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.
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.
This map is what the initial intelligence of the Ken thought the Six Kingdoms looked like. It’s quite wrong. Your group of Proctors are in the far south of Daoud, a rough land similar to the non-desert coastal Maghreb.
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
Subclasses in other 5e Wizards of the Coast and Kobold Press books may be used as well.
My current campaign of episodic adventures is starting to get complicated. These notes are mostly for myself, so that the various threads and multi-session characters do not get out of control as people drop in and drop out. Uprising and Rebellion Campaign Two is crafted for that type of play, but pushes me to track NPCs and threads a bit more than typical D&D campaigns.
These are the Player Characters, some active, some dormant, and all controlled by not-the-DM.
Req (dwarf, paladin) — He travelled to Kirtin-on-the-Lake in an early wave of emigration from the Lands of the Ken. Part of the Society, he helped the Dock District get free from the Mayor’s influence. The dwarf has a penchant for ale, often forgets names of his friends, and is responsible for forming the Dock District Militia (mostly other longshoreman with glaives).
Seymore (halfling, rogue) — One of the constants in the Dock District is Seymore’s proselytizing for freedom for all. Working as a streetsweeper, he provided light in the darkness, now his words try to do more as he joins the Society and pushes back against the Mayor, the Ken, and the Empire of Daoud.
Gardar (human, warlock/sorcerer) — From the land of Mehmd, this one-time cooper and weaponsmith lost his first animal companion to tragedy, fled his former master and now seeks to rid the influence of the Dragons and their allies.
Keldrass (black dragonborn, monk) — An early traveler from the Fey Isles, he abandoned the quest of those people to study what makes the Kin special and unique. Still confused by these diverse societies without magic but with a love for animals.
Skrunk (goliath, wild barbarian) — The former coffee roaster lost control when infected with some kind of dragon-kin magic. He has two giant turkeys, a little bit of magic and a lot of rage. He was once plagued by gnomes and Paiddrois both. The Society have used his giant turkey-cart to help transport things.
Dormant
Habergeon (warforged, cleric) — The world’s first, and possibly only, warforged, Habergeon was crafted during the fall of a previous age back when magic was plentiful and those who are now gods walked the world as mortals.
Nerinmil (half-elf, warlock-rogue) — Also in the early wave of travel from Ken to the Land of the Everflow, Nerinmil stands against his ancestors in their quest to oppress the People of Fellowship.
Grera (mulgoblin, cleric) — Rescued from the jaculus encampment Grera joined the Society in efforts to learn more about the wide variety of peoples in the world. He is the primary connection between the Kon working in the back of the Rusty Clam and the active agents of the Society.
Roland (human, rogue-thief) — the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.
Whym (halfling ranger-gloom stalker) — the former circus member is of noble heart and fights to protect those who are threatened by darkness. She has a huge dog, Kelb.
Galanodel (elf rogue-propagandist) — the former journalist in Ken has combined techniques learned while working in the lands of magic with the praktikum of the gobkons. Now he publishes broadsheets in Kirtin-on-the-Lake pushing warnings against his own kind as well as building support for an independent KotL.
Allies
Auger (goliath, professor) — One of Roland’s friends at the U, Odger is a font of knowledge. His library-classroom is a safe haven outside of the Dock District and reachable via a fountain and the sewers.
Penzer (human, bar owner) — He is the owner of the Rusty Clam, the impromptu headquarters of the Society. There is a once-secret backroom with a tar-tree powered printing press (the press can also be powered by the sap of the black dragontree). Penzer generally hears rumors around the Docks.
Gregr and Robare (humans, longshorefolk) — Two of the men armed by Req, they have crewed a boat requisitioned by the Society and helped rid the jaculus from the docks. They aren’t great fighters, and try to avoid conflict. They are willing to support the Society in all non-violent actions.
Wilkie (human, captain of Dock District guard) — No longer the only “full-time” employee of the Guard, this former Daoudian guardsman felt more familiarity with the Docks than the Mayor’s officials. He can be a source of knowledge about what’s going on in neighboring Districts or the Mayor’s forces.
He was captain with a unit of four full-time Warriors (2 human attackers, 2 halfling defenders). Their five dogs are one mastiff (Wiklie), two herding dogs, and two guard terriers (can set an Alarm as a ritual with no components). They wear chain shirts, glaives, a ruby dagger, and short bows. Wilkie has a longsword and shield. All but one of these died. Denny is the only remaining guard.
Lily Evertruse (elf, wizard) — Lily scared off the faerie dragon at the Mayor’s Three Fulls party. She seemed friendly with Habergeon and willing to aid the group in their efforts.
Thorbolt Moorcok (human, vintner) — The head of Moorcok manor and vineyard was befriended by Req as the dwarf helped the family cleanup and rebuild after a group of Dragonsworn attempted to kill the Professor Rollo Silverfin, a Scholar of Illusions.
Becca (human, conjurer) — She stole a few slates of conjuration to learn extraordinary magic, to include spreading certain spells (Infestation, Sword Burst, ???) to the general public. She is an ally, but also wants to spread magical knowledge to everyone.
Jasmyne (human, retired captain of Mayor’s guard) — Jasmyne and her monkey enjoy causing small troubles for the Mayor’s not-quite-allies. She also thinks the current Mayor is a buffoon who doesn’t match the strength of his father.
Resources
The Bundle of Illusion (a random number of books) and the Slates of Conjuration are in possession/control of the group. The Slates of Conjuration were accessed by Augr’s students, who eventually spread spells to the general public.
Req created the Dock District Guard (see Wilkie, above). There is also the ad hoc militia which are longshorefolk with bill hooks (uses glaive stats).
Seymore expanded his network of sweeps and lighters into Duskside.
The group also has significant influence over the broadsheet produced by two goblins and a mulgob in a backroom at the Rusty Clam.
Nerinmil has a significant piece of lore.
Habergeon holds a divine favor.
Adversaries
Qiddrot The Dark and Pathlean The Shadow (black dragons) — These hoarders of fellowship are breaking the companion bonds. Their adolescent companion was killed by the group in an ambush. They have met with the Mayor, who learned that the Blacks do not respect the treaty between the Dragons and the City.
Gnomes — A small group of bold illusionists that seem to be allied with the Blacks, these illusionists and enchanters willingly broke the Treaty in order to help steal joy and happiness.
Elmsday Fleet of Daoud — Settled just outside the city, the Elmsday Fleet is not under control of the Mayor. The Society has yet to interact with the Fleet as it looms to insert itself on the side of oppression.
Proctors of Grace — an Evoker, Abjurer, and Diviner that travel together seeking to remove magic from the Six Kingdoms. They are hunting the Scholars and the Lorebooks.
Former Mayor-Governor Roreldus Androouet le Riche, Servant of the Queen and Commander of the Northern Fleet and the 3rd Marines (human, banneret) — a weak man more concerned with power than justice. Will do nearly anything to maintain the place of prominence in Kirtin-on-the-Llake. The Northern Fleet are two boats that roam the lake and are maintained on Androouet Isle in the middle of the lake. The 3rd Marines no longer exist.
Tanazir the Greaty Wyrm — When alive this blue dragonwas influencing the mayor through promises of wealth. The deceit and corruption made Kirtin-on-the-Lake nearly unlivable as so many leaders and upper class were looking out for themselves.
Laudra (elf, rogue) — Discovered during the Mayor’s party she uses magic to drift among the Kin. A thief and general troublemaker who seems be ruling Rat Horn. She has two dwarf assistants and some amount of fandom within the working class.
Jaculus(group, all dead) — Req did capture a jaculus egg. These minor dragons stole fine art and gems from Dock District boots and retreated to an encampment to the north-east of Kirtin-on-the-Lake. The group fought off a few allied Ken.
Paper Drake (singular, dead) — The folding book drake that once rode in Habergeon’s book pouch escaped during a rest in Odger’s library-classroom. It was quite interested in his most special books on the highest ring of knowledge within the tower.
Paiddrois The Twilight(dead adolescent black dragon) — First of the Blacks to interact with the Society, Paiddrois was the least powerful and most aggressive of dragons to enter the city. His boldness was a herald of things to come, but also what lead to his death.
Clues and Portents
The dragontrees need at least one dragon and 8 other spellcasters to be reawakened. The Red Oak was the first of these and now geysers of flame spew out from it. No new egg has been seen yet. These ceremonies can only happen on when at least two moons are full. The next opportunity is in two days and coincides with a major Daoudian festival in the city.
Black dragons break the bond of companionship between the Kin and their beasts. At least three dozen of these bonds have been broken. All appearances are that the black dragons hoard these connections. Jaculus hoard gems and fine art. Paper drakes hoard knowledge and appear to want to raid the University of Kirtin. All dragons hoard something and the chromatics seem to hoard emotions. Five of their 11 gnome and dwarf allies have been killed. Four in Winterhome of Shamal and one at the Mayor’s celebration.
Fantasy sports can be a fun way to add depth and cultural to a campaign world. One of my players in Uprising & Rebellion is playing a character from Mehmd and invented the sport of Goltoppa. He adapted some of the cultural touchpoints from the hidden empire, placing them into the common state of the game and has asked for it to be featured in a session soon. The character in question is not a Goltoppa player or coach.
The game is played on an open, flat, dirt field, generally free of rocks & debris, that is 360 feet long by 144 feet wide. The field is split lengthwise down the entirety of the center into 72 feet wide halves, and crosswise at 120 feet intervals. These six resulting areas are marked off with white paint borders. Particularly enterprising/wealthy teams have been known to pay to have the sections magicked to different colors. Straddling the centerline at each end of the playing field is a netted goal, 9 feet wide by 3 feet tall. One narrow end of the field is to be facing North, indicating the “head” of the field. Three referees patrol the playing surface to control the action during the run of play.
Players:
Goltoppa is played by two opposing teams, consisting of 9 starting players on each side. Teams are permitted to ‘dress’ 3 bench players for each contest, to be subbed into the game in the event of injury. Players may not be subbed into the game for strategic reasons or in the event of a player’s expulsion from the contest. A player’s uniform shall consist of a sleeveless tunic, belted at the waist & extending to mid-thigh, in the primary color of one of the six teams currently representing the league’s six social strata: Noble (violet), Military (red), Religious (white), Artisan (gold), Farmer/Fisher (green), Merchant (blue). Note that players are recruited to represent these strata, and need not be members of them. Additionally, players shall wear sandals that wrap up around their calves, with linen padding over their shins. Each team dresses one Left & Right “Slasher,” designated by a black sash that goes diagonally from either left or right shoulder to opposing hip, with the shoulder covered indicating which side of the field they may patrol. Players may wear short pants as well.
Play:
The game is played in two 36 minute halves. At the start of the game, a coin toss determines initial possession, which begins via kicking a ball onto the field from a position to the left of the goal which the possessing team is defending. The ball is traditionally made from a treated cow’s stomach filled with air, or a leather ball of approximately the same size . There are no goalies; all players may attempt to kick the ball toward or away from the goal, or to a teammate. Additionally, each team’s Slashers are allowed to catch the ball on the fly in their hands and run with it to the border of whichever section of the field they currently occupy, at which point they must kick the ball themselves unless trying to place the ball in the opposing goal. A Slasher with possession of the ball may be leg tackled by the opposing team. A successful leg tackle means the Slasher must kick the ball to a teammate (only) from the spot of the tackle. Tackling with one’s arms, striking a Slasher above the waist, or attempting to strip the ball from a Slasher’s hands by a player other than an opposing Slasher is not allowed. A ball that goes out of the field of play results in a change of possession, with the new possessing team kicking the ball into the field of play from the sideline spot where the referees determine the ball crossed out of the field.
Scoring:
A score happens whenever the ball is put into the net during the run of play, A ball kicked into the net scores 2 points; a ball placed into the net by hand scores 5 points.
Penalties:
Rough Play: Arm tackles; deliberate leg tackles of a non-Slasher; headbutts; intentional hands to the face or back of an opponent – Offending player off the field for 3 minutes.
Stripping: An attempt to pull the ball from the hands of a Slasher by a non-Slasher – Offending player off the field for 3 minutes.
Catching: Non-Slasher making deliberate contact with his hands to the ball, especially with an effort to control the ball – Offending player off the field for 2 minutes.
Scooping: Slasher attempting to pick the ball up off the field, rather than catching it on the fly. This includes a ball that bounces before being caught – Offending player off the field for 1 minute.
Offsides: Slasher maintaining possession of the ball beyond the area of the field where he caught it, or crossing from his designated half of the field – Change of possession from the spot; no kick to inbound the ball needed.
Belligerence: Fighting; intentional physical contact/intimidation toward a referee – Offending player ejected.
Playing Goltoppa at the table
There will be a series of contested checks to determine scoring. These will use the Tool Sports: Goltoppa and have a few skills that can connect to them.
My first thought is a way to generate scoring similar to what is described by JayDubTheGamer would be to have five contested checks by half. That’s a lot of rolling, but provides some variety of results and capability of multiple players participating.
Winning a check by 1-5 results in two points. Winning a check by more than 5 results in 5 points. Winning a check by more than 10 results in seven points and winning by 15 or more is good for nine points.
Losing a check by less than 5 results in two points for your own team. Any natural 1 means that you have given up a five-pointer or have committed a foul, rolling their next challenge at Disadvantage. Any natural 20 means that you have scored a five-pointer.
This should generate scores that look a bit like early 20th century American football or current rugby.
Applying skills
Acrobatics and Athletics will be the most used skills, most frequently connecting to Dexterity and Strength. It would also make sense for someone in a coaching position to use Intelligence with one of those and for a character playing the captain to use Charisma.
I would allow up to one role to use Deception in order to get away with a foul. That team would have Advantage on the next check, but if they lose that roll their next roll would be at Disadvantage.
An example:
Violet team
Blue team
Score
13
7
Violet 5: Blue 0
16
20 (natural)
Violet 2: Blue 7
9
15
Violet 0: Blue 5
12
12
Violet 2: Blue 2
4
15
Violet 0: Blue 7
1st half
9 points
21 points
2
9
Violet 0: Blue 5
20 (natural)
7
Violet 12: Blue 0
14
11
Violet 2: Blue 2
18
6
Violet 7: Blue 0
3
9
Violet 0: Blue 5
2nd half
21 points
12 points
FINAL
30 points
33 points
Yes, that’s ten rolls for a non-combat encounter. Which feels like a bit, but the descriptions are at most two sentences, show the shifts in momentum, and feel like watching a sport when including those descriptions especially around the nat 20s.
In the World of the Everflow all dragons have hoards. At this point of Uprising and Rebellion the group has met those that hoard books (paper dragons), jewels and fine art (jaculus), animal companions (black dragons) and strife (blue dragons).
Heading towards the final faceoff with the great wyrm blue dragon there’s a desire to connect the size of the hoard in that Wyrm’s sphere of influence to its power – subsequently allowing actions by the players to reduce the hoard.
This will be done by combining the Legendary Resistance and Legendary Action pools. Legendary Resistance will still be a use and lose item while Legendary Actions will be regained at the start of the dragon’s next turn. A pool of physical objects will symbolize the size of the pool. This will represent the intelligence the group learns about the Wyrm.
The Wyrm watches the d20 rolls
The Blue Wyrm currently resides in the mayor’s palace, having thrived off the strife caused by the rebellion and the Mayor’s corruption. But the heroes have shown that their rebellion is built on hope, a less stratified society and a city capable of trade again. Now just three dragons stand in the way of freedom, possibly.
Things the characters could do to reduce strife;
Healing, feeding Kirtin-on-the-Lake’s residents
Freeing animal companions bound to Shadow and Darkness, the two black dragons
Increasing trade of desired goods within the war torn city
Establishing a popular governance path after the Mayor’s abdication
Reducing the size of the 7th Fleet encampment outside of the city
Teaching utility cantrips
I’m certain the party will surprise me with other ideas.
Things that can increase strife;
War with the 7th Fleet
Teaching more attack cantrips
The Mayor reclaiming the seat of government
Open battle in the streets
They will again surprise me with ideas that create a less peaceful city.
The Wyrm is going to start with five legendary points in the penultimate session for this story arc. The session will be split between the plan to pick the territory of battle (palace, tunnel, cave) and preparations that could include reducing the Wyrm’s power.
This tweak to the standard rules should connect a social session to the grand combat ending the Wyrm’s arc.
When the Queen’s Fleet discovered Sheljar they landed in the NW suburbs where the cliffs become hills. There’s a cave system that they originally used to hide their aixips. Now, after the elimination of the Necromancer and the Tunneling Nightmares, their little neighborhood among the hills is a densely populated, for the Free City of Sheljar, space that is a transit hub by sea and sky. Each of the guilds are represented in the many dozen gobkons that have settled in the space.
The main space where all peoples of the Everflow interact with these goblins, hobgoblins, and mulgobs is the Chupmolea Transit Center of Sheljar. It has space for seafaring vessels, multiple sky gondolla cables and a spire for airxips to dock as well.
Chupmolea Transit Center of Sheljar
Made with Canva’s Text to Image. The prompt was a “Leonardo da Vinci inspired transit center with airships, cable car gondollas and greasy smoke stacks.” The cable system scene connects the transit center to the Grand Entry of Sheljar.
Exit to the Chupmolea Square, the main plaza in the goblin suburb. There are hills to the Western Wildes beyond the plaza.
A high, arcing bridge to a tiny island now occupied by a dwarven family.
Swyns café.
Peoples
Chupmolea – Grand Mistress of cables, she rode with the Queen’s Fleet as part of a minor house. Her quick thought to connect the bog-city via sky-cable gondola earned her two flags. On her left shoulder are now five flags, two from her house and three she earned. She has a hook-spear used to guide gondolas to their spaces.
Swyn – a mulgoblin that discovered the power of coffee. Their café is a center of gossip and a primary spot for non-goblins to meet goblins. Swyn is always in an oilcloth apron (effective as leather armor), has random burn scars from roasting coffee, and carries a small, for them, cup of coffee.
Blerxa and Patha – two goblins of different guilds, these sisters are arguing over maintaining a connection to the Queen. Blerxa has many more flags on her left shoulder, nearly running out of space. Patha has a single flag for self and one for house.
Umikdrael Honorfeet – one of the dwarves from the nearby isle. He seems a bit lost and flustered by all the damn noise. He is constantly glancing at his notebook and then at the skyline. There is a lantern drake sitting on his hat.
Peculiars
The air reeks of burning tar from tar trees. There are fresh trees in the hills. But here in the city they are burned to power numerous teknikal devices.
A constant clamor of mekiniks hammers in the background and foreground. There are grinding gears, ratchets, pneumatics and other systems that cause this neighborhood always loud.
Unfortunately the brackish waters of the bog-city in this area are covered with a thin film of soot and tar.
I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.
That’s a question I didn’t have an answer for. A player wanted to be a dragonborn, but they don’t exist in the world as I built it. That’s not always a great reason to not allow a race.
When you build a limited world players either need to buy-in completely or you can work together to figure out how the character fits.
When a player asked to be a warforged he came up with an incredible backstory. They were the only warforged, built by those that became gods. Wakened for unknown reasons (we knew it was because of the rediscovery of the powers that those who created them used) the warforged is an outsider who knows that the myths of the founding are reality, that idyllic times of the past can be recreated using the same tools that the past used.
This also made sense because the player wasn’t familiar with the world as it is. Instead they created what it was and together the player and character learned the current reality.
When I was approached about a player being a dragonborn I wasn’t ready. We worked the character in with no backstory, knowing that at some point it will come up again.
Then DnDBeyond presented the following idea;
The Rise of Dragonborn and Kobolds
As the Dungeon Master, you can craft unique origins for draconic folk like dragonborn and kobolds. You could decide that the burst of magical energy released by a dragon’s death could lead to the spontaneous emergence of these people in nearby areas. Just as mysteriously as a dragon egg could appear, a dragonborn infant could be found napping among resting sheep. In such a case, would the party be responsible for ensuring the child’s safety? And what will they do or say if the child has been imbued with some of the dead dragon’s memories? Such an ill-fate could lead the child to grow up to resent the party and even become a villain themselves.
The dragonborn PC would be the ‘child’ of the first dragon the party had slain. They would be the embodiment of some part of the dead black dragon, with others born of the slaying being all of the evil parts. Some would even be able to bond and break bonds of animals. Black dragons hoarding bondings, making them incredibly hated in the World of the Everflow.
The player took this up, learning about his characters birthing through play. The group has encountered a few other dragonborn, always black.
This also gives the group something to think about — they’re about to fight up to three more dragons. What will that mean for the future dragonkin? Will they be mostly evil as the first dragonkin?
Lessons for any DM
When a player approaches to play something unallowed in your world try to discover a lore path towards yes
Is it just the mechanics they want? Re-lore the banned item into something that makes sense
Use this opportunity to build a world together, rather than have it be only the DM’s world
Every thing you read is prep for your next session
My campaign world doesn’t need more monsters, but it does need more ideas. That’s a great way to look at settings and adventures — they are other people’s ideas to put into your world. That’s a short cut to worldbuilding, and a great one.
Goblins in the World of the Everflow are part of a smog-punk society building gadgets, very much like Tinker Gnomes, but grimy and greasy. Today’s release is an opportunity for me to use several new inventions in my world.
The Nevermind Gnome Inventor has three inventions. The Flying Fangtrap is a springwork device with tiny wings that pinch and pierce to do damage and may even stop the movement of the target.
In my world the Thunderscream gadget is an opportunity to latch onto the concepts from the Airmatics and Waterwerks Alliance. They could build a cannon of screaming sounds that damage like a breath weapon.
Of course the Alchems Sisterhood would invent Flash Powder, the blinding simple fireworks that can aid the goblin to escape.
Clockwork Claws that act like a third arm, or even a first or second arm; Chattergrab is essentially a grenade that is a bear trap; Phasmoball would be another invention from the Alchems.
In just this one free download the World of the Everflow has six new inventions for goblins. You can borrow from official materials for your own world too.
Maybe your world needs some undead knights? Use the Foresworn.
Another variety of magical giantkin? Irda.
Humanoid walruses? Thanoi.
A unicorn older than every forest? Forest Master has impressive powers and is not the passive unicorn at the game’s core.
Everything you encounter can be part of your session prep or worldbuilding, especially if it is a free release from the creators of the game.
The timeline of the World of the Everflow is getting harder for me to track. There have been six campaigns with some overlap in both reality and at the table. In order for me to keep better track of events and so that the players and their characters have a better idea of events in the past prior to the campaign I started to build a timeline.
The desire is that these are basically small phrases containing history, not a book of common knowledge to study. I’ll be adding to this as the players remind me of events, create things from their own history or ask questions.
Red Oak burns, allowing red dragons to be born; Uprising & Rebellion 1; 7th Fleet of Daoud encamps to the south of Kirtin-on-the-Lake
Five years ago
Dragons and the Ken fly to Kirtin-on-the-Lake; Sheljar is freed from Necromancy and the Tunneling Nightmares; some Scholars (Diviner, Necromancer) are made public; Kin can learn magic
Six years ago
Goblin Queen’s Fleet lands near Sheljar; Discovery of the Lorebook of Divination; Children of Chorl created; Eruption of Dakan Thaeeb; Lorebook Hunters start their search
Twenty-seven years ago
Sheljar falls to the Necromancer
Twenty-eight years ago
Born Generation
Seventy years ago
Crinth Confederation re-structures to stop expansion of Azsel
One hundred and twenty-two years ago
Kirtin loses Kirtin-on-the-Lake again
Two hundred and twenty-four years ago
Kirtin retakes Kirtin-on-the-Lake
Four hundred and sixty-four years ago
Daoud takes Kirtin-on-the-Lake
Seventeen hundred years ago
Az and Sel establish the Bond, rising to godhood; other bondings besides dogs are discovered; the Goliath nation of Galinor disappears
Two thousand years ago
Church of Quar controls the Everflow and the Font of Two paths, becoming a continent wide faith; Mehmd closes off the empire with foreigners only allowed at Gate
Millenia ago
Quar and the gods create Habergeon, the Everflow and separate the Lands of the Six Kingdoms from the world of magic
In my Uprising & Rebellion Campaign Two the players decided to take on the Mayor’s forces in the open, rather than the dead of night or through obfuscation. In response the Mayor and his forces attacked their home base, the Rusty Clam. Dungeons & Dragons doesn’t do great for large battles.
A few tweaks I made to more represent the fiction of a rebellious militia and their allies defending their most significant resource were;
Have the minions represent half of a squad. The idea here was that the lesser trained guards would break morale when they lost half their group.
Allow the PCs to set up themselves up where they wanted. This is their territory. They know it best.
Added actions to represent the other rebels and commoners who side with the goals of the uprising. These Militia Actions operate similar to Lair Actions. That initial use has been modified here.
Militia Actions
For the session these operated as a Lair Action for each PC. They were taken on the initiative count 10 after their own initiative, which worked out as PC1, enemy1, Militia Action1. That part was a success.
Each Militia Action was tied to a saving throw by the NPCs. These were designed for Tier 2 play as that’s where the PCs in question are at this time, but since I used cantrips as a guideline they are easy to adjust.
Funnel – the militia and/or commoners in support of your cause build a wall using objects or themselves to block a path. This wall is 5′ long per tier of play. A successful Strength save (DC 10/15/20/25 based on tier) enables the enemy to ignore the wall.
Falling or Thrown Objects – the militia and/or commoners in support of your cause pick up objects nearby and throw them at the enemy. These objects do 1d8 damage per tier of play in a space that is 5×5/10x/10/15×15/20×20 by tier. A successful Dex save results in half damage (DC 10/15/20/25).
Overturn Stand or Cart – the militia and/or commoners in support of your cause create an area of difficult terrain by using common objects to clutter the path. Any enemy passing through the area moves must use twice their movement through the 5×5/10x/10/15×15/20×20 space by tier. They may attempt to move at normal speed, and if using the Dash or Disengage actions, must succeed on a Con save (DC 10/15/20/25) or take 1d6 per tier damage and fall Prone.
(this one needs the most work)
Harass – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their defenses. This can be done by word or by minor physical altercation. The next attack by that enemy NPC or intelligent monster is at disadvantage. A successful Int save (DC 10/15/20/25) results in no disadvantage.
Distract – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their attacks. This can be done by word or by minor physical altercation. The next attack against that enemy NPC or intelligent monster is at advantage. A successful Int save (DC 10/15/20/25) results in no advantage.
Rally – the militia and/or commoners in support of your cause shouts in support of the PCs. The PCs are then granted 1d6 temporary hit points per tier of play. A successful Cha save (DC 10/15/20/25) by the leader of the enemy results in no temporary hit points being granted, this is to represent their ability to speak over or interrupt the rallying calls.
Changes for the future?
I may tie these to various skills or tools rather than saving throws. I had the players roll, and asking players to roll under for a success just didn’t make sense.
Finally, I think I would allow a summoned swarm from the Propagandist use these when the Propagandist commands them via a bonus action. This would help raise the power level of a subclass that lacks in combat, though in many campaigns this wouldn’t be enough.
Design Goals
The primary inspirations for these actions were to mimic some of the play of Assassin’s Creed, where the small crowd of neutrals and allies can support your violence. There are also scenes in Black Sails where the common people of Nassau join the fight against the British. The invasion of Tear and other conflicts in the Wheel of Time feature actions by commoners supporting the heroes too. Various Robin Hood tales, the rescue of The Shire, the movie Aladdin, and so many other tales have common peoples helping the heroes by impeding the enemy.
While highly urbanized campaigns aren’t common in D&D, they should be supported. The literature and other inspirations for the game do have these elements. Our game can include them in ways that are more than just background story.
The smogpunk land of goblins in the World of the Everflow was set apart from the Kingdom of Sheljar, Crinth, and other areas for a few millennia. Within this separation the goblins and hobgoblins changed from the standard tropes.
In the Everflow they answer to the Queen Mother. Everyone is organized around their family’s history of developing teknology for one of the various guilds. Inventiveness and cleverness are more important than fighting and viciousness.
To emphasize these differences, but still capture traditional goblinoid feelings there should be a some differences in language. This discovery of numerals from the 13th century feels proper for the gobkon of the world.
The Cistercian monks invented a numbering system in the 13th century which meant that any number from 1 to 9999 could be written using a single symbol pic.twitter.com/VRuEx4dkPF
— UCL Department of Mathematics (@MathematicsUCL) February 2, 2021
It works in a printing press, scribbled on paper or carved into wood.
Will it ever see the table? Probably not. Or maybe just one or two numbers in a handout for the players to demonstrate the differences between their lands with the languages of Telse (Common) and the rest of the Six Kingdoms.
If there was a campaign book for the World of the Everflow this could be a tiny sidebar for flavor, not a rule for use.