Fate's Domain/DM's Guide
| Player's Guide | Bestiary | DM's Guide |
If you are looking to run a game of Fate's Domain, familiarise yourself with the following for the best results.
Contents
The World
Mortal Plane
The mortal plane is the home to most adventurers, and it is a troubled realm. It is rife with monsters and danger, but comparatively speaking it is one of the safest places to be.
There are many areas within the mortal plane where the walls between realms are thin, and allow for passage between them. It is something of a hub, possibly due to the nature of its creation as the first, or "prime", reality in all of the cosmos.
Demon Realms
The demon realms are a collection of loosely connected realms that once were home to life and light, and now are blasted wastelands empty of everything except demons and the destruction they bring. There are no settlements, no sculptures, no forests, nothing but endless nothingness brought about by creatures who thirst only for destruction.
Entering the demon realms is inadvisable, not just because it will bring adventurers face-to-face with demons, but because it provides a way for the demons to escape. Centuries of trying to destroy that which they have already destroyed has driven them mad with boredom, and so they would never pass up the opportunity to devastate a whole new realm. Most natural gates to the demon realms are heavily guarded, if not completely sealed, just in case of such an event.
The Faewilds
The Faewilds are a vast and untamed wilderness, full of both the beauty of nature and the stark, often terrifying truth of it. This realm should not be mistaken for a paradise, because it is home to many real dangers, even though the Faerie Queen makes her home there.
Time and timelessness is the measure of the Faewilds, with everything returning to nature regardless of how great or grand it once was. The settlements that exist within the Faewilds, even the court of Lilibet herself, are nestled within the greater ruins of older and larger settlements. It is as if hundreds of different empires and kingdoms have risen and fallen into obscurity, and that might even be the case.
While in the Faewilds, adventurers will have to keep their wits about them. Though the realm itself is as straightforward as nature can be, its inhabitants are a thoroughly untrustworthy lot, often prone to dangerous pranks and jokes.
The Gloom
The Gloom is a realm of nightmares and fears made manifest. It crosses over with the mortal plane through dreams primarily, leading many to think it is not a "real" place, but it and its inhabitants do truly exist.
Getting to the Gloom can be as difficult as it can be easy. Gates to the Gloom are subtle, as the territory of the Gloom changes and adapts to mimic that on the other side, to better help people lose their way. The whole realm is living, in a way, and yearns for more fear and despair to give it life.
While in the Gloom, adventurers will have to be careful of the realm mining their fears for material. They may find themselves in a twisted version of their home town, walking streets that bring all kinds of unpleasant memories to the surface. Making sure to remember that they are in the Gloom is a must, but being flippant about it will not help. If they start to break the "rules" of the game that the Gloom is playing with them, the Gloom will push back hard.