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Nerdarchy > Uncategorized  > Under the Dome: Children of the Dome (A D&D TTRPG Setting)

Under the Dome: Children of the Dome (A D&D TTRPG Setting)

Pestilence Cult Creations: The Horror of Small Things in D&D

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In Under the Dome, survival is not just engineered — it is inherited.

This post explores what it means to be born inside a barrier built for survival, and how the next generation shapes your D&D campaign.

No one asks children under the Dome if they want to be safe.

They are born beneath the barrier, raised in its shadow, and molded by systems that existed long before they took their first breath. To them, the Dome is neither miracle nor prison.

It is the sky.

And that changes everything.


🧠 1. Education as Conditioning

Children of the Dome are not taught history the way outsiders remember it.

They are taught:

  • Why the world beyond the barrier is “uninhabitable”

  • Why the Dome must be maintained at all costs

  • Why chaos is dangerous — but controllable

  • Why questioning systems is labeled “unsafe behavior”

Lessons emphasize compliance disguised as responsibility:

  • Report strange dreams

  • Log spell irregularities

  • Disclose physical changes early

  • Trust authorized authorities

Curiosity isn’t punished outright.
It’s carefully redirected.

Critical thinking is encouraged — as long as it leads to approved conclusions.

DM Tip: Children may notice truths adults ignore, but only within sanctioned frameworks.


🧬 2. Inherited Chaos

The Dome does not erase chaos.
It filters it.

Children born beneath the barrier inherit more than family names:

  • Dormant mutations that surface later

  • Magical drift woven into bloodlines

  • Partial resistances — or hypersensitivity

  • Instincts that react to storms they’ve never seen

Some families keep meticulous records.
Others pretend nothing is wrong.

But the truth is uncomfortable:

  • Mutation inheritance is unpredictable

  • Exposure compounds across generations

  • “Clean” bloodlines are mostly a comforting myth

Winter is especially feared — not just for elder mutations, but for the first signs appearing in the young.

Folklore says:
If a child dreams of the storm, the storm remembers them too.


👁️ 3. Surveillance Disguised as Care

Children under the Dome are monitored constantly.

Not harshly.
Not visibly.

Through:

  • Routine health screenings

  • Aptitude testing

  • Magical assessment games

  • “Optional” enrichment programs

Those who show anomalies are flagged early — not to punish them, but to decide their future.

Special schooling.
Restricted career paths.
Quiet relocation.

Parents are told it’s for safety.

And sometimes… it genuinely is.


🕯️ 4. Indoctrination vs. Imagination

Officially, children are taught that the outside world is chaos incarnate.

But stories always leak through:

  • Scavvers who returned from beyond the barrier

  • Smugglers who slipped through the Dome

  • Parents who remember the sky before the storms

Some children draw impossible landscapes.
Others play games about escape.
A few insist the Dome can be “turned off.”

Imagination becomes dangerous when it isn’t controlled.

Which is why unofficial stories spread quietly:

  • Secret teachers

  • Banned books

  • Chaos-touched toys

  • Lullabies with the wrong lyrics

Adventure Hook: A child knows something they shouldn’t — and doesn’t understand why it matters.


🧩 5. The Next Generation’s Relationship with Chaos

Adults fear chaos as catastrophe.

Children experience it as background radiation.

They don’t remember a time without:

  • System alerts

  • Ration adjustments

  • Compliance rituals

  • Mutation screenings

To them, chaos isn’t an ending.

It’s a constant variable.

Some grow cautious.
Some grow reckless.
Some grow disturbingly comfortable with instability.

These are the:

  • Future survivors

  • Future enforcers

  • Future problems


⚙️ 6. Using Children of the Dome in Play

For Dungeon Masters

  • Let children speak uncomfortable truths casually

  • Use education systems as subtle antagonists

  • Make “gifted” children political assets

  • Show how early intervention reshapes destiny

Mechanical / Narrative Ideas:

  • Childhood Exposure Traits

  • Dormant Mutation Clocks

  • Education Tracks that unlock or restrict paths

  • Reputation consequences for protecting or hiding a child


For Players

Ask yourself:

  • Where did your character learn what they believe?

  • How far would you go to protect a child — and from whom?

  • What future are you willing to let continue?


🕯️ Closing Thought

Children under the Dome don’t dream of rebuilding the world.

They dream of understanding it.

They accept the barrier not as a choice, but as a given — and that makes them more dangerous than rebels.

Because they won’t ask whether the Dome should exist.

They’ll ask who it should belong to.

And when they inherit the systems that raised them, the answer may finally change —

—or harden forever.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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