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Nerdarchy > Dungeons & Dragons  > Adventure Hooks  > Welcome to Crystalia: Running a D&D Campaign in the Shimmering Bastion
D&D, Under the dome

Welcome to Crystalia: Running a D&D Campaign in the Shimmering Bastion

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Crystalia, the heart of the “Under the Dome” campaign setting, is a gleaming, chaotic-fearing metropolis that has stood firm for over a millennium. Encased beneath a magical dome that filters out wild magic and the worst of the monster hordes, this city is a multifaceted setting—part dystopian sprawl, part arcane experiment, and wholly original. Over the next few weeks, I am going to expose you to several cities from Under the Dome. Just in case you want to play in or add these locations into your own setting.

The Dome Itself

The dome is composed of shimmering pink octagonal crystal panes, suspended in a lattice of arcane energy. This structure does more than protect—it filters chaos magic, suppressing wild surges and magical corruption, and keeps most mutated creatures at bay. It’s maintained by House Oothis and their Clockwork Scholar, Wernick, from high within the Spires.

Size: 302.6 square miles
Known Entry Points: Blade Gate (West), Woe Gate (East), subterranean tunnels to Grimoora (South) and Quallafa (North)
Perimeter Race Path: 151.3 miles with iconic landmarks like the Tiny Dome gladiatorial arena at its core


Layers of the City

1. The Spires:
Home to the five Grind Baron Families, the Spires soar above the city, connected by ornate bridges and skywalks. Only the elite reside here, where luxury is defended by elite watch patrols.

2. The Surface:
This is where the bulk of the city’s population toils. Think smog, factories, and gang turf wars. Grind factories, gladiator schools, and trike racing circuits dominate daily life. Watch patrols mostly guard Spire interests, leaving the rest to criminal fiefdoms.

3. The Brocks:
Slums that fester under the Spires—where sewage drips from above. Sites like The Three Skulls Bar, Sin City, and Dust Baths set the tone. This is the gritty underbelly for clandestine meetings and shady dealings.

4. The Undercity:
Beneath the streets lies the water reservoir, grow farms, rothe ranches, and fish hatcheries. Life-sustaining and heavily automated, it’s the domain of House Xenvrik and House Moosheeni. Secret tunnels to other domed cities start here.


Grind Baron Houses and Their Power SpheresDome, D&D

  • House Oothis: Maintains the Dome & schools. (Symbol: Open Book under a Dome)

  • House Grenkalis: Oversees military & city watch. (Symbol: Silver Star between sword & axe)

  • House Ashani: Manages caravans & gate security. (Symbol: Gold-silver-copper wagon wheel)

  • House Xenvrik: Grow farms & ranches. (Symbol: Rothe head with silver horns)

  • House Moosheeni: Controls the water supply & hatcheries. (Symbol: Two fish around a water droplet)


Factions & Story Hooks

  • The Grotto Gruffs – PCs’ street crew with ties to gladiator rings, trike races, and a vendetta against the mysterious Vek’th, a twisted elf fleshwarper.

  • The Black Claws, K&Y Dojo, Ebon Blades – Gladiator schools vying for dominance in the Tiny Dome.

  • The Dust Dogs, Claim Jumpers, Mayhem Makers – Local gangs with turf wars, sabotage, and ambushes.

  • Grind Racers like the Rivet Rats and Fuzz Boyz – perfect for integrating madcap chases and racing leagues.

  • Carnival of Chaos – A dream realm ruled by Pennywhistle Pieplow, ideal for planar, mind-bending arcs.


Beyond the Dome

  • Sea of Blades (West): Fields of bladed grass, thri-kreen raiders, and rare chaos crystal deposits.

  • Forest of Stone (North): Petrified forest hiding sacred pools, druids, and ancient titan relics.

  • Wailing Wastes (South): Screaming cactus plains, suitable for weird horror survival.

  • Sea of Woe (East): Acidic and lifeless, except for things that should not live.


Running Your CampaignD&D, Nibblers, Dome

Themes:

  • Post-apocalyptic survival in a pseudo-arcane techno society

  • Class warfare and corruption in a city run by barons

  • Chaos magic as a corrupting influence

  • Gladiatorial glory and street racing heroics

  • Dream realms and fleshwarped horror

Adventures to Try:

  • Gladiator team builds and political sponsorship arcs

  • Chaos crystal scavenging in the Sea of Blades

  • Race against rival gangs through the hazardous Dome circuit

  • Investigate fleshwarping crimes in the Fleshwarrens

  • Unlock the truth behind the Dome’s origin with House Oothis


Final Thoughts

Crystalia is more than a location—it’s a living character in your campaign. A city on the edge of collapse or transcendence, where every corner holds intrigue, power, or danger. Under the Dome, the shadows of ambition, rebellion, and madness await. Let us know if there is anything you want a deep dive on as any topic here is able to be explored further.

So polish your trike, prep your spells, and gear up for a campaign where survival is earned, and the Dome watches all.

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.