Dungeon Master's Guide
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Who or what is to blame for the loss?<br />
Describe an immediate consequence of the loss.<br />
Forecast one way that the loss impacts or changes<br />
the world in the long term. Who or what suffers the<br />
most as a result of the loss? Who or what benefits the<br />
most from it?<br />
7. NEW ORGANIZATION<br />
The foundation of a new order, kingdom, religion,<br />
society, cabal, or cult can shake the world with its<br />
actions, doctrine, dogma, and policies. On a local<br />
scale, a new organization contends with existing power<br />
groups, influencing, subverting, dominating, or allying<br />
with them to create a stronger base of power. Large<br />
and powerful organizations can exert enough influence<br />
to rule the world. Some new organizations benefit the<br />
populace, while others grow to threaten the civilization<br />
they once protected.<br />
Perhaps an important new organization arises in one<br />
part of your world. It could have humble or auspicious<br />
beginnings, but one thing is certain: it is destined to<br />
change the world as long as it progresses along its<br />
present course. Sometimes an organization's alignment<br />
is apparent from inception, but its morality can remain<br />
ambiguous until its doctrines, policies, and traditions<br />
are revealed over time. Choose the type of organization,<br />
or use the New Organizations table to generate ideas.<br />
NEW ORGANIZATIONS<br />
dlO<br />
New Organization<br />
Crime syndicatejbandit confederacy<br />
2 Guild (masons, apothecaries, goldsmiths)<br />
3 Magical circlefsociety<br />
4 Military/knightly order<br />
5 New family dynastyftribejclan<br />
6 Philosophy/discipline dedicated to a principle or ideal<br />
7 Realm (village, town, duchy, kingdom)<br />
8 Religionjsectjdenomination<br />
9 Schoolfuniversity<br />
10 Secret societyfcultfcabal<br />
Then consider some or all of the following options:<br />
The new order supplants a current power group in<br />
the world, gaining territory, converts, or defectors and<br />
reducing the previous power group's numbers. Who or<br />
what does the foundation of this new order supplant?<br />
The new order appeals to a specific audience. Decide<br />
whether this order attracts a certain race, social class,<br />
or character class.<br />
The leader of this new order is known for a particular<br />
quality valued by his or her followers. Elaborate on<br />
why they respect him or her for this quality, and<br />
what actions this leader has taken to retain the<br />
followers' support.<br />
A rival group opposes the foundation of this new<br />
organization. Choose an existing power group from<br />
your campaign to oppose the new organization, or<br />
create one from the categories on the table. Decide<br />
why they oppose the new group, who leads them, and<br />
what they plan to do to stop their rival.<br />
8. DISCOVERY, EXPANSION, INVENTION<br />
Discoveries of new lands expand the map and change<br />
the boundaries of empires. Discoveries of new magic<br />
or technology expand the boundaries of what was once<br />
thought possible. New resources or archaeological finds<br />
create opportunity and wealth and set prospectors and<br />
power groups in motion to vie for their control.<br />
A new discovery-or rediscovery-can impact your<br />
campaign world in a meaningful way, shaping the<br />
course of history and the events of the age. Think of this<br />
discovery as a big adventure hook or series of hooks.<br />
This is also an opportunity to create a unique monster,<br />
item, god, plane, or race for your world. As long as the<br />
discovery matters, it doesn't have to be wholly original,<br />
just flavored for your campaign.<br />
A discovery is particularly impressive when the<br />
adventurers in your campaign are the ones who<br />
make it. If they discover a new mineral with magical<br />
properties, map a new land that's eminently suitable<br />
for colonization, or uncover an ancient weapon with<br />
the power to wreak devastation on your world, they<br />
are likely to set major events in motion. This gives<br />
the players the opportunity to see exactly how much<br />
influence their actions have on your world.<br />
Decide on the type of discovery that is made or use<br />
the Discoveries table to generate ideas.<br />
DISCOVERIES<br />
dl 0<br />
Discovery<br />
Ancient ruinflost city of a legendary race<br />
2 Animalfmonsterfmagical mutation<br />
3 lnventionftechnologyjmagic (helpful, destructive)<br />
4 New (or forgotten) god or planar entity<br />
5 New (or rediscovered) artifact or religious relic<br />
6 New land (island, continent, lost wo rld , demiplane)<br />
7 Otherworldly object (planar portal, alien spacecraft)<br />
8 People (race, tribe, lost civilization , colony)<br />
9 Plant (miracle herb, fungal parasite, sentient plant)<br />
10 Resource or wealth (gold, gems, mithral)<br />
Once you have determined the type of discovery, flesh<br />
it out by deciding exactly what it is, who discovered<br />
it, and what potential effect it could have on the<br />
world. Ideally, previous adventures in your campaign<br />
will help you fill in the blanks, but also keep the<br />
following in mind:<br />
This discovery benefits a particular person, group, or<br />
faction more than others. Who benefits most? Name<br />
three benefits they stand to gain from this discovery.<br />
This discovery directly harms another person, group,<br />
or faction. Who is harmed the most?<br />
• This discovery has consequences. Name three<br />
repercussions or side effects. Who ignores the<br />
repercussions?<br />
Name two or three individuals or factions struggling<br />
to possess or control this discovery. Who is likely to<br />
win? What do they stand to gain, and what are they<br />
willing to do to control the discovery?<br />
CHAPTER l I A WORLD OF YOUR OWN<br />
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