This is an introduction to the seventh campaign set in the World of the Everflow. The most significant difference between these and the previous campaigns are that the player characters are all members of the Proctors, a group that once completely restricted magic from entering the Land of the Six Kingdoms.
The campaign will start in the city of Ras Rurulit in Daoud shortly after the PCs were dropped off there. They have a safe house. Operating in the city either in hiding or in open defiance of convention will be up to the party.




Campaign Premise
Your group of Proctors are working together to capture and contain the Book of the Word and the Book of Dance, two groups of Scholars active in southern Daoud. You are authorized to use any measures necessary to control this group. They have been teaching well beyond just a Scholar and two Students – end them.
Background
In the last passing of the Dragon, the fourth moon, the World of Everflow experienced the return of magic, the introduction of goblins with smog teknologies, and empowerment of animal companions. Native to the Lands of the Everflow, the Kin all have animal companions, some learning minor magics. Rarer are those whose companions are empowered.
The fey Ken object to these souls casting spells. Their Proctors crush the spread of magic and seek the Lorebooks from the seventeen schools where spellcraft was trapped. As the Ken invade from the west and the Six Kingdoms’ borders are rewritten, a forgotten peoples float on airxips from the north. The Kon are a smog-punk society with klackety, noisy tek coming from an island of guilds and invention.
Heroes rise with their animal companions joining their journey. From humble beginnings these heroes show the power of fellowship and share knowledge with the greater world.
In this case, the PCs are not heroes. They are not antiheroes. They are the Ken, people of knowledge, hoarding and limiting magic from the common people in the Six Kingdoms.

Grand Conflicts
- Proctors versus Scholars
- Proctors versus the rare Gobkon in the south
- Do the Elder Dragons really know best?
Factions
- The Book of the Word – book based spellcasters
- The Book of the Song – music based spellcasters
- Fleet of the Silent Knight – Daoud’s force responsible for maintaining control of the bay.
- Isarnalijik and Isamamimir’s Squadron – the remnants of land forces who insist they are the rightful heir to the desert lands.
Rumors
- There are many colleges and universities in the land.
- Magistrate Sas Rurulit is the greatest singer in Daoud’s history.
- Ishurrumukuf has been taken over by one of the trade guilds of Qin
- A great storm is coming from the West.
Facets
- The group are a collection of secret agents or special operators. They may act undercover or violently during the mission.
- They have one ally to start, Sabrinigha. She runs the safehouse and is a halfling of the born generation slowly discovering spell craft.
- The lack of animal companions will be obvious. They’ll need a cover story.
- In traditional D&D this mission would be Lawful Evil.
Variant Rules
- Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
- Short rests are 8 hours. Long rests need sanctuary and 12 hours. This leads to a pace more similar to a novel.
- Find Familiar and similar spells are banned from PC knowledge at the start of the game.
- 50% of Enchantment spells no longer exist. This will not impact your spell choice.
- 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 7th level because the Proctors are powerful.
- There are several custom backgrounds and tools available. We will use cultures, not languages. Each character will start with “Daoud (Common to the area) and Ken” for their cultures. If your PC would have more languages discuss that with the DM.
- Each character will start with 500+1d10*25 gold to spend on mundane items or to put in a pouch and use as spending money.
- Each character will start with TWO COMMON magic items, plus an Oriq Mask (see Strixhaven) and one RARE item based on the character’s Background and role within the Proctors. That Rare item will have story elements to it, may get stolen. May level up. We’ll see.
- Each character must be be a spellcaster, but no Druids or Clerics or Rangers. Proctors serve the Elder Dragons, not gods or nature.
- Every character must represent one of the Proctor factions – Seeker, Defender, Striker. The chart below shows a few examples.
| Seeker | Defender | Striker | |
| Wizard | |||
| Evoker | X | ||
| Diviner | X | ||
| Abjurer | X | ||
| Warlock (dragons) | |||
| Archfey | X | ||
| Fiend | X | ||
| Great Old One | X | ||
| Sorcerer | |||
| Draconic | X | ||
| Wild | X | ||
| Rogue | |||
| Arcane Trickster | X | ||
| Paladin | |||
| Ancients | X | ||
| Devotion | |||
| Monk | |||
| Four Elements | X | ||
| Fighter | |||
| Eldritch Knight | X | X | |
| Bard | |||
| Lore | X | X | |
| Valor | X | X | |
| Artificer | |||
| Armorer | X | X | X |
| Artillerist | X | X | |
| Alchemist | X | X | |
| Battle Smith | X |

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