Uprising & Rebellion Campaign Two: One Sheet

This campaign is set six years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in Kirtin-on-the-Lake, and is centered on political intrigue with social and exploration pillars being as important as combat. Every player is united in rebellion against the corrupt Mayor, but may have differing ideas about how the various factions can help Kirtin-on-the-Lake be free.

Made using the Medieval Fantasy City Generator.

Campaign Premise

You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even Dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.


Kirtin-on-the-Lake was once the winter capital of Kirtin. Taken over by Daoud in the generational wars it is a city of borders even before the Awakening and the discoveries of the Lorebook of Divination and the Folio of Necromancy. Now, the Ken and their Dragons are trying to capture what they claim are their ancestral homeland. Daoud and Kirtin remain at war over the city.

There is also a general uprising of peoples inspired by the Free City of Sheljar. The Mayor has managed to consolidate power by playing the various factions off against each other; this hasn’t helped the common people beyond allowing them peace.

Made using Perilous Shores

Grand Conflicts

The Proctors of Grace and their other allies want to control access to magic. Certain Dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of Dragons (at least a Red as that first DragonTree has regrown).

Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.


  • Mayor and City Guard, generally aligned with Daoud, he is willing to look the other way and cede districts to other invaders for a price.
  • Daoud, the conquering empire of the south. Normally a naval power in the World of the Everflow, their long conflict over Kirtin-on-the-Lake is their largest land holding.
  • Kirtin, the mountain kingdom has been at war with Daoud and Azsel for so long that all of its peoples serve in the military.
  • Proctors of Grace and the Ken, lead by Dragons the various fey peoples are experts at magic and claim that Kirtin-on-the-Lake’s Ward of Mighty trees is their homeland. They also want to put the power of magic under their control and only their control.
  • Society of Veil and Shadows, these rebels are inspired by the Free City of Sheljar and its empowerment of all thinking peoples. Whether Kin, Ken, or Kon the people deserve equality of treatment and opportunity.


  • There are half-animal/half-people roaming the Western Wildes.
  • Out in the Ferments forms of life based on the elements are driving out the Kin there.
  • Headquartered Church of Quar has lost control of the Everflow (the source of all healing potions).
  • Peace has come between the Kingdoms of the North as the Crinth Confederation and Azsel are more concerned with the Kon and the Ken.
  • The Dragons seek the Robe of the Magi.
  • The Tome of Abjuration and its Proctor may be in the city or surrounding area.


  • Exploring the zero-to-hero tropes, rebellion, and who gets to control knowledge.
  • Sandbox play.
  • Player agency creates history.
  • Drop in/drop out, whatever.
  • Sessions are 2-3 hours. Adventures are 1-3 sessions.

Variant Rules

  • Playable races are Human, Hin/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
    • Only the Kon (goblinoids may be Artificers.
    • Kin start with a Bonded Companion
    • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
    • Kon start with Tek
  • There are a few custom subclasses available (Way of Frayed Knot, Society of Veil and Shadows, Conscript, Propagandist, Liberator, Circle of Sewers).
  • There are several custom backgrounds and tools available. We will use cultures, not languages.
  • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
  • Start at 3rd level, because power is cool.
  • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.


Sessions will be on Sunday afternoons and evenings, floating times based on the Puget Sound pro soccer schedule. Characters must be created prior to dropping in. The table will be on an outdoor patio at one of a few locations in South King County.

Email, private message, or text for more details.

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