Dungeon Master's Guide 5E

(Nancy Kaufman) #1
Who or what is to blame for the loss?
Describe an immediate consequence of the loss.
Forecast one way that the loss impacts or changes
the world in the long term. Who or what suffers the
most as a result of the loss? Who or what benefits the
most from it?


  1. NEW ORGANIZATION
    The foundation of a new order, kingdom, religion,
    s ociety, cabal, or cult can shake the world with its
    actions, doctrine, dogma, and policies. On a local
    scale, a new organization contends with existing power
    groups, influencing, subverting, dominating, or allying
    with them to create a stronger base of power. Large
    a nd powerful organizations can exert enough influence
    to rule the world. Some new organizations benefit the
    populace, while others grow to threaten the civilization
    they once protected.
    Perhaps an important new organization arises in one
    part of your world. It could have humble or auspicious
    beginnings, but one thing is certain: it is destined to
    change the world as long as it progresses along its
    present course. Sometimes an organization's alignment
    is apparent from inception, but its morality can remain
    a mbiguous until its doctrines, policies, and traditions
    a re revealed over time. Choose the type of organization,
    or use the New Organizations table to generate ideas.


NEW ORGANIZATIONS
dlO New Organization
Crime syndicatejbandit confederacy
2 Guild (masons, apothecaries, goldsmiths)
3 Magical circlefsociety
4 Military/knightly order
5 New family dynastyftribejclan
6 Philosophy/discipline dedicated to a principle or ideal
7 Realm (village, town, duchy, kingdom)
8 Religionjsectjdenomination
9 Schoolfuniversity
10 Secret societyfcultfcabal

Then consider some or all of the following options:
The new order supplants a current power group in
the world, gaining territory, converts, or defectors and
reducing the previous power group's numbers. Who or
what does the foundation of this new order supplant?
The new order appeals to a specific audience. Decide
whether this order attracts a certain race, social class,
or character class.
The leader of this new order is known for a particular
quality valued by his or her followers. Elaborate on
why they respect him or her for this quality, and
what actions this leader has taken to retain the
followers' support.
A rival group opposes the foundation of this new
organization. Choose an existing power group from
your campaign to oppose the new organization, or
create one from the categories on the table. Decide
why they oppose the new group, who leads them, and
what they plan to do to stop their rival.

8. DISCOVERY, EXPANSION, INVENTION
Discoveries of new lands expand the map and change
th e boundaries of empires. Discoveries of new magic
or technology expand the boundaries of what was once
thought possible. New resources or archaeological finds
create opportunity and wealth and set prospectors and
power groups in motion to vie for their control.
A new discovery-or rediscovery-can impact your
campaign world in a meaningful way, shaping the
course of history and the events of the age. Think of this
discovery as a big adventure hook or series of hooks.
This is also an opportunity to create a unique monster,
item, god, plane, or race for your world. As long as the
discovery matters, it doesn't have to be wholly original,
just flavored for your campaign.
A discovery is particularly impressive when the
adventurers in your campaign are the ones who
make it. If they discover a new mineral with magical
properties, map a new land that's eminently suitable
for colonization, or uncover an ancient weapon with
the power to wreak devastation on your world, they
are likely to set major events in motion. This gives
the players the opportunity to see exactly how much
influence their actions have on your world.
Decide on the type of discovery that is made or use
the Discoveries table to generate ideas.

DISCOVERIES
dl 0 Discovery
Ancient ruinflost city of a legendary race
2 Animalfmonsterfmagical mutation
3 lnventionftechnologyjmagic (helpful, destructive)
4 New (or forgotten) god or planar entity
5 New (or rediscovered) artifact or religious relic
6 New land (island, continent, lost world, demiplane)
7 Otherworldly object (planar portal, alien spacecraft)
8 People (race, tribe, lost civilization, colony)
9 Plant (miracle herb, fungal parasite, sentient plant)
10 Resource or wealth (gold, gems, mithral)

Once you have determined the type of discovery, flesh
it out by deciding exactly what it is, who discovered
it, and what potential effect it could have on the
world. Ideally, previous adventures in your campaign
will help you fill in the blanks, but also keep the
following in mind:
This discovery benefits a particular person, group, or
faction more than others. Who benefits most? Name
three benefits they stand to gain from this discovery.
This discovery directly harms another person, group,
or faction. Who is harmed the most?


  • This discovery has consequences. Name three
    repercussions or side effects. Who ignores the
    repercussions?
    Name two or three individuals or factions struggling
    to possess or control this discovery. Who is likely to
    win? What do they stand to gain, and what are they
    willing to do to control the discovery?


CHAPTER l I A WORLD OF YOUR OWN
3l
Free download pdf