• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Realm of Three Promises
  2. Lore

Mechanical System: The Social Friction Die

When a mixed-race party enters a settlement that is heavily biased against one of their members (e.g., a Twig-Born entering Lumina Juris, or a pristine morning-side Elf entering Lacrima), assign the party a Friction Die (starting at a d4).

                 [ THE SOCIAL FRICTION LOOP ]
                              │
       ┌──────────────────────┴──────────────────────┐
       ▼                                             ▼
[THE OUTBURST SPIKE]                          [THE CALM COMPOSURE]
- A player yells or fails a social check.     - Party uses a Half-Elf anchor.
- Friction Die steps up (d4 -> d6 -> d8).    - Die stays small.
- Local terrain begins to warp.               - Social tension stays managed.
  • The Trigger: Whenever the party attempts a Charisma check (Persuasion, Deception, Intimidation) in town, roll the Friction Die alongside their D20 roll.

  • The Complication: If the Friction Die lands on a 1 or a 2, the local crowd notices the mixed-race discrepancy. The tension spikes. On a failed check, the die permanently steps up by one size (from a d4 to a d6, then a d8).

  • The Environmental Flare: If the Friction Die ever reaches a d10, their social stigma turns into a physical hazard. The local architecture registers the party's collective stress—the pearl-stone spires groan, or the wooden boardwalks start sinking into the mud—prompting the local guards to deploy instantly to remove the "environmental threat" from the premises.