/dagathia

A nautical campaign setting for DnD 5e

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Dagathia

Dagathia is a campaign setting designed by me (Colin R. Casto). It is set on a planet covered mostly by water, covered by clusters of archipelago. The setting was designed to be played with the Dungeons & Dragons 5th Edition ruleset. The setting features the following:

  • Various Narrative Elements ( History, Locations, Characters)
  • Rules for Naval Encounters
  • Custom Spells
  • Custom Items
  • Custom Races

Common Ships

With around 90% of the planet covered in water, aquatic vessels serve the primary means of transportation for many. Over the course of history, many different methods of nautical travel have been explored and perfected.

Steam Chargers

Due to the efforts past of those with an affinity for metal work, Steam chargers are a common sight on the horizon. These large ships often sport metalic siding, and are often propelled by collosal steam engines located in the ships hull. Most Steam Chargers have a head engineer to manage the shipwrights board and serve as helmsman.

Arcane Galleons

Not all ship builders enjoy tinkering with steam pipes and iron, Arcane Galleons serve as a valid choice for many who take to the seas. From the outside these would be easy to mistake for a traditional galleon until heading below deck. At the heart of most arcane galleons is a spellcaster who has dedicated their time and energy into helming these ships, using their magical talent to perform maintence and other meanial tasks on a ship by use of constructs, these 'Tin men' as they are often called are usually composed of driftwood, stone, and bits of scrap metal, animated through the arcane arts in order make the maintenence of a ship far easier. Arcane Galleons almost always have a sea mage on board to serve as Shipwright and Helmsman.

Orcish Longship

Some wayfarers prefer not to fix what isn't broken, and opt to utilize the power of those on board to move the ship. The more honorable of these ships will feature a great many noble warriors below deck, rowing when the winds are uncooperative. Sadly much of the time, this is not the case, and you will be likely to find a legion of slaves below decks, populated by those unlucky enough to be captured during an orcish raid. Orcish longships are often repaired by the slaves on board and Helmed by an overseer.

Ports

The world of Dagathia thrives on nautical trade, ports are fairly common throughout the region, some ports are known for specific trades and items, in ports players are able to do a number of things:

  • Ship maintenence
  • Buy and sell items
  • Turn in bounties
  • Find new wanted posters
  • Learn skills and trades

Ports will also have an allegiance, wether it be to the Navy or The Pirate Lords, wich effects the general attitude of the denziens of the port towards the PC's. Generally this will not have a drastic affect, PC's with a high bounty/reknowned as pirate hunters can still generally trade and interact with a port, with the exception of the faction capitals, if/when the PC's have a strong connection to one side the other sides capital will essentially be off limits, it IS possible to visit the port but the PC's will not be able to safely use the pier, as well as have a high chance of being recognized and captured/killed.

Nautical Encounters

On a journey across the seas of Dagathia it is not uncommon to encounter wildlife or other ships. During a voyage, the DM will roll d100 a number of times based on distance travelled, rolling above the current encounter threshhold (base 65) causes a roll on the nautical encounter table. The encounter threshhold is sometimes affected by current events, the following table outlines some common events that affect the encounter threshhold:

Effect Dynamic Encounter Description
+5 --- A moderate storm has blown through the region, there are less people out on the water
+10 --- A devestating storm has wrecked the area, NO ONE is on the water
-10 Monsters A tropical storm has agitated the waters, causing monsters to become agitated
-10 Pirates There is rumor of a high amount of treasure in the region, Sending all manner of mid to low level pirate crews out to the sea
-10 Navy A recent naval training exercise or operation has the water swarming wiht naval ships
-15 Travelers There was a recent trade summit or festival in a nearby port

When travelling between islands roll d100, if the roll is above the encounter threshhold roll on the following table to determine the encounter

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d10 Encounter Hostility Description
--- Pirates with grey or white bounty pirates serve as the opposing force Outlaws of the sea
--- Navy with black bounty the navy serves as the opposing force The governments force to impose the, at times tyranical rule of law
1-2 Opposing Force ----- Pirates or Navy, depending on the parties status in the world
3-4 Monsters Hostile Various flying or swimming creatures
5 Travelers Neutral Any manner of merchants, bounty hunters, and adventurers
6 Neutral/Allied force Neutral Whichever faction is not the opposing force
7-10 Dynamic Encounter ----- Whichever encounter is more likely based on current events

Bounty

While adventuring through Dagathia, PC's are bound to ruffle the feathers of either the Navy or the various pirate crews roaming the seas. The party is capabale of accruing two seperate bounties which will either be a black bounty issued by the navy for breaking the law, or a white bounty, issued by the pirate lords for defying their laws or capturing and killing important pirates. These bounties reflect the way various factions and NPC's view the party, affecting the sort of encounters they will see, these two bounties are not necesarily inversely proportionate, it is possible to accrue a high bounty with both factions, most often actions that offend the navy will gain favor with pirates and vice versa. The parties bounty will have a lasting impact on the encounter level when traveling the sea

Ship Mechanics

Players must regularly spend money at a port to maintain the ship and buy food

  • If a player owned ship has a first mate, The first mate will give the party warnings and advice about when they need too, if they neglect this for too long the ship will slowly fall into disrepair
  • Most Ships house a home crystal, a large crystal infused with teleportation magic, allowing anyone attuned to the crystal to cast the spell 'Homebound' teleporting them to the crystal.

World Specific Spells

Homebound

Casting Time: 10 Minutes
Range: Self
Components: V S
Duration: Instantaneous

Homebound can be cast by an individual, teleporting them and any items on them as well as up to one willing or incapacited individual to the homecrystal they are currently attuned to

The ritual can also be cast by multiple people, provided they are attuned to the same home crystal, in this case they must form a circle to cast the spell, up to 4 willing or incapacitated individuals and a great amount of material located inside the circle may be teleported to the attuned home crystal.

World Specific Items

Name Cost Weight Availability Description
Calling Crystal 200gp 1 lb Wide Allows the user to teleport one person they are familiar with to their location
Home Crystal 10,000gp 2,750 lb Specific A large crystal, often times built into the core of a ship, any individuals attuned to the crystal can teleport to it by casting the 'Homebound' ritual
Common Spyglass 100gp 1 lb Wide A handheld telescope used to magnify objects at a distance
Arcane Spyglass 5,000 gp 1 lb Specific A spyglass enchanted to allow the user to see with 10x the accuracy and distance of it's common equivalent

World Specific Feats

Coming Soon

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World Specific Rules

1st level characters may take profieciency with a tool of their choice in addition to any proficiencies they would already gain from their class. The world of Dagathia is fundamentally built on the trade of goods and services, it would be almost impossible to find someone who has no sort of professional training.

Exhaustive Casting and Exhaustive Surge

Players are able to sometime accomplish amazing feats at the cost of drawing on their very life force, causing them to receive levels of exhaustion dependent on the feat they accomplish.

Exhaustive Casting

If a player has the spell casting class feature and has no remaining spell slots, they may still cast spells, for a price. The player may cast any spell of a level they can normally cast, after which they will recieve levels of exhaustion equal to the spells level. If these levels of exhaustion cause the player to die they may only be brought back via a 'Wish' spell, or a 'True Ressurrection' spell. A player may also choose to cast a 7th level spell with this feature, if they do, they cannot be brought back to life by any means. These levels of exhaustion are gained once the player has finished casting the spell (not finished concentrating)

Exhaustive Surge

If a player wishes to do so, they may take an additional action on their turn at the cost of levels of exhaustion. This CAN be used more than once in a turn, in this case each additional action will cost levels of exhaustion equal to the previous use of this feature this turn, plus one. for instance:

Cost Additional Actions
1 1
3 2
6 3

These levels of exhaustion are recieved once the player ends their turn.

World Specific Races

Merfolk

Merfolk Traits

  • Ability Score Increase: Your Charisma score increases by 2.
  • Age: Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often living between 200-350 years.
  • Size: Merfolk are about the same size and build as humans. Your size is Medium.
  • Speed: Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
  • Amphibious: You can breathe air and water.
  • Strong Swimmer: You have advantage on Athletics(Strength) checks made to swim in choppy water.
  • Languages: You can speak, read, and write Common, Merfolk, and one extra language of your choice.

There are two types of Merfolk that inhabit Dagathia, pick one of the following sub races

Deep Dweller

  • Ability Score Increase: Your Constitution score increases by 1.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Lessons Of The Deep: You gain proficiency in the Survival skill.

Wave Skipper

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Gifted Mercantile: You have advantage on Persuasion(Charisma) checks made to negotiate price when buying or selling.
  • Nimble Fingered: You gain proficiency in the Sleight of Hand skill.

Sea Tortle

Sea Tortle Traits

  • Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Age: Sea Tortles reach adulthood by the age of 15 and live an average of 120 years.
  • Size: Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one third of their weight. Your size is Medium.
  • Speed: Your base walking speed is 30 feet. You also have a swimming speed of 20 feet.
  • Hold Breath: You can hold your breath for up to 3 hours at a time. Sea Tortles are more adapted to the water than their land dwelling cousins.
  • Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
  • Languages: You can speak, read, and write Aquan and Common.

Variant: Adjusted Point Buy

To determine the starting ability scores the point by system below can be used, based on the point buy system located in the PHB(pg. 13). Each Ability value starts at 8, with a minimum of 7 and a maximum of 16 with the player being given 30 points. To make things easier, I made this page to calculate ability scores using this system

Ability Score Modifier Cost
16 +3 12
15 +2 9
14 +2 7
13 +1 5
12 +1 4
11 0 3
10 0 2
9 -1 1
8 -1 0
7 -2 -2

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Notable Figures

The Two Great Factions

For a great many years Dagathia was plunged into utter chaos, when the races of men learned to build ships to cross the sea, there was no telling what kind of trouble distant sails would bring. From this chaos there rose a man who claimed himself a divine king establishing his reign some time around 600 DE, and through the years his ancestors grew in power and influence, eventually establishing a government. For generations, the royal navy was the only organized power on the seas. Over this time period the navy's grasp on the world lead to tyranny, which as a result, spawned the first pirate age in 850 DE, sparking all out war between the navy and scattered bands of pirates. It would not be until 913 DE that the pirates elected their first kings, Armun Darkscale and Dathariel Pendelhaven, who joined forces to unify the pirates in their fight against the navy, reaching a shaky truce in 921 DE. Things remained relatively calm until 30 years ago, in 1127 DE, when Fleet Admiral Githwix Frahzlenaff enacted a plan to exterminate all pirate crews from the world, leading to the 2nd Pirate war, which, despite the death of Frahzlenaff in 1134 DE raged on until 1136 DE, when Horji, the Radiant was able to quench the flames of war, helping to negotiate a truce between Fleet Admiral Gerrick Warsong, and the pirate kings White-Tusk, Black Jenny, and Bheldus Glitterfist, sending the war and leading to the drafting of the Fross Accords in 1137 DE, resulting in an uneasy but firm peace, as a result of the war, Horji reluctantly accepted the title of the fourth pirate king in an attempt to pacify the naval fears of revenge.

The Four Kings

One of the defining characteristics of the pirate lifestyle is the refusal to bow to kings or live a life bound by the laws of the common man, however there is a loose code of laws that the pirates do follow, otherwise they would draw the ire of the four Kings, four pirate capitains who serves arbiters and executors of pirate law. Most pirate crews fancy themselves as bannermen of one of these four capitains.

White-Tusk

The tall pale Half-Orc/Half-Elf known as White Tusk would appear to most as a complete contradiction. Elves do not associate with Orcs, a race traditionally known to be rather stupid, savage and chaotic, whereas the things White-Tusk are best known for are his vastly surperior intellect, his generally calm and cordial disposition, and his fervor in enforcing the pirates law. It is rumoured that he was the last and only student of Zigarius, the last known golden dragon the world would ever see. Many of those who pay homage to White-Tusk took to the pirates life to learn all they could of the world, delving in to ancient tombs and ruins in search of hidden secrets and dusty tomes of power, hoping to one day board his ship The Minds Eye.

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Black Jenny

Little is known about the mysterious figure known as Black Jenny, the little that is known is often shared in hushed tones over a pint, as if the very mention of her name is enough to summon her. Some have heard talk that she can kill men with a mere touch. Fewer still talk about the theory that her crew is chiefly composed of dead men, silently working the oars on her colossal Longship aptly named Dread. All in all not much is known about the first female pirate king, but the few brave, or stupid, enough to declare their loyalty for her often do so out of a lust for the kind of power she allegedly holds.

Horji the Radiant

It is said that the slight gnome known as Horji could, given the time and audience, seduce even the likes of Black Jenny (anyone who has relayed this joke to Jenny has been rendered conspicuosly absent). Horji is described as having a sort of otherworldy air about him, with people traveling all the way across the seas to come hear him speak and perform. He gained notoriety when he was able to bring the kings and the navy to a truce, ending the 2nd Pirate war, as well is being instrumental in drafting the [NAVAL PORT] accords in. Reluctant to be reffered to as a 'King', Horji only accepts the title to ensure the freedom of all who seek it. Those who took to the seas in search of freedom and the thrill of adventure are most likely to kneel upon seeing the sails of Horji's ship Romance Dawn, unaware of the irony.

Bheldus Glitterfist

The longest reigning king is none other than the boisterous Dwarven warrior known as Bheldus Glitterfist. Known for his good humor and propensity for revelry, Bheldus most notably of all owns over half of the property in Tura' Mara, where he can be found resting at his keep when there is no rumor of new treasure worth finding. Though Bheldus commands great respect and legions of men, he is a simple man, and pursues the most common goal among pirates: Riches. This is more than apparent when one encounters his crew, all clad in glittering armor and jewels atop his massive gold plated steam charger The Seas Bounty. It is said that if Bheldus were to upturn his vaults, he could fill the sea itself.

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Elite Naval Officers

As within any organization there are those who show exceptional promise and ability, the navy is no exception. Each of the elite admirals serves as the personification of the Navy's might

Fleet Admiral Gerrick Warsong

One may look at the fact that pirates outnumber naval soldiers by a factor of 5 to 1 and assume that this means that the navy would have no chance were war to break out again between the Navy and the kings. This individual need only to see Gerrick Warsong in person to likely reverse their oppinion. This seasoned commander of the naval forces iron will and force of mind has been said to render weak men uncocious merely by entering his presence. Though a strict disciplinarian, his obvious concern for the common folk and passion for true justice has earned him the respect of law abiding citizens and pirates alike. It is said that he is the only person to have faced Black Jenny in single combat and lived, earning even her respect, which has generally only ever been extended to the Kings (Horji not necessarily included). The large pristine white sails of his vessel Peace serve as a sign of the Navy's strength to it's supporters, and a sign to sail the other direction for any pirates unfortunate enough to see them.

Admiral Kareena Greenfin

Ships capitains often pray to various deities for a safe voyage and good winds, in these scenarios Kareena Greenfin need pray only to herself. The Navys secret weapon when it comes to nautical siege warfare, Admiral Greenfin has dedicated her life to not only understanding, but controlling the sea. The Merfolks calm demeanor has been described by many, as simmilar to the sea before a storm rolls in to port. Her ship Stormdrinker is rumored to be the fastest ship on the seas, likely in no small part due to the considerable talents of it's commander. Under her judicious and watchful eye, seafaring trade has become far safer for naval alligned privateers, and in some regions nearly impossible for slavers and smugglers.

Admiral Iron-Jaw Shieldbreaker

If Gerrick Warsong is the Ivory tower of Fross Lobby, Iron-Jaw Shieldbreaker is assurely the Guiotine at the foot of it. This hulking Orc has charge of the persecution and capture of all wanted criminals on the seas of Dagathia. One would hope that an Orc of high enough mental capacity to hold a supreme office wouldn't be kinder than his naturally dull bretheren, unfortunately all of Admiral Shieldbreakers wit and cunning are singularly focused on the hunt. When asked to describe his newly appointed protege, the late Fleet Admiral Githwix Frahzlenaff said of Shieldbreaker, "Much like a rabid dog, but far smarter". His ship Iron Justice serves as an Ill omen for all of those who carry a naval bounty.






Admiral [REDACTED]

The main reason that not much is known about [REDACTED] is largely due to the nature of [REDACTED]'s work. All that is known is that [REDACTED] was appointed by Fleet Admiral Warsong, on the date of [REDACTED]CE. [REDACTED]'s ship is aptly called [REDACTED]. There have been rumors of those who will pay large sums of money for information on [REDACTED], however these individuals don't seem to be heard from soon after their offer has been made.

Notable Locations


Tura' Mara

Tura' Mara is one of the largest and most populous ports in all of Dagathia, it serves as the unoficial capitol city for those who take up the pirate lifestyle. It is one of the few islands that naval ships refuse to visit, understanding that the long arm of the law can only reach so far. Many crews veiw Tura' Mara as their home port. The port also serves as the location for the rate but not unheard of Pirate Summit, in which pirates of great reknown hold audience with the Four Kings.

Fross Lobby

If sailing through the northern regions of the sea, it is more likely than not that you will see the Ivory tower of Fross Lobby on the horizon. This Port serves as the capital city of the naval empire, as well as the university that has trained naval elite for centuries.

Ag' Tosu

A small neutral port in the south of the center sea, unremarkable but due to it's proximity to several more notable locations, this port can serve as a useful location to gather information

Bowbreakers Cove

The only truly lawless Island of any significant population size. Home to most orcish slavers, the Island is one of the most defensible ports in the world, largely due to the sharp outcroppings of rocks surrounding the area.

Crows Rest

A mid size island, home to one of the larger mountains in the center sea

Isle De Taako

Small island that serves as base for the crew of the Widows Whale

Sparad a' Rith

Few things are sacred in dagathia, the altar at Sparad a' Rith is one of those few things. To bring someone back from the dead is no small task. With the soul fleeing the body in mere moments, it quickly becomes impossible for a soul to find its way back to it's desired vessel. The altar at Sparad' a Rith, built thousands of years ago by a nameless people who have long since disapeared from the seas, serves as a sort of waypoint for the souls of the dead. If someone important to you is lost, the rumors say that the only way to bring them back is to sail into the mouth of death itself to find them, although, few are able to make the journey without joining those they've lost.