1/10/2025

players guide to the dromad dunes

Character Creation Information

Playable Classes

Classes available when starting play in the Dromad Dunes are limited to simulate discovery of the peoples through interaction. As players spend more time in the Dromad Dunes, different classes will become available either directly via the Referee or through henchmen who the player's may inherit as their own characters in subsequent adventures. Some classes not found within the rules may also be found during play.

The Classes available for play initially are the following: Cleric, Fighter, Magic User, and Thief (if applicable).

theif fighter-wizard

Playable Races

The Dromad Dunes is a humano-centric region of the Lands of Sigg. Finding demi-humans is unusual. Demi-humans themselves are also quite different from men in their behaviors and are so foriegn that they cannot be completely understood. The only playable race for a beginning player in the campaign is human. Some other races may become availble via similar means as mentioned above in the Playable Classes section.

Languages

The tongues spoken by men, monsters, and other creatures. You start with the common tongue and a language known only to those with your alignment. Your Intelligence will determine a number of additional languages you may select from the either the Monster or Common Languages.

Monster Languages Common Languages Alignment Languages
Giant Common Dialect* Law
Goblin Regional Dialect** Neutrality
Gnoll Elven Chaos
Lizard-man Dwarfish
Ogre Halfling
Orcish
Snake-man

*Language of men. 20% chance for non-humans to know.

**Speak to the referee to determine what this will be.

The Dromad Dunes

Introduction

A dry hell of sand and grit. Devoid of rainfall, the Dromad Dunes are both a geographical region and the name of a huge desert desert in the Lands of Sigg. In the center of the desert is a lost emerald oasis of flowing rivers, thick lush jungles, and ancient civilizations. The Emerald Basin is encircled on all sides by the dunes which isolate it from the surrounding lands. Its tribes and clans are bizarre, each one claiming membership to bloodlines stretching back into the first breaths of Sigg. Once the cradle of civilization, this forgotten land has become a waste devoid of civilization, devolved into factional intrigues and tribal warfare. Despite the current situation, the lands still contain the remnants of the richest and most successful civilizations known to the surface of Sigg.

Sub-regions in the Dromads

Dromad Dunes are extremely dry and deadly hot with blistering sun exposure and cloudless skies. Sandstorms can whip up in a matter of minutes and are said to be able to strip the flesh clean off the bone. The peoples of the desert are hearty, distrusting, and self-sufficient, living in small villages surrounding water sources with the exception of Bertag Nomads who thrive in places all other would assuredly perish.

dunes-dungeon giant-skelly

Emerald Basin is shrouded by a thick cloud cover and opressive humidity having periods of both sparse and heavy rainfall seasonally. The jungles of the basin are home to enormous insects and carnivorous plants making it a hostile environment to those who don't know their way around. Historically the basin has been the home of hundreds of civilizations that have risen and fallen. Though few structures remain from these old empires, the descendants and customs remain in the peoples who live in the basin. From uncivilized cannibal tribes to insular foritfied villages of supposed noble blood, the basin is strange and unstable.

Divvermarsh & the Sunken City of Tzo'ar has relief from the intense heat of the jungle and desert during the wet season due to the proximity to Var Sevios, but is effectively flooded at all times making traversing the landscape exceptionally difficult. Virtually no settlements or peoples are known in the marsh except the Sunken City of Tzo'ar. The city is surrounded by the Orchid Wall, which holds little except the encroaching wilderness. The outskirts are home to miles of abandoned homes, shops, and public buildings, now devoid of everything except the stones from which they were constructed and dark practitioners and criminals. Its believed that the city has a vast underground system of sewers which supports a huge number of clans, gangs, and secret orders.

Var Sevios the inland sea provides a cooling respite from the surrounding weather, but is also notorius for violent storms in the rainy season. Sailors tell stories of leviathans and monsters of unimaginable horror, lurking beneath the waves. There are little in the way of culures on the sea, but a few tropical islands are suspected to host dark villages of monsters and strange creatures, ancient holdouts from the days before men.

Lot's Flat is a huge flat encrusted with snow-white salt. Though its not as dry, nor as hot as the Dromad Dunes. Bordering the brackish Lake Limne to the easta and the acidic Pools of Sterquil to the east, Lot's flat is effectively devoid of fresh water, making it a dangerous region to cross without preparation. The flat is most often inhabited by the Bertag Nomads, but even they spend little time there prefering to use it as a shortcut.

stone-head-2

The Mazelands are a divided badland's region that transition between the desert and the jungle. The red rock formations that tower throughout are prone to enhancing wind speeds causing powerful gusts that create rock slides and small twisters. These badlands are home to dog-men, dwarves, and jackalls. The men who find themselves at home here are cave dwelling neanderthalls, devolved humanoids, rumored to have intentionally reverted to a simpler form of man to avoid the horrors of technology.

Religion

Being a civilization in collapse, the religions of the Dromads are hugely variable. Settlements dedicate themselves to a single cult while cities may contain cults of many gods. The most popular cults are:

Abyssa (Artemis, Bastet, Brigid, Diana, Hecate, Skadi)

Goddess of cats, protection, and the lost.

Asura (Cú Roí, Hermes, Loki, Mercury, Thoth)

A mystical gnostic god. Asura is widely worshipped by thieves.

Crom (Odin)

The grim Lord of the Mound, battle, and blood.

Dagon (Cronus, El, Enlil, Saturn, Ymir)

God of protection, water, and weather.

Ishtar (Aphrodite, Astarte, Freyja, Inanna, Isis, Libat, Pinikir, Rhiannon, Shaushka, Venus)

Earth goddess of fertility.

Mitra (Aengus, Apollo, Baldr, Grannus, Mithras)

Benevolent god, of warmth, light, and goodness.

Moloch (Baal, Horus, Jupiter, Taranis, Thor, Zeus)

God of protection, water, and weather.

Nergal (Ares, Laran, Mars, Nuada, Tyr)

God of destruction, plague, and war.

Orcus (Cailleach, Dis, Erlik, Hades, Hel, Osiris, Pluto)

God of death, knowledge, prophecy.

Set (Apophis, Jörmungandr, Typhon)

Lord of shadows. Associated with snakes and ancient evil.

Tsathoggus

Frog-god of human sacrifice and gluttony.

witches

Settlements in the Lawless Wild

From the fight pits of Carzabath to the illustrious gardens of Parth, the region is scattered with strongholds of diverse natures, each serving as a haven for outlaws, the seat of druidic cults, the bastions of thegns, the ominous towers of dark wizards, isolated monasteries, or the imposing castles of lords. In the wild expanse, where order has crumbled, these strongholds offer a fragile sense of security to the communities that huddle in their shadows, relying on their guardianship to endure the untamed dangers of the land. Read More

The Sunken City

"And as that once and mighty land sank deeper and deeper into the black mire of that sunless jungle, so into the chaos of squalling jungle life sank the people of the city."

-- Queen of the Black Coast

Tzo'ar

Tzo'ar is a sprawling dying city of ancient origin that lies on the banks of Var Sevios lake. The heart of the Divvermarsh runs through the core of the city and has all but swallowed it up. The northern outskirts are protected by the mysterious Orchid Wall. Often the interior of the city is more dangerous than beyond the wall. Several powerful factions vie for control of the city for access to ancient relics and technology of the Ancients, sources of useable power, food, and treasure. The north eastern half of the city is being slowly consumed by an enormous sinkhole commonly called, "The Cleft". Read More

The Breathless Gutter

Beneath the city of Tzo'ar lies a sunken, foul-smelling canal choked with refuse and stagnant water. The air is heavy with a sour, metallic tang that seems to cling to the skin, making every breath a laborious, gritty task. It is whispered that the Gutter conceals access to buried treasures of ancient cities long swallowed by the rising waters. Rumors abound of hidden tunnels that offer swift passage between secretive locales within the Sunken City. Here, the desperate and the damned converge, their whispered transactions lost in the oppressive air that gives the Gutter its name.

New Tzo'ar

The remnants of the old royal district, where crumbling palaces and ancient towers have been shored up with makeshift scaffolding and new, hastily constructed walls. The streets are a maze of narrow alleys and canals, where traders hawk relics from the past beneath the looming shadows of sagging buildings. The air is thick with the scent of brine and peat, mingling with the spicy aromas of exotic goods brought by merchants of distant lands. Within the fortified core, the noble houses wage quiet wars of intrigue and power, while beyond the walls, the underclass ekes out a living in the sodden slums.

Economy

The economy of the Dromad Dunes is grounded in trade and barter, with gold coins being the primary currency. These gold pieces, remnants of the ancient world, circulate through the region, their origin long forgotten. There are no official mints or central authorities that regulate the issuance of these coins, and their value is determined largely by supply and demand, as well as the influence of powerful factions and wealthy merchants. Due to the lack of a stable government, coins from various ages are often accepted, although their worth can fluctuate based on their age, condition, and the trust placed in the party exchanging them. The exchange of goods, relics, and services is frequent, and precious metals, exotic spices, rare herbs, and ancient artifacts are often traded in bulk. The scarcity of certain resources, especially those tied to ancient technology or magic, has created a thriving black market in some regions, making the flow of gold coins an essential part of life.

The Chromatic Lotus

A rare and mystical treasure, its petals unfurling in a spectrum of vibrant hues, each color reflecting a unique, potent property. Revered in the cultures of the Dunes, the lotus is entwined with rituals, trade, and power, shaping both everyday life and the arcane. From the fiery red that quickens the pulse to the serene green that lulls the senses, the lotus captivates both the body and the mind. The azure shades of blue and indigo transport users into dreamscapes, while the elusive violet whispers of youth restored. The pure white enhances magical prowess, and the ominous black promises power beyond imagining. Coveted for their mind-altering and magic-enhancing capabilities, these lotuses are central to the Dromad people's way of life. Read More

Technology

The people of the Dunes resemble that of a bronze age society with the techniques of steel metalurgy. The lands hold the whispers of a time when machines hummed with impossible energy of which knowledge is lost to all but the most learned wizards. Some believe that these forgotten creations were once tools of gods, instruments of unimaginable power, now reduced to curious puzzles and half-broken wonders. The people in the Dromad region are anachronisms in a world built from the fragments of ancient glory — some content to work the land and scrape a living from hard labor, and others, those who seek the hidden knowledge, driven by a hunger to unravel the long-lost secrets that swirl around them like the shifting sands. Read More

tech magic

Magic

Magic in the Dromad Dunes is a forgotten, semi-sentient force. It is controlled only by a few, those who dare to unlock its secrets through cryptic rituals, ancient texts, and the rarefied knowledge of long-dead civilizations. The Lotus serves as a conduit for many who seek arcane power. Yet, even its use is dangerous—altering the user’s mind or body in ways that are rarely understood. In the Dromad Dunes, magic is not a tool to be wielded, but a fickle companion, offering both grand rewards and horrifying consequences. To use it is to flirt with madness, for the magic of the Dunes is as warped, mysterious, and perilous.

Factions of The Sunken City

The Ratling Cabal: A shadowy and secretive group of gutter-dwellers. The Cabal is notorious for their cunning, espionage, and manipulation. With vast networks of spies and informants, they control much of the illicit information that flows through Tzo’ar, dealing in poison and magical reagents. Their leaders are elusive, and many believe that they work in concert with dark sorcerers who aid their covert operations. The Cabal is a powerful force, though most would be hard-pressed to name even a single one of its members.

The Cats of Abyssa: A cult revering the goddess Abyssa, protector of cats and the lost. The Cats of Abyssa are devoted to the feline deities and maintain a secretive society, with their headquarters hidden deep within the ruins of the Sunken City. Their society is composed of both humans and felines, and they are known for their mystical rituals and protective prowess. The Cats are rumored to have the ability to communicate with and control the numerous feral cats that roam the city and beyond.

The Lotus Growers: A highly organized faction focused on the cultivation, harvesting, and trading of the rare and valuable lotus plants that grow in the Dromad Dunes. These lotuses are prized for their potent magical and narcotic properties, making the growers an influential group in both local politics and commerce. The Lotus Growers maintain secretive and well-guarded plantations, as many factions covet the rarest varieties of lotus. Their influence extends across various settlements, and they have been known to broker deals with nobles, merchants, and other factions in exchange for protection or a cut of their profits.

The Thieves Guild: A powerful and influential organization of thieves, smugglers, and criminals who operate in every corner of the Dromad Dunes. The Thieves Guild runs illicit networks that span across cities and settlements, controlling the trade of stolen goods, black market relics, and valuable artifacts. Their reach is far, and their influence on local rulers and power brokers is undeniable. The Guild trains its members in the arts of stealth, pickpocketing, burglary, and assassination, making them one of the most feared factions in the region. Although they are often viewed with disdain by the general populace, they are respected and sometimes even employed by those in power. Read More

Disciples of Nod: A mysterious religious order that reveres Nod, the ancient and forgotten demi-god of sleep and dreams. The Disciples believe that by entering a deep trance state, they can access hidden knowledge, communicate with the dead, and even manipulate reality through the dreamscape. They are known to be reclusive and strange, their members often appearing in the most unexpected of places, always with a serene and cryptic demeanor. Many believe that the Disciples of Nod hold the secrets to forgotten magical rituals and that their influence over the subconscious mind makes them dangerous manipulators of both the waking and dream worlds. The order is small and insular. Their strange practices and knowledge give them considerable power, though they rely heavily on the use of the lotus to provide them with their dream-walking capabilities.

Myth

It is widely believed that Sigg is old beyond imagining. The lands of Sigg are strikingly antedeluvian and simultaneously beyond the imaginable future. It is believed that the world was once inhabited by creatures of horrific form that have been gone for aeons after their dissppearence in relation to a cataclysmic event. Since the fall of the elder beings, countless empires have risen and fallen many of them centered out of the Dromad region making it a prime location for those seeking lost cities, ancient treasures, and forbidden magic.

Recent History

Once a utopia of human achievement, spiritual ascendance, and technological advancement, the City State of Tzo'ar finds itself in a state of near complete ruin. A decade of back-to-back heavy rainfall, rising of shoreline of Var Sevios, unmaintained foundation work due to leadership incompetence and corruption, and pressure from dark forces from the Agri Dur mountains seeking to pillage the wealth of the city, ended in the physical and political collapse of the city state approximately 200 years ago. Since the collapse, the city has sunken further and further into Var Sevios and more of the canals and waterways that were once well managed have flooded into the streets, giving the city its nickname: The Sunken City. There have been many attempts to revive the once-grea civilization without success. The remaining noble houses, wealthy traders, and skilled craftsmen that were once widely distributed across the city have congregated and fortified a small section of the royal district and have deemed it "New Tzo'ar". It retains little of the glory of its predesessor and despite being a fraction of the size, still constitutes itself as a city where thousands travel for trade, prosperity, and opportunity.

Today

The Emerald Basin is a tangled graveyard of forgotten empires, where vine-strangled ziggurats rise from fetid swamps and crystalline obelisks glimmer faintly beneath murky river waters. Here, the echoes of a dozen fallen civilizations call out to treasure seekers and scholars alike, but the dangers are many: colossal insects, feral tribes, and sentient plants that guard the secrets of their makers with lethal intent. At the Divvermarsh’s heart, the Sunken City of Tzo’ar teems with shadowy life — its drowned outskirts a warren of flooded ruins and its labyrinthine sewers a hidden world of smugglers, dark sorcery, and whispering cults. Across the waters of Var Sevios, storm-tossed mariners trade tales of leviathans that break hulls with their tentacles and islands where the shadows themselves move. In New Tzo’ar, the last remnants of nobility cling to their crumbling district, desperately fueling their trade empires with relics of the past while fending off brigands, internal dissent, and a growing underclass. Magic saturates the Dromad Dunes and its fringes, often wild and corrupting; it is both a lure and a bane for the warring tribes and factions who navigate their barren, unyielding world. For intrepid adventurers, the Dromad region offers countless mysteries: forgotten lore, forbidden magic, enormous hoards of ancient treasure, and the shifting allegiances of its desperate inhabitants, all poised to test wit, will, and the strength of their bonds.

monkey moon

Inspirational Reading

  1. Anderson, Poul. The Broken Sword. Ballantine Books, 1954.
  2. Burroughs, Edgar Rice. A Princess of Mars. A. C. McClurg, 1912.
  3. Herbert, Frank. Dune. Chilton Books, 1965.
  4. Homer. The Iliad.
  5. Homer. The Odyssey.
  6. Howard, Robert E., et al. Conan Stories. Various publishers.
  7. Leiber, Fritz. Fafhrd and the Gray Mouser Series. Various publishers, various years.
  8. Moses. The Book of Genesis. Religious text.
  9. Sturluson, Snorri, et al. Norse Sagas.
  10. Unknown. Beowulf.
  11. Unknown. The Epic of Gilgamesh.
  12. Vance, Jack. The Dying Earth. Hillman Periodicals, 1950.
  13. Virgil. The Aeneid.
  14. Wolfe, Gene. The Solar Cycle. Tor Books, various years.
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