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Dagathia

D
agathia is a campaign setting designed by me The world of Dagathia thrives on nautical trade, ports are
(Colin R. Casto). It is set on a planet covered fairly common throughout the region, some ports are known
mostly by water, covered by clusters of for specific trades and items, in ports players are able to do a
archipelago. The setting was designed to be number of things:
played with the Dungeons & Dragons 5th Edition
ruleset. The setting features the following: Ship maintenence
Buy and sell items
Various Narrative Elements ( History, Locations, Turn in bounties
Characters) Find new wanted posters
Rules for Naval Encounters Learn skills and trades
Custom Spells Ports will also have an allegiance, wether it be to the Navy
Custom Items or The Pirate Lords, wich effects the general attitude of the
Custom Races denziens of the port towards the PC's. Generally this will not
have a drastic affect, PC's with a high bounty/reknowned as
Common Ships pirate hunters can still generally trade and interact with a
With around 90% of the planet covered in water, aquatic port, with the exception of the faction capitals, if/when the
vessels serve the primary means of transportation for many. PC's have a strong connection to one side the other sides
Over the course of history, many different methods of nautical capital will essentially be off limits, it IS possible to visit the
travel have been explored and perfected. 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.
Steam Chargers
Due to the efforts past of those with an affinity for metal work,
Nautical Encounters
Steam chargers are a common sight on the horizon. These On a journey across the seas of Dagathia it is not uncommon
large ships often sport metalic siding, and are often propelled to encounter wildlife or other ships. During a voyage, the DM
by collosal steam engines located in the ships hull. Most will roll d100 a number of times based on distance travelled,
Steam Chargers have a head engineer to manage the rolling above the current encounter threshhold (base 65)
shipwrights board and serve as helmsman. causes a roll on the nautical encounter table. The encounter
threshhold is sometimes affected by current events, the
Arcane Galleons following table outlines some common events that affect the
Not all ship builders enjoy tinkering with steam pipes and encounter threshhold:
iron, Arcane Galleons serve as a valid choice for many who Dynamic
take to the seas. From the outside these would be easy to Effect Encounter Description
mistake for a traditional galleon until heading below deck. At A moderate storm has blown through the
the heart of most arcane galleons is a spellcaster who has +5 --- region, there are less people out on the
dedicated their time and energy into helming these ships, water
using their magical talent to perform maintence and other
meanial tasks on a ship by use of constructs, these 'Tin men' +10 ---
A devestating storm has wrecked the
as they are often called are usually composed of driftwood, area, NO ONE is on the water
stone, and bits of scrap metal, animated through the arcane A tropical storm has agitated the waters,
arts in order make the maintenence of a ship far easier. -10 Monsters
causing monsters to become agitated
Arcane Galleons almost always have a sea mage on board to
serve as Shipwright and Helmsman. There is rumor of a high amount of
treasure in the region, Sending all manner
-10 Pirates
of mid to low level pirate crews out to
Orcish Longship the sea
Some wayfarers prefer not to fix what isn't broken, and opt to A recent naval training exercise or
utilize the power of those on board to move the ship. The -10 Navy operation has the water swarming wiht
more honorable of these ships will feature a great many noble naval ships
warriors below deck, rowing when the winds are
uncooperative. Sadly much of the time, this is not the case, -15 Travelers
There was a recent trade summit or
and you will be likely to find a legion of slaves below decks, festival in a nearby port
populated by those unlucky enough to be captured during an
orcish raid. Orcish longships are often repaired by the slaves When travelling between islands roll d100, if the roll is
on board and Helmed by an overseer. above the encounter threshhold roll on the following table to
determine the encounter
Ports

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
d10 Encounter Hostility Description Casting Time: 10 Minutes
with grey or white
Range: Self
bounty pirates Components: V S
--- Pirates
serve as the
Outlaws of the sea Duration: Instantaneous
opposing force Homebound can be cast by an individual, teleporting them
and any items on them as well as up to one willing or
with black bounty The governments incapacited individual to the homecrystal they are currently
--- Navy
the navy serves as
the opposing
force to impose the,
at times tyranical
attuned to
force rule of law The ritual can also be cast by multiple people, provided they
are attuned to the same home crystal, in this case they must
Pirates or Navy, form a circle to cast the spell, up to 4 willing or incapacitated
1-2
Opposing
-----
depending on the individuals and a great amount of material located inside the
Force parties status in the circle may be teleported to the attuned home crystal.
world

3-4 Monsters Hostile


Various flying or
swimming creatures
World Specific Items
Name Cost Weight Availability Description
Any manner of
merchants, bounty Allows the user to
5 Travelers Neutral teleport one
hunters, and Calling
adventurers 200gp 1 lb Wide person they are
Crystal
familiar with to
Whichever faction is their location
Neutral/Allied
6 Neutral not the opposing
force A large crystal,
force
often times built
Whichever into the core of a
7- Dynamic encounter is more ship, any
-----
10 Encounter likely based on Home 2,750 individuals attuned
current events 10,000gp Specific
Crystal lb to the crystal can
teleport to it by
Bounty casting the
'Homebound'
While adventuring through Dagathia, PC's are bound to ruffle ritual
the feathers of either the Navy or the various pirate crews A handheld
roaming the seas. The party is capabale of accruing two Common telescope used to
seperate bounties which will either be a black bounty issued Spyglass
100gp 1 lb Wide
magnify objects at
by the navy for breaking the law, or a white bounty, issued by a distance
the pirate lords for defying their laws or capturing and killing A spyglass
important pirates. These bounties reflect the way various enchanted to allow
factions and NPC's view the party, affecting the sort of the user to see
encounters they will see, these two bounties are not Arcane with 10x the
necesarily inversely proportionate, it is possible to accrue a Spyglass
5,000 gp 1 lb Specific
accuracy and
high bounty with both factions, most often actions that offend distance of it's
the navy will gain favor with pirates and vice versa. The common
parties bounty will have a lasting impact on the encounter equivalent
level when traveling the sea
Ship Mechanics World Specific Feats
Players must regularly spend money at a port to maintain the Coming Soon
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

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Speed: Your base walking speed is 30 feet. You also have a
World Specific Rules For swimming speed of 20 feet.
Hold Breath: You can hold your breath for up to 3 hours at
Character Creation a time. Sea Tortles are more adapted to the water than
1st level characters may take profieciency with a tool of their their land dwelling cousins.
choice in addition to any proficiencies they would already gain Natural Armor: Due to your shell and the shape of your
from their class. The world of Dagathia is fundamentally built body, you are ill-suited to wearing armor. Your shell
on the trade of goods and services, it would be almost provides ample protection, however; it gives you a base AC
impossible to find someone who has no sort of professional of 17 (your Dexterity modifier doesn't affect this number).
training. 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
World Specific Races action. Until you emerge, you gain a +4 bonus to AC, and
you have advantage on Strength and Constitution saving
Merfolk throws. While in your shell, you are prone, your speed is 0
Merfolk Traits and can't increase, you have disadvantage on Dexterity
Ability Score Increase: Your Charisma score increases by saving throws, you can't take reactions, and the only action
2. you can take is a bonus action to emerge from your shell.
Age: Merfolk mature at the same rate humans do and Survival Instinct: You gain proficiency in the Survival skill.
reach adulthood around the age of 20. They live Tortles have finely honed survival instincts.
considerably longer than humans, though, often living Languages: You can speak, read, and write Aquan and
between 200-350 years. Common.
Size: Merfolk are about the same size and build as
humans. Your size is Medium. Variant: Adjusted Point
Speed: Your base walking speed is 30 feet. You also have a
swimming speed of 30 feet. Buy
Amphibious: You can breathe air and water. To determine the starting ability scores the point by system
Strong Swimmer: You have advantage on below can be used, based on the point buy system located in
Athletics(Strength) checks made to swim in choppy water. the PHB(pg. 13). Each Ability value starts at 8, with a
Languages: You can speak, read, and write Common, minimum of 7 and a maximum of 16 with the player being
Merfolk, and one extra language of your choice. given 30 points. To make things easier, I made this page to
There are two types of Merfolk that inhabit Dagathia, pick calculate ability scores using this system
one of the following sub races Ability Score Modifier Cost
Deep Dweller 16 +3 12
Ability Score Increase: Your Constitution score increases 15 +2 9
by 1.
Darkvision: You can see in dim light within 60 feet of you 14 +2 7
as if it were bright light, and in darkness as if it were dim 13 +1 5
light. You can’t discern color in darkness, only shades of
gray. 12 +1 4
Lessons Of The Deep: You gain proficiency in the 11 0 3
Survival skill. 10 0 2
Wave Skipper 9 -1 1
Ability Score Increase: Your Dexterity score increases by
1. 8 -1 0
Gifted Mercantile: You have advantage on 7 -2 -2
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.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Notable Figures
The Two Great Factions Black Jenny
For a great many years Dagathia was plunged into utter Little is known about the mysterious figure known as Black
chaos, when the races of men learned to build ships to cross Jenny, the little that is known is often shared in hushed tones
the sea, there was no telling what kind of trouble distant sails over a pint, as if the very mention of her name is enough to
would bring. From this chaos there rose a man who claimed summon her. Some have heard talk that she can kill men with
himself a divine king establishing his reign some time around a mere touch. Fewer still talk about the theory that her crew is
600 DE, and through the years his ancestors grew in power chiefly composed of dead men, silently working the oars on
and influence, eventually establishing a government. For her colossal Longship aptly named Dread. All in all not much
generations, the royal navy was the only organized power on is known about the first female pirate king, but the few brave,
the seas. Over this time period the navy's grasp on the world or stupid, enough to declare their loyalty for her often do so
lead to tyranny, which as a result, spawned the first pirate age out of a lust for the kind of power she allegedly holds.
in 850 DE, sparking all out war between the navy and
scattered bands of pirates. It would not be until 913 DE that Horji the Radiant
the pirates elected their first kings, Armun Darkscale and It is said that the slight gnome known as Horji could, given the
Dathariel Pendelhaven, who joined forces to unify the pirates time and audience, seduce even the likes of Black Jenny
in their fight against the navy, reaching a shaky truce in 921 (anyone who has relayed this joke to Jenny has been rendered
DE. Things remained relatively calm until 30 years ago, in conspicuosly absent). Horji is described as having a sort of
1127 DE, when Fleet Admiral Githwix Frahzlenaff enacted a otherworldy air about him, with people traveling all the way
plan to exterminate all pirate crews from the world, leading to across the seas to come hear him speak and perform. He
the 2nd Pirate war, which, despite the death of Frahzlenaff in gained notoriety when he was able to bring the kings and the
1134 DE raged on until 1136 DE, when Horji, the Radiant navy to a truce, ending the 2nd Pirate war, as well is being
was able to quench the flames of war, helping to negotiate a instrumental in drafting the [NAVAL PORT] accords in.
truce between Fleet Admiral Gerrick Warsong, and the pirate Reluctant to be reffered to as a 'King', Horji only accepts the
kings White-Tusk, Black Jenny, and Bheldus Glitterfist, title to ensure the freedom of all who seek it. Those who took
sending the war and leading to the drafting of the Fross to the seas in search of freedom and the thrill of adventure are
Accords in 1137 DE, resulting in an uneasy but firm peace, as most likely to kneel upon seeing the sails of Horji's ship
a result of the war, Horji reluctantly accepted the title of the Romance Dawn, unaware of the irony.
fourth pirate king in an attempt to pacify the naval fears of
revenge. Bheldus Glitterfist
The longest reigning king is none other than the boisterous
The Four Kings Dwarven warrior known as Bheldus Glitterfist. Known for his
One of the defining characteristics of the pirate lifestyle is the good humor and propensity for revelry, Bheldus most notably
refusal to bow to kings or live a life bound by the laws of the of all owns over half of the property in Turta' Mara, where he
common man, however there is a loose code of laws that the can be found resting at his keep when there is no rumor of
pirates do follow, otherwise they would draw the ire of the new treasure worth finding. Though Bheldus commands great
four Kings, four pirate capitains who serves arbiters and respect and legions of men, he is a simple man, and pursues
executors of pirate law. Most pirate crews fancy themselves as the most common goal among pirates: Riches. This is more
bannermen of one of these four capitains. than apparent when one encounters his crew, all clad in
glittering armor and jewels atop his massive gold plated steam
White-Tusk charger The Seas Bounty. It is said that if Bheldus were to
upturn his vaults, he could fill the sea itself.
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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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elite Naval Officers Notable Locations
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 Turta' Mara
might Turta' Mara is one of the largest and most populous ports in
all of Dagathia, it serves as the unoficial capitol city for those
Fleet Admiral Gerrick Warsong who take up the pirate lifestyle. It is one of the few islands that
One may look at the fact that pirates outnumber naval soldiers naval ships refuse to visit, understanding that the long arm of
by a factor of 5 to 1 and assume that this means that the navy the law can only reach so far. Many crews veiw Turta' Mara as
would have no chance were war to break out again between their home port. The port also serves as the location for the
the Navy and the kings. This individual need only to see rate but not unheard of Pirate Summit, in which pirates of
Gerrick Warsong in person to likely reverse their oppinion. great reknown hold audience with the Four Kings.
This seasoned commander of the naval forces iron will and
force of mind has been said to render weak men uncocious Fross Lobby
merely by entering his presence. Though a strict If sailing through the northern regions of the sea, it is more
disciplinarian, his obvious concern for the common folk and likely than not that you will see the Ivory tower of Fross Lobby
passion for true justice has earned him the respect of law on the horizon. This Port serves as the royal city of the
abiding citizens and pirates alike. It is said that he is the only empire, as well as the barracks and training ground for the
person to have faced Black Jenny in single combat and lived, Naval elite.
earning even her respect, which has generally only ever been
extended to the Kings (Horji not necessarily included). The Ag' Tosu
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 A small neutral port in the south of the center sea,
other direction for any pirates unfortunate enough to see unremarkable but due to it's proximity to several more notable
them. locations, this port can serve as a useful location to gather
information
Admiral Kareena Greenfin
Bowbreakers Cove
Ships capitains often pray to various deities for a safe voyage
and good winds, in these scenarios Kareena Greenfin need The only truly lawless Island of any significant population
pray only to herself. The Navys secret weapon when it comes size. Home to most orcish slavers, the Island is one of the
to nautical siege warfare, Admiral Greenfin has dedicated her most defensible ports in the world, largely due to the sharp
life to not only understanding, but controlling the sea. The outcroppings of rocks surrounding the area.
Merfolks calm demeanor has been described by many, as
simmilar to the sea before a storm rolls in to port. Her ship Crows Rest
Stormdrinker is rumored to be the fastest ship on the seas, A mid size island, home to a fairly large population, as well as
likely in no small part due to the considerable talents of it's being a considerable agricultural hub for the Center Sea
commander. Under her judicious and watchful eye, seafaring
trade has become far safer for naval alligned privateers, and in Isle De Taako
some regions nearly impossible for slavers and smugglers.
Small island that serves as the domain of the lone Cleric
Admiral Iron-Jaw Shieldbreaker Taako
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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