On Earth, people kick off New Year’s celebrations with much rejoicing and loud fireworks. In Ellara, elves and humans greet the new year with Winya Ki’arsa. On this day, the first day of Yeste’ the first month, Ellarans look at a new year. This is a time to reflect on past mistakes, reforge ties with rivals, and become a better individual.
Most Ellarans look at Winya Ki’arsa as a time of intimate celebration. Businesses see the New Year as an all-time high for merchant sales. Armies sigh in relief as they take a short break in war. For adventurers like yourself, Winya Ki’arsa marks the beginning of a new year of exploration.
Your escort gig with your new tavern friends ended up embroiling you in an underground war. Suddenly, your party has to choose between the mercenaries of the Fang and the mysterious Grey Cloaks. Within the next month, your troupe barely escaped the Silver Glade, with a friend now afflicted with Lycanthropy. Meanwhile, a close encounter against rogue Essai triggered the latent Endurant abilities within your new ally. And now, your current stay in the floating city of Uman’Yiro might cause a civil war within its Council of Archmages.
Tabletop roleplaying game (TTRPG) enthusiasts might look at the adventurer’s life in Ellara as life in any typical Dungeons & Dragons 5e (D&D 5e) setting. However, Jason Massey and Brianna Marie from Dungeons & Randomness (D&R) transformed their TTRPG table’s adventures into a podcast for listeners to enjoy. And this time, The Adventurer’s Guide to Theria hopes to take players to their world of Theria itself, kicking off with Volume 1: Ellara.
Players entering any D&D 5e campaign will likely receive a quick round-up, courtesy of their Dungeon Master. In most games, DMs find themselves responsible for giving players a quick snapshot of the world they’re playing in. These snapshots can be through a dossier with a short description of a developing homebrew world. Other DMs recommend reading a full-blown sourcebook for games inside an established setting. The world of Theria in D&R is a homebrew setting by any means, but it received a 350+ page sourcebook all the same.
In this particular book, D&R’s Massey and Marie focus on Ellara, the continent where much of their adventures take place.
Whereas most official sourcebooks tie certain concepts and themes within the scope of their setting, Theria’s Adventurer’s Guide gives players an option to play within its vastly diverse landscapes, or use its concepts to supplement other campaign settings.
Contrary to other D&D sourcebooks, Dungeons & Randomness’s Massey and Marie actively encourage Theria newcomers to use material within the setting as they wish – to take and cut, modify and change, or use snippets of events and concepts to fit their campaign’s particular setting.
Theria’s Adventurer’s Guide kicks off with a volume dedicated to Ellara, the melting pot of the entire world. Due to its status, Ellara serves as the home to people of various races, religions, and social statuses. This, in turn, results in cultures and societies where people often forget where one ends and the other begins. On a technical level, players can expect the following within Ellara’s – and therefore, Theria’s – setting:
Unlike other homebrew settings, Theria of Dungeons & Randomness has its fair share of new mechanics – some of them thematic, some of them essential to immerse in the world’s vastly unique landscapes. Whereas most of these mechanics get slowly introduced in the podcast via documents and notes, Theria’s Adventurer’s Guide formally includes these mechanics in their separate section. Regardless of the type of player, there’s always something for everyone.
As a result, characters become just as susceptible as others to addiction and disease. Some characters get infected with vampirism and lycanthropy. In rare cases, one may begin tapping into their emotions as an Endurant.
Essai serves as Ellara’s equivalent of the 5e Warforged. In turn, both serve as artificial beings created as war machines long after the wars they were built for. Additionally, the Essai in Ellara find themselves at odds with their true nature. In Theria, Essai often find themselves roaming the land to find purpose – or even uncover the origins of their creation.
As expected of the Essai’s nature, they exhibit a lot of qualities similar to their Warforged counterparts. Like the powerful machines, the Essai’s bodies are made of wood and metal. Some Essai have other special materials imbued in their systems. These machines are essentially bonded by magic and technology.
This time around, Essai contain some form of “spark,” a life source of sorts that enables them to function. In the Character Creation section, it’s revealed that Essai function courtesy of an actual soul embedded into their being. As a result, some souls “resurface” through the Essai. These come through unique memories, inclinations towards certain crafts and habits, and a longing for something they can’t exactly identify.
Tables with homebrew settings most likely have their own set of homebrewed rules. Others have mechanics, spells, and even Magic Items to help bring more life to their brand new world. Folks from D&R level up this notion by introducing Endurants, a completely new Class specially created for Ellara and the entirety of Theria.
Also unique to Ellara are what the book calls Class Augments, or “augmentations” that can further improve a character. These Augments come with additional traits on a variety of areas. Characters with Augments enjoy new narratives and additional abilities.
In a world as unique as it is dangerous, Ellara serves as the home to various living things. Biologists and medical experts soon discover how these interactions affect various creatures in the form of various diseases and addictions.
Ellara’s setting has a fair number of diseases and addictions, both of which are capable of affecting creatures both ally and foe in numerous ways. Dungeon Masters can use these conditions to elevate the sense of danger. Essentially, these mechanics add an element of risk to a worthy reward.
Immersion easily becomes a setting’s greatest strength, and Ellara does immersion perfectly with Theria’s Adventurer’s Guide. Contrary to description-heavy sourcebooks, Ellara’s volume treads the fine line between history and guide.
Essentially, Adventurer’s Guide offers chapters dedicated to major locations in Ellara, all the while weaving together descriptions, interesting narrative points from the podcast, as well as notable encounters within these locales. Afterward, the sourcebook zeroes in on concepts and themes for players hoping to make adventurers themselves. This time, the book even gives them a gist of life in Ellara outside centuries of conflict and history. All in all, Theria’s Adventurer’s Guide provides a solid approach to world introduction – ensuring players become as familiar as they could to Ellara before bringing them deeper into Dungeon & Randomness’s world-tied mechanics.
Players and fans with a knack for aesthetics will appreciate breathtaking visuals in their guides. And Ellara doesn’t fall short in this department. In fact, the Adventurer’s Guide comes equipped with hundreds of pages’ worth of compelling visuals in the form of maps, visual references, and illustrated scenes that give life to Ellara’s diverse culture.
As a sourcebook about an ongoing podcast, some might worry that Ellara’s Adventurer’s Guide will only function within some settings and some events. However, the Dungeons & Randomness team ensured that tables can use their campaign settings within any location, timeframe, and context as deemed necessary by their users. These include using them for personal games up to tables in conventions.
Moreover, the book has a handy timetable users can check to pinpoint relevant events within Ellara’s history. Thanks to this reference, players can easily fast forward or flashback to various events within the D&R podcast or things discussed within the sessions’ backgrounds.
Essentially, tables can reimagine events within the podcast to their liking. Likewise, players can even change the fates of their favorite characters and the people they interact with. With the guide, tables can create their own unique timelines.
Ellara as described in the Adventurer’s Guide has all the tell-tale signs of a homebrew world created by DMs for their players to play in throughout the course of months – even years. Newcomers might worry about Ellara being a hodgepodge of content. These can come in the form of Essai on one end, time-displaced Elves on the other. Likewise, the setting even has Vampires and Werewolves in their respective regions.
However, the Dungeons & Randomness team consolidated these concepts so efficiently in the Adventurer’s Guide that they remain ever-so-neatly confined within their appropriate “territories” and themes while at the same time capable of fitting anywhere within Ellara just the same.
The Adventurer’s Guide ensures that this concept remains true for players and tables who want to use the book’s resources for their campaigns, inside Ellara or even outside of it.
It’s this modular nature that makes the Adventurer’s Guide a standout, as the D&R team made no waste of time to ensure that the concepts from their podcast can easily fit both in-Ellara and off-Ellara campaigns – and this isn’t something that sourcebooks always keep into consideration.
At first glance, Theria’s Ellara gives off the impression of the “typical D&D world,” and some might even consider it as such. However, as Theria’s Adventurer’s Guide reveals, it’s this “familiarity” that gives the sourcebook its greatest strength – in that adventurers can find concepts and themes both old and new, novel approaches to ideas and monsters, and giving newcomers a chance to have an active role in Theria’s history – or even act behind the scenes.
Considering its contents and its potential to both hold its own or supplement a campaign setting, Dungeons & Randomness built a solid setting with Theria. Players interested in trying out D&D can start fresh in Ellara’s well-built setting, while experienced players can dabble in a new challenge with Ellara’s take on addiction and disease mechanics. There’s always something for everyone – even new dishes to serve to the party, courtesy of the sourcebook’s short cookbook section.
You can get the sourcebook in Amazon, DriveThru RPG.
Follow D&R in these pages: Facebook (DungeonsandRandomness), Instagram (@dungeonsandrandomnesspodcast), Twitter (@DandRpodcast), YouTube, Apple Podcasts
EDITOR’S NOTE: Images taken from The Adventurer’s Guide To Theria (Volume 1: Ellara)
A further look into the present and future of comics, art, and toys as storytelling…
Comics and toys enthusiasts gather at Super Manila Comic Con 2024, celebrating the "super" legacy…
It’s an all-too familiar sight: the light of divinity answering the call of a lowly…
When players boot Cell To Singularity for the first time, an icosahedron or a D20 pops into…
Takeshi and the gang are back in action with Prime Video’s Takeshi’s Castle reboot, with…
The What's A Geek! team has received insider information that Zack Snyder is trying to…