A crush of warhounds rage forward, backed by mastiffs with halfling riders. One flank is guarded towering Goliaths. That northern front is circled by eagles, hawks, ravens with a lower mega flock of smaller birds. The south is already falling back. There a tribe riding bison and elk is crushing the Kingdom of Azsel, but other tribes with their horse and sheep are fleeing. The Confederation of Crinth will lose more land and another tribe to the slavers, unless something changes.
One of the largest Goliaths ever known wades through the mess of bodies of both beast and man. He is Jerald. It is not his tribe that will fall today, but the tribe of his wife. Normally peaceful, he is enraged. His flightless axebeak is surrounded by pestering terriers. He cries out to Belsem as Tellanor falls. A greenish cloud of rot breaks forth from his hands and the little dogs perish. Several of the Halflings are in agony. Another cry and another cloud, more Azselites fall. Those not nearby see this cloud of poison spray and back away. Both sides retreat stunned, for this is new. A legend is born that day. The myths of magic awakened.
The World of the Everflow is an episodic campaign designed for drop-in play that will most often join a regular group, but that can also play independent sessions, while exploring a world where every thinking person has an animal companion that is both tool and beloved.
Twenty-one years ago the land of Kin (the people of love) had no magic. Then the Awakening happened. Borders changed as Kingdoms applied these new powers. Quests to discover how it happened, why it happened and what could be done to stop it or further it started. Adventurers young and old left their homes hopeful that they could apply these new, small spells and make names for themselves.
Kin is different now. Still bonded with beasts the people meet strangers with suspicion of odd powers. No one knows what else to expect. What more will happen to the world? Are more legends real?
The Scholars are a secret society of empowered spell-casters who seem to have kept Kin from reaching its full potential. Who are they? Should they have this level of control?
Azsel continues on its expansionistic policy. They are fighting with the Crinth Confederation and threatened Kirtin enough that the century-long conflict with Daoud is put aside.
Two legendary peoples are invading the Western Wildes. The Kon are entering Sheljar in large numbers, leaving some behind. Over at the Cliffs of Galinor and at the Glass Tower the Ken are doing something. Why are the Ken and Kon returning to Kin?
Can you keep the Lorebook(s?) from getting into the wrong hands?
- All thinking peoples have an animal companion
- Low magic (Divine casters and arcane casters limited in different ways)
- Sand Box play
- Player agency helps create the world’s history.
- Mundane versions of partial casters. No Wizards or Warlocks. Cantrip for all.
- Gritty realism – long rests require a place of sanctuary and 24 hours of light activity. A short rest is a typical night’s sleep.
- Feats, many able to be taken twice
- Death happens