Guide to Custom Creation for DMs

This is a reference document for DM’s whenever they are in the business of injecting their own custom worlds, societies, cultures, deities into Myrias.

Google Doc: https://docs.google.com/document/d/1VgbyK-igqPs2ILDiCZg4Xv8KrtLLCmg6h3CEXCxWN3I/edit#

## Guest DM

Guest DM’s are generally not allowed to go **Beyond Canon** for the sake of continuity and enforcement.

# On Landmasses and Societies

## Within Canon

The creation of a city, town, or village is normally a non-issue when it comes to injecting into lore. The Myrias setting is able to accommodate those communities as long as they adhere to the principles of the land that they exist in

* If they are not an isolated community, then they are aware of the general political landscape of the country.
* They adopt similar (but not necessarily exactly the same) worldviews when it comes to their attitudes about worship and society. If they don’t adhere to the norm, then they are aware of the deviancy and treat this difference accordingly.

Kingdoms are a bit trickier because these forms of nobility are more involved in the upper echelon of society or are in contact with the rulers of the country that they’re in. This in mind, creating a society of this size would require a bit of collaboration in order to properly incorporate it in a way that is seamless.

Similarly, island communities that differ from the mainland are easy to incorporate into the lore, as long as they are at least a little bit similar as well.

## Beyond Canon

Large kingdoms, empires, full countries are, funnily enough, easier to manage. In cases such as these, you, as the creator of this completely unique world, are able to (almost) fully tailor the world according to your tastes. The political landscape, the inhabitants, environments, even belief systems are at your will.

The only caveat to this is that the area will not be featured on the world map. Rough distances such as “To the west of Mezzanet” or even as vague as “located beyond the oceans.” At any rate, when pursuing this line of worldbuilding, you will need to discuss this with Francis.

For societies or organizations with a large amount of reach (such as having a significant impact on a country or kingdom), this would require collaboration and approval from the other Dungeon Masters. This is to ensure that what you are creating fits into the world that has already been established.

### Restrictions

The following locations are only permissible with collaboration with the DM’s:

* Polar areas (North pole, South pole).
* Locations in the sky (Sky cities and the like).
* Canonical heaven and hell.
* Other planes of existence.
	+ This last one is a bit contentious, since the lore surrounding these planes is not fully formed.

# On Technology

The following are unavailable for use for the time being. If you would like to use these things, you must ask for permission.

* Artificial air travel such as skyships and planes
* Firearms
* Steel vehicles

The above set the bar for the level of technological advancement that the world is in at the moment, and it is also indicative of the scene and theme we want to consistently set across all games. If you want to try your hand at introducing something similar to the above, you must talk to the other DM’s.

# On Races

The use of most races is permissible. Myrias was made in order to accommodate almost all of the player races that are available in official sourcebooks and Unearthed Arcana.

Races of Myrias and their presence in the Material Plane

## Within Canon

The tradeoff for accommodating this many races means that their origins and general attitudes may differ from their original source material. Hopefully the difference is not too large to confuse anyone, but that difference does exist nonetheless.

## Beyond Canon

There are some things that you need to keep in mind; some races are either extinct or extremely scarce. The specific example in mind is Dragons and Giants. They do exist in the present setting. However, their presence is extremely rare. Just to give an example, there haven’t been any dragon encounters yet, barring the presence of a single dragon that has protected itself from the outside world. Another example is the presence of extremely secluded firbolgs, which are giant-kin. No giants have been seen or identified *yet*.

# On Deities

## Within Canon

The belief system that is generally prevalent is the Hemel religion. This is a duotheistic religion with two main gods and many seraphs, angels and archangels to subdivide domains on.

Link of the Hemel Pantheon

## Beyond Canon

You are allowed to create any other new custom belief system that fits your setting and plot. However, for the sake of continuity, the gods of the Hemel act as the strongest beings in the realm. This does not necessarily matter because I don’t imagine you’d be mixing deities from other pantheons when you’re making your own. This is more of a definition for a ceiling of power: whatever you’re making, it can be superseded by the will of Serathil or Hureciel.

One additional implication of this caveat is that Hureciel and Serathil are the *true* creators of Myrias. That being said, your setting’s belief system doesn’t know that.

# Others

## Executors

As of the moment, there is one Guild Master, Maneera Sheinkladt, and four executors which work directly under her and above the mercenaries.

* Aerivandor Rhydane of the Viveni, Solace branch
* Mejjir Ashenscale of the Myrlos, Azure Dragon Empire branch
* Venlien Tenebrae of the Tide District, Dirramach branch
* Zieg Fellspoke of the Irondirge, Jorvunheim branch

## Liaisons

In order to negate long bouts of travel time when moving from briefing to mission area, liaisons and correspondents can be created by DM’s, and must be approved for use. This can allow more freedom when it comes to briefing and setting scenes that fit the situation that the mission is taking place in. Creation of a liaison would normally go hand-in-hand with the creation of a landmass beyond canon

The following are loose parameters that have to be taken into account when creating a liaison:

* They work for the guild either in an official capacity or covertly.
* They are located somewhere generally hard to reach from a guild hall. (Otherwise the mission would start at the guild hall).
* They are faithful/loyal to the guild.

Examples:

* A liaison of Verifoss is situated in a faraway village and is tasked with handling missions that take place within the area.
* A wealthy noble who is known to “get things done” actively employs the guild. His manor is a safe haven for the mercenaries.
* An apiary on top of this nondescript building has pigeons with jobs for the guild specifically. Payment appears in a mailbox in the same building once considerable time has passed.

Note: Liaisons are ***not*** clients. Missions that take place under their jurisdiction should be treated with a level of detachment that would encourage a level head. An NPC who's there to give you the job (liaison) is there to act as an extension of the Guild. An NPC who wants you to do the job because it benefits them is more of a client.