silver, or platinum the ratio is 1:10. One piece of platinum is worth ten gold, one piece of gold is worth ten silver, and one piece of silver is worth ten copper. According to the Sithir Gold Standard the current weight of a gold piece is approximately one-third of an ounce, meaning fifty coins equals a pound. When dealing in large quantities of coin, bank notes are more common.   Bohdan. Weight. “You got weight?” is a common phrase. It normal amongst locals to deal in raw materials, leaving coin for small purchases or outsider trade.

Erimata. Scrips. The continent of Erimata deals in specialized paper representing money. Scrips can be validated at banks and currency dealers for foreign coin.

Erindor. Iron Coins. Within Erindor the dwarves use specially minted iron coins that represent gold. Real gold and other valuables are used for crafting or outside trade.

Mortéglace. (Tritos) Civil Sovereigns. In the past the Ander dwarves minted gold and silver coins, but have stopped doing so as they rely less and less on outside trade.

Tritos Dominion, Frijring, & Serawa. Civil Sovereigns. Gold Sovereigns, Silver Sovereigns, and Copper Sovereigns. Standard gold coins used everywhere.

Thorn, Belwin, Cadmus, Venden, Territories. Gold Piece / “Pieces”. Because of their purity, Thorn coins are much smaller and thinner, resembling small washers. All gold is minted in Cadmus and is of the highest quality in the world.

Leng. Kaless Coins / “Kales”. Dromaria’s original currency, platinum, gold, and silver coins of varying sizes are minted with the purpose of trading with foreign nations. All coins are graced with the image of Sithir, certifying their authenticity.

Zan'deil. The King’s Currency. Large stamped golden medallions and ingots with a winking king engraved on them.
NPC Life
  NPCs can have their own lives, driving their involvement in the narrative. Instead of acting as passive elements affected by the PCs, using them to actively engage in events brings new elements to your story.   Rather than having an NPC be affected by the character’s story, such as being kidnapped by a current villain, they may be dealing with an old rival or trying to secure a new business uptown. Introducing characters to people close to your NPC helps create depth and vulnerability. An NPC’s family members or their employees can provide insight into their history and open up fresh roleplaying experiences. Getting involved in a fight between NPCs may earn characters a rival, or a faithful new ally.
Dromaria NPCs
  Across this website, you will find NPCs of all cultures and occupations. We have included detailed custom figures from Heroforge.com, as well as information for roleplaying each one.   Every NPC is designed as a recurring element in Dromaria, enhancing their region with unique and individual traits. You should always feel free to expand beyond the provided character traits and turn what we have written into your own.   We have provided iconic Dromarian NPCs in Chapter Nine: Wildlife in addition to the hundreds of others found in factions, towns, and cities.




Dromaria Services

Economics varies heavily based on how much you wish to engage in it and how realistic of a standard you maintain. In addition to the prices outlined in the Player’s Handbook and Dungeon Master’s Guide for goods, adventurers may wish to take advantage of the unique services provided in Dromaria.   Adventuring is a high-risk, high-reward lifestyle, but the economy does not revolve around it. Consider the prices here as basic guidelines of what is available. These services range from normal activities to highly specialized, and the prices reflect that. Pathway® charges are commonly used in substitution of payment for low-cost services, such as Sending Seats and Slatetops.   Magic travel and technological restrictions should be taken into consideration based on the country and region you are in. Teleportation magic is uncommon. Major cities or locations may have teleportation circles. If they do, the circles are observed and regulated, and logs are maintained of who comes and goes. Teleportation circles go to specific designated locations.   The task is much harder for anyone looking to be teleported to an unlisted location. Even if a wizard is available, they must agree and have knowledge of where they are going. Prices should vary based on need, bargaining power, and reputation.

Service Cost
Pathway Charging 1 sp
Public Sending Seat 5 sp or Pathway Charge
Slatetop Delivery 2 sp, up to 5 gp for secured
Public Transportation 2 sp or Pathway Charge
Airship Travel 20 gp to 120 gp
Bondsman 200 gp per day
Teleportation by Circle 200 gp to 400 gp
Teleportation 1000+ gp
Services Table


Bartering & Trade
  While all places accept gold, bartering and trade are the heart of local business. Shopkeeps may prefer to deal in coin, but necessity will change a vendor’s mind if someone has value to trade.   Haggling is a great reason to engage players with social skills. Embrace trades being unbalanced and allow the dice to dictate the results. Should a player engage in bartering, it’s helpful to keep in mind the potential rewards and consequences for the outcome. If the player rolls badly, allow the shopkeep to be disinclined in dealings with the character or increase prices. By the same turn, be prepared to reward accordingly by adding extra loot to the trade or earning favor with a vendor.


Rest & Recreation


Characters resting and enjoying recreation are excellent ways to represent the passage of time. These activities are typically handled through downtime, as outlined in the Dungeon Master’s Guide and Xanathar’s Guide to Everything.   Downtime allows characters to continue their stories and progress, helping them build a closer connection with the area they are in. Playing through these lulls in action can sometimes feel tedious so it is occasionally easier to handle slower tasks in one one-on-one situations, speaking to players outside of normal gameplay.   Encourage players to utilize this time in ways that interest them, and then associate their activities with a downtime activity and roll from any associated charts. For those not looking to take an active role, consider activities such as carousing or working, which can still benefit a player with minimal interaction.   In this section, we will highlight some downtime events that are beneficial to GMs and players, including options unique to Dromaria. Additionally, we will discuss how character's opposition can use downtime to their advantage, along with potential hazards, rewards, and encounters.   Before you begin play, inform your players of your intentions and available options. Discuss interests and gauge how much they want to participate in rest and recreational activities. Design your options and roll around those desires. If a player shows no interest, suggest they engage in some minimal activity or simply ask what they did during the downtime and let it go.

Guilds of Tor Options
  In Chapter Four: Factions & Guilds we cover the Guilds of Tor, including a variety of options surrounding downtime activities. Members of a guild gain benefits while resting, ranging from reduced costs to letters from home.   These boons are designed to enhance pre-existing downtime options or provide entirely unique ones. The guilds promote investing in downtime, and continuing pay so its members are rested when a job comes up.   If you are not using the Guilds of Tor options or the characters have not joined a guild, you may still find useful options to accompany downtime.

Additional Downtime Activities
In addition to the options outlined in the provided resources, we offer four new activities for characters to engage in.


The Calling

The Calling represents a character’s universal connection to a specific pursuit, embodying their inner passion or purpose. Through this downtime activity, characters dedicate themselves to their chosen Calling, seeking to achieve meaningful progress and growth, be it crafting, music, spiritual relations, or any other creative or passionate activity. One’s Calling is a deeply personal quest, and while characters can gain significant benefits, the true value lies in their dedication and development. The rewards and recognition are secondary to the fulfillment derived from pursuing the Calling.   Resources. Engaging in a Calling requires one workweek of effort, along with any gold or materials necessary for the pursuit. This might include tools, art supplies, or access to specific locations relevant to a character’s goals.   Resolution. The resolution of a character’s Calling involves setting and achieving goals that reflect discipline and commitment. The GM and player collaboratively determine the difficulty of these goals by setting the DC for skill checks based on the character’s objectives and current skill level. The DC should represent the higher end of what the character can reasonably achieve at the time. Characters may work with others of their Calling when applicable, but should not receive benefits or help from beyond their own capabilities unless specifically related to their goals. Bardic Inspiration and similar buffs are helpful, but go against the spirit of this activity.   During each workweek dedicated to the Calling, the character makes a number of skill checks or saves as determined by the GM based on the difficulty of the goals. Generally, this involves one roll per week. Each roll should be made against the DC set for that stage of progress. All skill checks listed below are subjective and should be related to the character.   Failure and Reflection. If a character fails to achieve the desired result on a skill check, they still gain a small benefit from their effort. Within the following week, the character may choose to succeed on one skill check related to their Calling before making it, reflecting the value of their practice.   Success and Progression.
Discovery. (DC 15-18) At this stage, characters make basic progress in their Calling. They are focused on developing their skills and achieving minor milestones. Each week of effort allows the character to work towards their goals, with the DC reflecting basic challenges. Characters may achieve progress within 1-2 weeks of focused effort. For each week a character was successful in their Calling, they gain a +1d4 bonus to all ability checks related to their goals.  
  • Artistic/Creative/Music. Characters create minor works that might receive some local recognition or simply contribute to their skill development.
  • Craftsmanship/Tools. Characters improve their craftsmanship, producing small items or receiving minor income.
  • Spiritual/Religious. Characters experience small personal insights or revelations that help in understanding their spiritual path.
Breakthrough Stage. (DC 19-25) During this stage, characters achieve significant advancements and start to make notable contributions toward their Calling. This stage requires the most discipline, with a focus on more substantial achievements. Characters may achieve progress within 3-5 weeks of continued dedication. The number of required successes to advance from this stage is 4-6.  
  • Artistic/Creative/Music. Characters produce work that gains recognition from a broader audience, attracting attention from patrons or critics.
  • Craftsmanship/Tools. Characters develop notable items or gain a minor reputation in their craft, possibly leading to greater opportunities or sales.
  • Spiritual/Religious. Characters gain significant spiritual insights, potentially meeting influential figures or gathering followers.
Expertise. (DC 25+) A character becoming an expert in their Calling involves exceptional success and profound achievements. Characters who reach this stage have dedicated substantial time and effort to their pursuit and achieve outstanding results. They are capable of renowned performances, masterpieces, and regularly attract admirers. Characters may achieve progress within 6-10 weeks of dedicated practice. The number of required successes for expertise is typically 7 or more.   At this stage, a character earns expertise in any related skill or tool. Their proficiency bonus is doubled for any ability check that uses either of the chosen proficiencies. To gain further skill beyond this stage typically requires working with masters of the respective Calling.  
  • Artistic/Creative/Music. Characters create masterpieces that are highly regarded and attract patrons, apprentices, or collaborators.
  • Craftsmanship/Tools. Characters achieve mastery with their tools, producing exceptional items and gaining significant expertise and respect.
  • Spiritual/Religious. Characters gain high-level spiritual insights and attract prominent followers or mentors.
Crafting & Selling Items. You may find details on crafting and selling items in the DMG and Xanathar’s Guide to Everything. If a character has a shop or vendor handle their sales, they should receive far less in total income. Selling items and crafting for work can take downtime of its own. The Calling downtime activity is designed for practice, including mistakes and successes. Selling items directly might provide a basic living but will require additional downtime to manage sales or create specific crafts.   Complications.
Complications around one's Calling usually center around creative blocks, disruptive environments, or cantankerous people. Every workweek spent working toward a Calling brings a 10 percent chance of a complication, examples of which are on The Calling Complications table. Even in failure a character gains benefit from pursuing their passion.
*Might include a rival

Investment

Investment allows characters to allocate resources into a local business, artisan, or similar venture, offering the potential for financial returns. It involves researching investment opportunities, committing time and money, and dealing with various risks.   Resources. Investing requires one workweek of effort and an investment amount of at least 25 gp, to a maximum of GM discretion. Upon successfully investing, the character must choose how long to invest for, from a range of one week up to ten weeks.   Resolution. Before committing to an investment, the character must conduct an analyzing effort to identify promising ventures. The character must make an Intelligence (Investigation) or Wisdom (Insight), with a DC based on the quality of investment they are looking to make.  
  • Easy. DC 10. The investment opportunity is straightforward and well-known.
  • Moderate. DC 15. The venture has some hidden complexities or is less well-known.
  • Hard. DC 20. The investment involves significant risk or is in a niche market.
Upon a successful analyzing roll, the character identifies a specific venture in which to invest. If the roll fails they may find a less suitable option or discover nothing. If successful, provide a brief description of the investment opportunity for the character. See the "Investment Opportunity Table" for examples.   At the end of the investment period, the return on investment is calculated based on the quality of the venture. The return rate varies depending on the venture's quality. The rate is calculated weekly and paid at the end of the chosen period.  
  • Easy. 5% return
  • Moderate. 5-15% return
  • Hard. 15-25% return
The performance of the business or venture is assessed by the GM, with an opportunity for the character it affect the result. The character may roll a Charisma (Persuasion) or Charisma (Performance) Check to promote their investment. The DC is equal to 2d10+5. On a success roll 2d20 instead and take the higher result.  
Investment Table
Performance Result
1-2: Terrible Performance Investment lost.
3-7: Poor Performance Minimal or no return.
8-12: Standard Performance Return at bottom of range.
12-17: Expected Performance Return within median of expected range.
18-20: Incredible Performance Return at top of range.

Investment Opportunity Table
  Complications. Investing is a simple matter with potential risks. Complications may come from unsavory individuals, poor business practices, and pressure from money handlers. Every workweek spent investing brings a 10 percent chance of a complication, examples of which are on the "Investment Complications" table.  
* Might include a rival

Exploration

Exploration involves surveying less dangerous areas to gain knowledge and potentially map the region. Exploring focuses on uncovering details about the area without running into serious risks.   Resources. Exploring requires one workweek of effort.   Resolution. The character makes a series of three Wisdom (Survival) checks to explore a designated area up to 10 miles in diameter. The difficulty of these checks is influenced by the level of detail they wish to achieve. For each success, the character uncovers one detail about the area based on their result. If a character is proficient in Cartographer’s Tools they may map any areas they explore to the level of detail they achieve.  
Basic Exploration. DC 10. The character seeks a general overview of the area, learning the basic layout, major landmarks, and general terrain features. This information can help with navigation and provide a simple understanding of the region.
 
Intermediate Exploration. DC 15. The character hopes to uncover specific details. They may identify notable features, such as resource locations, potential threats, or unusual geographical formations. They may also discover less obvious paths or shortcuts.
 
Detailed Exploration. DC 20. The character misses no details, including precise locations of interest, hazards, and key points. They may gain comprehensive knowledge of the terrain, including hidden features, local flora and fauna, and other valuable insights. This detailed exploration can aid in planning future expeditions or uncovering new opportunities.
  Complications. Most complications while exploring center around dangerous areas and territorial creatures or people. If exploration reveals risks, the character may be forced to retreat from unexpected threats or challenges. Every workweek spent exploring brings a 10 percent chance of a complication, examples of which are on the "Exploration Complications" table.
*Might include a rival

Stonesport

Stonesport is a prominent and beloved sport on Dromaria, encompassing a variety of games such as Rockfall, Breakthrough, and Pot Hole. These competitions are held in well-organized venues, featuring officiated matches that highlight the skill and strategy of the players. If you wish to participate in a full game of Rockfall you will find the rules here: Rules of Rockfall

Resources. Engaging in this activity requires one workweek of effort from a character.

Resolution. The character must make two checks and a saving throw, with a DC determined based on the quality of the opposition they face. Opponents play a major role in Stonesport and can be determined randomly or based on the character’s skill level.   In each match, the character will make a single roll from one of the following options: Strength (Athletics), Dexterity (Acrobatics), or Constitution saving throw. Each option must be used exactly once throughout the series of matches, with a different roll chosen for each subsequent match. Roll to determine the opponents for each match and the DC for the opposition based on their Skill Level. The final results can be determined by the Stonesport Results Table
 
Opposition Table
( 1d6 ) Skill Level Difficulty Class
Poor DC = 1d10+1d4
Mid DC = 1d10+1d6
Good DC = 1d10+1d8
Great DC = 1d10+1d10
Excellent DC = 1d10+1d12
Best DC = 1d10+1d20
Stonesport Results
Result Value
0 successes Lose, earn nothing
1 success Win 25 gp
2 successes Win 50 gp
3 successes Win 100 gp
Rank. For a more structured approach, consider organizing matches in a tournament format or ranking system. Players start with less challenging opponents and progress to more formidable ones. Tournaments can span a single week or stretch over a season, adding depth and competition. Knowing the opponents can enhance the experience; a list of official Rockfall team names can be found here: Rockfall Teams.

Complications. Characters taking part in Stonesport must face opponents and those involved with the larger aspects of the sport. Each workweek spent participating in Stonesport brings a 10 percent chance of a complication, examples of which are on the Stonesport Complications Table.
*Might include a rival
 

Enemies During Downtime

When players have intelligent enemies or adversaries tied to their backstories, these enemies may take specific actions during downtime. While not all their efforts will be directed at the characters, they might allocate some attention or resources toward the group, especially over extended periods.   Possible activities enemies get up to include information or resource gathering, spying, and stealing. These are just a few examples of what an enemy may be doing in downtime. Enemies may not take these actions directly, having others to do the work for them. Any of these activities may be directed at an individual character or the entire party.

Rolls for Enemies. Assign appropriate rolls based on enemy actions to determine their success.   Players’ Awareness. Set a DC or threshold based on the highest Passive Perception, Insight, or Investigation. If the enemy’s roll is below this threshold, characters might notice something amiss.   Progress and Impact. Track the enemies’ actions and note any changes or impacts. While not every detail needs to be revealed, characters may observe clues or consequences of the enemies’ activities, such as being watched, missing items, or suspicious inquiries.


Spying
This may include discovering details about the character's patterns, location, friends, enemies, or similar aspects. Examples of potential outcomes are ambushes, plans going awry, or friendly NPCs end up in danger.   Rolls. The DC for enemy success is based on highest Passive Perception, Insight, or Investigation. Characters roll to notice spying activities if their Passive Perception or Investigation is higher than the enemy's success roll.
Gathering Information
This may include details about origins, goals, family, or other similar aspects. Examples of potential outcomes are past sins being revealed, family being put at risk, or discovering the depths of a character's true intentions.   Rolls. The DC for enemy success is based on highest Passive Insight or Investigation. Characters roll to notice any information gathering if their Passive Insight or Investigation is higher than the enemy's success roll. Characters roll only if they are aware that the enemy exists or discover details about the gathering of information.
Stealing
This may include items missing from rooms or bank accounts slowly draining. Examples of potential outcomes are missing personal or quest related items, distrust of innocents, and decreased wealth. Enemies may use these items as taunts or sell them to later be found in a market stall.   Rolls. The DC for enemy success is based on the highest Passive Perception. Characters roll to notice theft if their Passive Perception is higher than the enemy's success roll. If characteres are not present during the robbery, they may roll to notice something is missing when they return.
Resource Gathering
The enemy is gathering wealth, minions, and other forms of power. The more resources gathered the more formidable their enemy will be in future encounters. Examples of potential outcomes are stronger minions in increased numbers, learning more powerful abilities, and achieving greater wealth and influence.   Rolls. The DC for enemy success is based on the highest Passive Insight or Investigation. Characters roll only if they are aware that the enemy exists or discover information regarding the resource gathering.
Alternative Outcomes
  In the course of downtime activities, characters may encounter various supernatural or situational influences that impact their performance. Adding boons or negative outcomes will promote facets of luck and misfortune. These conditions can affect downtime or extend into regular gameplay.  
  • Blessed. A character who achieves notable success during their downtime becomes blessed, gaining a positive aura. The character adds 1d4 to skill checks and saving throws until they roll a 1 on a d20 or until one week has passed.
  •  
  • Cursed Items. When a player character crafts or purchases items and fails in the process, consider the possibility that these items may be cursed. The nature of these curses should be kept hidden from the character, affecting them until discovered or resolved. Details on cursed items can be found in Chapter Seven of the Dungeon Master's Guide.
  •  
  • Jynx. A character who experiences repeated or severe failures may fall victim to a jynx. The character subtracts 1d4 from skill checks and saving throws until they roll a 20 on a d20 or until one week has passed.

Encounters During Downtime
  While much of downtime can take place outside the normal game parameters you may want to consider shaking it up by having a combat or social encounter that takes place simultaneously. When carousing, a character incites a bar fight due to a complication, or while exploring, someone might stumble into a dragon’s territory and now owes it recompense.   Consider running a game that includes the most exciting encounters characters had during their downtime. Some outcomes may spur the party or opposition into action. Breaking up downtime with an encounter is a good way to keep players ready and invested.   See the "Random Encounters" in the Travel section below for additional ideas.
 

Fame & Renown

Gladiators battle to the death, scholars sacrifice their lives in search of answers, and bards sing in humble halls. Even the smallest of accolades can earn adoration when amassed over time. Fame and renown are common reasons why heroes seek glory and end up in the annals of history.   Chapter One of the Dungeon Master’s Guide details optional rules for Renown for tracking an adventurer’s standing. Dromarians handle popularity in diverse ways, such as the Undain dwarves' tattoos or the celebration of Stonesport. The Guilds of Tor maintain internal rankings released to the public regularly to promote their member’s renown. Using Renown will help track character progression and promote additional opportunities for growth.

Examples of Guild Rankings

Dromaria Specific Renown

Dromarians everywhere will represent fame in different ways. Listed here are a few specific examples and how they may impact gameplay.   Undain Tattoos. The Undain dwarves award their warriors, heroes, and elders with tattoos to signify their honor and standing among the clan. Those with the most tattoos are viewed as beloved leaders and champions.   Guild Rankings. The Guilds of Tor are in constant competition, and rank gives certain benefits that competitors do not share. Celebrity in a guild means increased recruitment numbers, better job opportunities, and more pay. Because of this, high ranking guild members are prized among any of the guilds.   Tension Screen Hosts. A relatively new avenue of success, Tension Screens are being used for unconventional displays, introducing the world to convenient musicals, plays, and interview programs with influential members of society. This global exposure has earned these hosts prestige across the cities of the world.   Rockjock Celebrities. Stonesport has become a global phenomenon. Fans of the sport occupy every city and village, with an appeal that reaches far and wide. All-stars are known as Rockjocks and carry a good deal of fame along with their title. Some regions might consider a player more highly than another if they played for a local team for any length of time, but everyone is excited to catch a glimpse of a legend.   Brand Mascots. Brands try to secure the hearts and gold of the people, using adorable or heroic mascots. These mascots commonly bear historic adventurer’s names and likenesses to associate with their product. Companies or individuals may approach characters with opportunities to bear their logos and promote their merchandise. Such deals come with lucrative paydays, but require demanding partnerships.
Heroes & Mantles
  Heroes have long been associated with helping people and the concept of good. For centuries this role has been held by divine servants, the Anointed, Champions, and Chosen of the Ancestors. These individuals are known as regional and global heroes.   As such, those carrying a mantle typically have a degree of celebrity. If characters encounter such an individual, or one is nearby, it is likely to cause a stir among the common folk.   The impact of featuring these figures should vary. While it can be exciting for players to encounter famous heroes, use them sparingly and with intent. An appearance is best served when involving plot developments or major events. Overuse risks diminishing or overshadowing the player’s achievements.   Remember that fame does not always equate to power or influence. A celebrated hero may not possess extraordinary abilities or control over a situation. Align their role with their capabilities and narrative needs.
Fighting & Sports
  Whether during downtime or over the course of an adventure, characters may come across the opportunity to fight for gold and fame. While not a sanctioned sport in most places, fighting is a popular pastime and encompasses a number of styles.   This includes but is not limited to, one-on-one bouts, arena combats, and facing off against summoned creatures. Fights may involve betting, tournaments, or progressive rewards as characters battle tougher opponents.   Characters who wish to take part in an organized sport will find Rockfall teams spread across Dromaria. Running a Rockfall game is fast-paced and easy. The rules for running or playing a game are found here.   If a player becomes involved in sports consider giving them the Stonesport Celebrity feature of Rockjock - Background as they gain popularity.

Travel


Travel will play a role in every game. As a GM, how much detail you include may depend on several elements, such as personal and player preference, how much time you have per session, and how familiar a group is with the area they are in. These factors will all help determine what feels right and establish how you will approach traveling.   Travel is a vague term representing the time it takes to reach a destination; it ranges from a trek into the dungeon, a voyage across the sea, or a bar crawl downtown. These journeys allow characters to grow closer to one another and have time to explore their personal stories, as well as absorb information about the area they are in and the creatures that inhabit it. Understanding when to skip travel can be the difference between an exciting moment or time better spent on-task.   Consider a few questions first:  
  • What purpose does spending time on travel serve?
  • Will detailing travel enhance the story, characters, or the region they occupy?
  • Will it offer a fun or unique opportunity?
If the answer to any of these questions is yes, then you have established your foundation and can provide an interesting new experience.   Recurring Locations
Whether you are playing a long-term campaign or revisiting the same areas frequently, adding in random elements will boost the life of places that have become familiar.   Before the players experience a new location, ask the following questions to prepare yourself:  
  • Is anyone in the group already familiar with the area?
  • Does anyone have skills that could alter their perception, such as history or religion?
  • Does the group contain druids, rangers, or similarly skilled characters who will affect travel?
  • Does anyone in the group have a mount or animal companion?
Use this information to understand what your approach will be. If characters are from the area or have maps, their first trip out may not be so mysterious. Those with useful skills like Survival may skip hazards entirely, speeding up the travel process and avoiding ambushes or other difficult scenarios.   Once a group understands their surroundings, they will adapt and familiarize themselves, gaining an understanding of what monsters inhabit the area, who controls the roads, and how to navigate danger. By the fifth time they make the trip to town, it will become easier to skip the specifics, setting up the opportunity to subvert expectations.   Adding randomness, as explained in the section below, will create bursts of spontaneity. Changing the terms of travel is an effective way of doing so, such as placing obstacles or suddenly forcing unrealistic deadlines. A party may be ready for the bandits to attack, but will they suspect a stampede of wild horses to collapse the bridge ahead of them? Turning hours into precious minutes will promote decision-making and fast action. Recurring travel will either help sharpen adventurers’ skills or teach them the importance of paying attention when they think they are safe.   Standard Operating Procedure
How much people communicate their intentions will vary depending on the person. To make things easier on everyone, and increase your player’s immersion, consider asking your group what their standard operating procedures, or SOPs, are before they begin traveling. You will only need to do this once. After it is established you may use it as a guideline for future games, updating it as you continue play.   SOPs may include but are not limited to:  
  • Break & Rest Time
  • Combat Readiness
  • Driver(s)
  • Engaging Others
  • Food
  • Guard Shifts
  • Marching Order
  • Scouting
  • Skill Use
  • Spell Use

Let players inform you of their intentions and ask only what you feel is important. By doing so you create a sense of consistency and allow your players to be proactive. Once their plans are in the open you can provide more accurate descriptions, enhance immersion, and engage with your player’s intentions. By responding directly to their choices you will show the effects of their work.   While SOPs can enhance gameplay, relying too heavily on them can backfire. If players feel their intentions are being ignored or contradicted, it can slow the game down or cause conflict. This information should enhance storytelling and encounters, not restrict them.   A good indicator that you might be overusing SOPs is when you hear a player say, "But I..." This suggests their personal intentions were overlooked. Address this promptly to maintain a smooth and engaging game. Strive for a balance where SOPs enhance immersion without becoming a crutch. You want just enough structure to aid the narrative while still allowing for spontaneity and active play.   Using SOPs extends beyond travel to any aspect of your game. Some things you will learn naturally from your player’s actions and words, without the need to ask. Other details you may want to seek without revealing your intent. Once you see patterns, it gives you the best opportunity to disrupt them at the perfect moment.

Methods of Travel
  Vehicles are a common component of travel and exploration in Dromaria, offering a variety of means to traverse the world. In Chapter Eight: Spells & Treasure, you will find the driving and operating rules of Dromaria's mechanized land vehicles.   The prevalence and types of vehicles differ significantly across regions, based on infrastructure, environment, and culture. Each vehicle's description includes its common usage area and the relationship between the vehicle's design and its role in the respective local setting. When in doubt, horses and wagons are always a good option.
Off-World Travel
  The Sunrun Solar System is home to numerous dangers, both in space and on its worlds. Fortunately, the Ancestors established protective barriers around the planet, preventing external threats from breaching its surface. These safeguards, while not fully understood in the modern era, complicate attempts to travel off-world.   Dromaria's connection to the elemental planes is a key aspect of its nature. Travel to these planes is relatively straightforward, but leaving or arriving on Dromaria by ship or spell is nearly impossible due to these barriers, except in specific anomalies and locations near the Worldtrees. The Order of the Veil monitors these rare points of interest closely.   Astronomers have long observed a growing number of massive, migrating entities throughout the solar system. These observations include monitoring other planets and maintaining awareness of the status of the worlds beyond Dromaria.   The planets and their current status, in order, starting from closest to the sun are:   Ithidus. Planet of long abandoned technology. Original home to the orcs and halflings.
  Magnon. Planet of rock and fire. Original home to the humans and dwarves.
  Eshana. Void consumed planet, unable to see beyond the clouds. Original home to the elves.
  Upir. Planet of darkness and home of Tus’Alim, now filled with Lacuna. Original home of the Upiryrials.
  Athantoss. Planet of lush greenery and controlled undeath. Ruled over by Hadim Krazier.
  Nalorea. Planet of vast jungle and hidden depths. Current status is unknown. Original home of many races, dominated primarily by elvenari.
  Malkari. Planet of desert and sea. Occupied by the gods Bako and Narwel. Original home of the Malkari and Tritons.
  Dromaria. Planet of dragons and mortals.
  Polaris. Planet of snow and ice. Directly connected to the plane of ice. Once used as a place of banishment for the Upiryrials. Believed uninhabited.


Random Encounters


Learning how to incorporate randomization will help ease prep time and add variety to your experience. There is a bounty of official Dungeons & Dragons and other third-party content that contains Random Encounter tables and other factors decided by dice rolls. The Dungeon Master’s Guide’s Appendix A contains extensive tables on random elements of all kinds, including dungeon layouts, monster motivation, and far more.   The approach of randomizing the majority of game elements harkens back to the earliest days of tabletop RPGs. If you choose this approach, try planning ahead as much as possible by randomizing dungeons, monsters, and other aspects before the session to save time. This amount of randomness will require a broad knowledge base and patience.   As characters adventure together, routines will become established. To keep the game fresh, subvert expectations. By the third time a group stays at a local campground, they will know what to expect and who will take the first watch. By linking random events to normal scenarios, such as travel, you have a simple but effective way to inject excitement into the mundane or suspense to an already tense situation.   During active combat or social interactions, introducing random external elements will instantly change the dynamic of the encounter, forcing outside-the-box thinking. If in the middle of a bandit fight, if a starving pack of wolves appears, your characters may find themselves fighting alongside their enemies to survive.   Random elements affect everyone involved, especially chaotic factors like weather or fire. While randomness can be dangerous, it can also be beneficial. Balance the likelihood of negative and positive outcomes to keep gameplay engaging. For instance, a random weather event might provide a chance for players to find shelter or discover hidden resources.   Consider increasing the likelihood of regional elements appearing unexpectedly. For example, if a battle spills blood, predators such as crocodiles or sharks might be attracted. Implement a percentage chance for such occurrences based on the environment. As players adapt and explore, they may reduce their chances of encountering these threats over time.   The "Random Environmental Hazard Tables", "Third-Party Intervention Tables", and "Supernatural Hazard Tables" found below provide examples for adding randomness to any given situation. We encourage you to explore your own ideas as well.

Wildlife & Monsters
  When traversing the territory of a predator, the environment should reflect its presence. The signs of its domain might include claw marks on trees, broken underbrush, or scattered bones. Use the land to create a palpable sense of a creature’s influence.   Knowledge of a monster’s proximity can come from rumors and unsettling news. Villages or travelers might speak of eerie noises at night or mysterious disappearances. These reports help build tension and convey a monster’s existence.   For example, a warm desert region might be inhabited by grit-miters or scorpions, while a moist swampy region would feature lurking crocodiles. Using the characteristics of the environment, as found in Chapter Nine: Wildlife, will help to inform the types of creatures that inhabit it and will make the world feel alive.   All wildlife and monsters have been tagged for ease of use:   Creature Type: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Undead   Environment: Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underground, Underwater, Urban

Random Environmental Hazard Tables

Random Third-Party Intervention Tables

Random Supernatural Hazard Tables


Articles under Chapter Seven: GM Resources


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