Seven Additional Backgrounds in World of Everflow

All of these backgrounds vary from the system as outlined in the Player’s Handbook (2 skills and 2 languages/kits/games/instruments/tools). They are slightly more powerful, but also have limitations in regards to origin kingdom and maybe negative features. The bonuses include¬†an¬†extra non-damaging cantrip, a bit more equipment, a single weapon or companion points. A DM running…

Adding Culture to Your Game: A new tool

Languages in most Dungeons & Dragons settings is rather rudimentary. There’s the pidgin-trade tongue of Common (and sometimes Undercommon. From there, the typical known languages are based on races and the planes. A character might know Common, Elvish, and Primordial for example. This is bland, unnecessary, and lacks verisimilitude. Get rid of languages. It comes…

Uprising & Rebellion: One Sheet

This campaign is set five years after the Lorebook Hunters. With the call of magic strong in the Western Wildes, the kingdoms of the Everflow are stressed by magic. The New Peoples (Ken and Kon), the Offspring of Chorl, the elementals in The Ferments, the Haunting of the High Hills, truce at the River Crinth…

The Marching Tankard Coaching Inn

Originally posted on Dyson's Dodecahedron:
A lovingly maintained coaching inn, the Marching Tankard is more than most travellers expect along the back roads servicing a few small settlements. the Marching Tankard – Ground Floor – Tagged While the Tankard’s history goes back a few generations, the current ownership brought it up to the standards…

Monk: Way of the Frayed Knot

The Way of the Frayed Knot is a Monk subclass that attempts to feature some Western fantasy tropes. The most common of these is Friar Tuck from Robin Hood, but there are other studious, religious types that fought alongside rogues and pirates. Some ignored their ideals. Others felt that the ideals of the gang or…

Queen and Konstruct: A Goblin’s Lyfe

There are two important things in a goblin’s lyfe. I’m talking about all of us, the gobkon, the hobkon, the mulkon — all of us. Your relationship to the Queen and your Guild. This is hard for you humans, with all your divergent nations and cities and faiths and disgusting menagerie animals to understand. I’m…

Here There Be Dragons

In most fantasy worlds dragons are hoarders of treasure. In some they are (also?) destroyers of worlds. There are worlds where dragons founded existence. On Krynn the chromatic and metallic dragons battle each other sometimes interfering in the lives of Man. In establishing the World of the Everflow I wanted a slightly different take upon…

Playing with Passive Expertise 2

Originally posted on Chris S. Sims:
In the first entry of this short series, I wrote about the philosophy of passive skill or trait use in roleplaying games. That piece focused on information exchange and the use of passive skill to determine the baseline of what a character knows in a game. There, I claimed…

Society of Veil and Shadows

The Society of Veil and Shadows are a group of rogues dedicated to obscuring and protecting their guild from spies — both arcane and mundane. While able to contribute to the uprising’s success via sneak attacks and other clandestine abilities their true power is their ability to cast a few spells, most of which help…