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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 />

3l

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