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    \chapter{The World of Domum}


    Basic introduction to the setting.
        \section{A World of Magic and Artifice}
        Domum is highly magically active; ambient magical power means that one in every five children born will have
        some kind of aptitude for magic (although a much smaller proportion of them actually receive the training to
        use it). Natural deposits of enchanted stone and gems mean that any household of moderate wealth has access
        to some measure of amenities, and the upper echelons of society enjoy supernatural comfort others can only
        dream of. The industrious dwarves and inventive gnomes use these materials to create a great variety of
        magical machines; these artifices can be found everywhere from magical labs to some particularly forward-
        thinking farms. Due to meticulous historical records and the great longevity of many of the world's races,
        many thousands of years' worth of cultural and technological progress have been preserved, leading to
        what many consider a golden age of comfort and power. The events leading up to the Age of Steel have drawn
        the golden age into question, but regardless of its classification, the present day is one of advancement
        and luxury even if it lacks in stability.
        \section{The Age of Steel}
        The year is 211 of the Age of Steel - a mere two centuries since the evil wizard Giritrix cast a great
        spell over the Prime Material plane to seal it from all the other planes of existence. The seal lasted
        just over a hundred years before Giritrix was killed and the spell was broken at the hands of a legendary
        group of adventurers. In that time, the world had rapidly fallen into Chaos as magic of all kinds began to
        break down and cease functioning. The world-spanning Imperium of the Rising Sun fell as a power from hell arose
        to kill the God-King, leaving all the imperium's regional leaders to vie for land and power in the aftermath.
        Man's faith in magic fell, and technology began to advance in the presence of war and absence of magic. Hence
        the Age of Magic ended and the Age of Steel began.
        The present day shows little in the way of stabilization. Much of the world is still fractured, although the
        vast continent-spanning wars have mostly ended as power struggles have been resolved. Both international and
        intracontinental trade has mostly resumed, with players both old and new gaining traction once again, but
        piracy is still higher than ever.
        Despite the turmoil, progress continues to march on. The first train tracks are being laid in the west,
        while the first steam-powered machinery is being invented by the gnomish-dwarven alliance in the east.
        The Praedish empire, now free of the grip of the Imperium, have begun to design the first gunpowder-based
        firearms in response to their wartime deficiencies. These technologies are still in their infancy, but will
        soon grow to compete with magical amenities in the coming decades and centuries.
        \section{A Gray World}
        While the world of Domum features great feats of Good and Evil, conflict between Law and Chaos,
        and strongly defined morality of all kinds, the definitions of what exactly ``alignment'' means
        is blurred at the edges. Sometimes it can be the greatest heroes that cause the greatest downfalls,
        and the most selfish of people that create great good. A Lawful Good character may kill hundreds of
        invaders when their home city is invaded, and a Chaotic Evil character may support an orphanage if
        they feel they stand to gain from it. In Domum, alignment is not necessarily a person's goals and
        outlook, but more often simply the way they choose to approach life's challenges: are they more selfish,
        or selfless? Do they prefer to act in the heat of the moment, or will they fall back on trusted rules
        and methods? This is the kind of morality found in the world of Domum.
    \chapter{Tone and Inspirations}
    While Domum is an original setting, it is heavily inspired by other TTRPG settings, such as the worlds of
    \textit{The Forgotten Realms} and \textit{Golarion}. Domum attempts to be backwards-compatible with these
    settings, which means most adventures written to take place in \textit{The Forgotten Realms} and
    \textit{Golarion} can also be run in Domum with some modification!
    Many distinctive features from these other settings can be found in Domum - from the cities of Waterdeep, Myth Drannor,
    and Magnimar, all the way to Chult (which has become an Island), the Dragon Coast, and Fallen Netheril. Of course, all
    of these places haven't simply been copied! Every bit of Domum is original, and that includes these areas.
    As this book will reveal, these well-known names still hold untold secrets in Domum!
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Revision as of 21:43, 13 October 2022

Domum Site Title Extra Wide.png



   \chapter{The World of Domum}
   Basic introduction to the setting.
       \section{A World of Magic and Artifice}
       Domum is highly magically active; ambient magical power means that one in every five children born will have
       some kind of aptitude for magic (although a much smaller proportion of them actually receive the training to
       use it). Natural deposits of enchanted stone and gems mean that any household of moderate wealth has access
       to some measure of amenities, and the upper echelons of society enjoy supernatural comfort others can only
       dream of. The industrious dwarves and inventive gnomes use these materials to create a great variety of
       magical machines; these artifices can be found everywhere from magical labs to some particularly forward-
       thinking farms. Due to meticulous historical records and the great longevity of many of the world's races,
       many thousands of years' worth of cultural and technological progress have been preserved, leading to
       what many consider a golden age of comfort and power. The events leading up to the Age of Steel have drawn
       the golden age into question, but regardless of its classification, the present day is one of advancement
       and luxury even if it lacks in stability.
       \section{The Age of Steel}
       The year is 211 of the Age of Steel - a mere two centuries since the evil wizard Giritrix cast a great
       spell over the Prime Material plane to seal it from all the other planes of existence. The seal lasted
       just over a hundred years before Giritrix was killed and the spell was broken at the hands of a legendary
       group of adventurers. In that time, the world had rapidly fallen into Chaos as magic of all kinds began to
       break down and cease functioning. The world-spanning Imperium of the Rising Sun fell as a power from hell arose
       to kill the God-King, leaving all the imperium's regional leaders to vie for land and power in the aftermath.
       Man's faith in magic fell, and technology began to advance in the presence of war and absence of magic. Hence
       the Age of Magic ended and the Age of Steel began.
       The present day shows little in the way of stabilization. Much of the world is still fractured, although the
       vast continent-spanning wars have mostly ended as power struggles have been resolved. Both international and
       intracontinental trade has mostly resumed, with players both old and new gaining traction once again, but
       piracy is still higher than ever.
       Despite the turmoil, progress continues to march on. The first train tracks are being laid in the west,
       while the first steam-powered machinery is being invented by the gnomish-dwarven alliance in the east.
       The Praedish empire, now free of the grip of the Imperium, have begun to design the first gunpowder-based
       firearms in response to their wartime deficiencies. These technologies are still in their infancy, but will 
       soon grow to compete with magical amenities in the coming decades and centuries.
       \section{A Gray World}
       While the world of Domum features great feats of Good and Evil, conflict between Law and Chaos, 
       and strongly defined morality of all kinds, the definitions of what exactly ``alignment means
       is blurred at the edges. Sometimes it can be the greatest heroes that cause the greatest downfalls,
       and the most selfish of people that create great good. A Lawful Good character may kill hundreds of 
       invaders when their home city is invaded, and a Chaotic Evil character may support an orphanage if 
       they feel they stand to gain from it. In Domum, alignment is not necessarily a person's goals and 
       outlook, but more often simply the way they choose to approach life's challenges: are they more selfish, 
       or selfless? Do they prefer to act in the heat of the moment, or will they fall back on trusted rules 
       and methods? This is the kind of morality found in the world of Domum.
   \chapter{Tone and Inspirations}
   While Domum is an original setting, it is heavily inspired by other TTRPG settings, such as the worlds of
   \textit{The Forgotten Realms} and \textit{Golarion}. Domum attempts to be backwards-compatible with these 
   settings, which means most adventures written to take place in \textit{The Forgotten Realms} and 
   \textit{Golarion} can also be run in Domum with some modification!
   Many distinctive features from these other settings can be found in Domum - from the cities of Waterdeep, Myth Drannor,
   and Magnimar, all the way to Chult (which has become an Island), the Dragon Coast, and Fallen Netheril. Of course, all 
   of these places haven't simply been copied! Every bit of Domum is original, and that includes these areas.
   As this book will reveal, these well-known names still hold untold secrets in Domum!