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Tabletop Game / Sundara Dawn Of A New Age

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...a fantasy setting that's embracing progress and change, rather than trying to reach back to reclaim some half-forgotten, mythical golden age.

Sundara: Dawn of A New Age is a Tabletop RPG setting by Neal Litherland. Published by Azukail Games, it focuses on the world of Sundara, a world full of the technological innovations, mass-market production, and economies often forgotten by popular versions of history. Sundaran magicians are not staid, its markets are not all the same, and its merchants are as likely as any warrior or druid to shape the future.

Mechanically, the Sundara books have 5E and Pathfinder versions.


This setting includes the following tropes:

  • Floating City: Archbliss, a haven for sorcerers. They levitated it (using a special stone in the foundations as a battery) to protect themselves from the prejudices and concerns of ordinary people. When an earthbound region is in danger, the sorcerers often fly over to offer aid...and negotiate a price for it.
  • Power Incontinence: When a person manifests magic, they are locked in a stone chamber, where they must wait until an experienced sorcerer comes to collect them. This is for the good of everyone involved, because the person has no control over their magic and may kill people (including themselves) by accident. Such chambers are typically covered with cuts and scorch marks.
  • Weird World, Weird Food: Including the meat of dragonsbreath salamanders, which must be eaten raw or acid-seared because of their immunity to fire.
  • Worthless Yellow Rocks: Archbliss is home to many sorcerers capable of transmuting materials into gold, so it's far cheaper than on the earth below. There's even a street paved with nothing but gold bricks. Conversely, eating fruit that hasn't been created by magic is something of a status symbol.

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