Category: World of the Everflow

  • Assigning Social and Exploration Experience in Uprising & Rebellion

    Assigning Social and Exploration Experience in Uprising & Rebellion

    In my campaigns we use experience points rather than milestone levelling. But, we also spend time in the social and exploration pillars, where the game as designed provides little guidance towards the experience that should be rewarded for success overcoming obstacles beyond traps.

    Rewarding the play I want to see, I have given out xp for solved plot points and discoveries. In the past these have been given out at the end of a session without the players knowing ahead of time what their character rewards would be.

    I’m going to attempt to pull back that veil, listing out major plots and side quests with xp values. My goal is so that the player characters will be rewarded for developing their stories and the overall campaign.

    Major plots

    Daoud’s 7th Fleet vs Twilight and Shadow the Black Dragons vs the Mayor with the Blue Dragons vs assembling Kirtinish forces on the east shore – 10,000 xp

    Kirtin-on-the-Lake is now torn between two of the Six Kingdoms and the separate appeals of two groups of Ken. Twilight and Shadow seem to thrive on misery, sucking up negative emotions from the war. The Mayor has gifted the Blue dragons significant territory and their co-operation requires unbonding from animal companions.

    The 7th Fleet wants to take the city back to Daoud. It is actually a massive cavalry army with horses, riding dogs and warbirds. Kirtin’s forces sit, waiting for the three sides to destroy each other and sweep back into the city as welcomed heroes.

    Our heroes haven’t picked a side, because they are all bad. In the past they’ve hoped for trade or normality looking to Sheljar for inspiration.

    via the Fantasy City Generator

    Lorebooks – 5,000 xp

    Our heroes have the Lorebook of Illusions and the Crate of Conjuration. They suspect there is another Lorebook locally and a fourth may be in The Ferments. They know not what power the Lorebooks provide, just that a group called the Scholars control them and the Proctors are a violent segment of Ken who are trying to acquire the various books. The world knows that the Folio of Necromancy and the Lorebook of Divination are in Sheljar.

    Defending their books from other Proctors or Scholars is as important as finding more, probably.

    Unseat the Mayor – 7,500 xp — COMPLETED

    The Mayor has turned his back on Daoud and joined with the Blue Dragons and their Ken allies. Even if the heroes cannot yet sway the four-sided war, the group wants the Mayor eliminated via election, appointment or violence — he just needs to be gone.

    Side quests

    Where is Wilkie? – 2,500 xp — COMPELETED

    One of their allies, Wilkie, former leader of the Dock District Guard fled. With their leader in hiding the Dock District has dissolved back to an ad hoc militia. The group of heroes had trusted Wilkie to defend their district.

    Missing Printers – 2,500 xp — COMPLETED

    The printing press and gobkon printers’ office burnt down in a dragon strike. No bodies were found. Once in hiding, then public, the Society of Veil and Shadow has again disappeared. Their pro-Sheljar message remains known, but there have been no broadsheets in three passings of Feylf.

    Is the new flag of quill and sword related to their absence?

    Bounties – 2,500 xp — COMPLETED

    Each of the known heroes has a bounty of 2,500 gold on them. This is mostly because the Mayor hates them for the murder of the gnome during his festival. But also because they keep trying to inspire the people toward concepts like freedom and respect.

    Character quests

    Keldrass wants to repair the bonds broken by the black dragons and help protect the city from the Ken.

    Gardar wants to increase the trade with Mehmd, earn respect outside of the caste system there and maybe have his own Goltoppa team.

    Seymore wants to teach commoners magic, because even though he doesn’t trust it the people need the power. He’s done a bit of this by spreading Minor Illusion.

    Req wants to maintain the independence of the Dock District.

  • Gendarmes of Sheljar Campaign: One Sheet

    Gendarmes of Sheljar Campaign: One Sheet

    This campaign is set seven years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in the Free City of Sheljar, and is centered on clearing portions of the bog-city from the return of undead and tunneling nightmares. Combat and exploration will be heavier than social play at the beginnnig. Every character is united in keeping residents of Sheljar safe and mostly unified in the ideals of Free Shejlar (all thinking peoples have value), but may have differing concepts about how to do so.

    The bog-city of Sheljar sits in a lowland below a waterfall. The climate is cool and wet, think the lowlands of the upper Salish, the moors of Scotland with a boggy multi-island brackish lake similar to New Orleans.

    Campaign Premise

    The party is a group of guards that volunteered and is paid to help the Lorebook Hunters keep the people of Sheljar safe from skeletons, zombies, wights and other undead. Tunneling Nightmares may have returned to isles in the bog-city as well. They will start in the old neighborhood of Jherr as recent migrants have noticed a cavern with odd noises and smells.

    Made using Perilous Shores, this is the neighborhood of Jherr, to the north and east of the core of Sheljar. The southeast corner is less brackish than most of the bog-city, almost an internal fresh water space.

    Background

    The Flag of the Free City of Sheljar features the moon Feylf in crescent, a white triangle entering a field of the sea and Boo, in his skeletal form.

    Once upon a time, the Empire of Sheljar ruled all of the Western Wildes, from the Cliffs of Galinor to Mira to Qin. Then, the Born Generation of magically imbued teens (27 years ago) caused chaos and disruption, upending the old ways. One of the Born Generation, the Necromancer, thought he was doing good, keeping dying peoples and animals with their families, but these horrifying undead monstrosities were often rejected. As he raised more and more, people fled Sheljar, emptying it out, leaving the bog-city nearly abandoned to the Necromancer and his unliving nightmares. A misty stench then started to control the city and more people fled.

    It was not until after the eruption of the volcano, the battle of Cortez and Chorl, and the Lorebook Hunters eventually slaying the Necromancer that Sheljar felt free again. Now, six years later the Free City of Sheljar welcomes all thinking peoples. Those that return to their former homes have their property back. Those without homes are granted plots and space with the promise of aid. Few ships dock at Sheljar, but that number increases every month.

    Sheljar has several dozen gobkon, a few dozen Ken with no known dragons, but most of its 2,000 generally agrarian peoples are various Kin with their animal companions. The Gendarmes and the Lorebook Hunters are the only standing ‘army.’ Most of the residents are frontier peoples ready to defend their cottages but only have clubs and other utensils as weapons.

    A map of the former Empire of Sheljar, now a series of independent city-states and free towns.

    Grand Conflicts

    At the start this is a simple island of the week adventure, where the Gendarmes are responsible for discovering and clearing pockets of undead.

    Factions

    • Lorebook Hunters – this is the leadership of Sheljar.
    • Cult of Nak – these are the remnants of Chrol’s transformations.
    • Fort Ooshar is under control of the Fox and Crow, a gang that sees opportunity to raid the migrants heading to Sheljar
    • A death cult has taken over the lands west of Telse.

    Rumors

    • The Folio of Necromancy may be missing. Saffron had held it prior to rising to part of the leadership council.
    • What is that stench out east? Tunneling Nightmares?
    • The Volcano of the Glass Tower is glowing.

    Facets

    • Exploring the zero-to-hero tropes, friendship with animals, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever. This is an episodic campaign.
    • Sessions are 60-90 minutes. Adventures are 1-3 sessions.

    Variant Rules

    • Playable races are Human, Hin(what they call themselves)/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, 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 1st level because several are new to the game, let’s learn together.
    • The Gendarmes start with a small sailing boat (Crew:4 for rudder, sails, a repeating heavy crossbow, and a fire sling).
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.

    Practicum

    Sessions will be on Wednesdays right after work, played over Meet with shared screen used to help set the scene. Theater of the Mind will be the most common form of combat, ideally using cinematic descriptions which will grant Inspiration. There is a campaign on DnDBeyond, used only by the participants rather than open to public.

    Every character is assumed to have Common Knowledge in the Six Kingdoms.

  • Inkling as a Warlock familiar

    Inkling as a Warlock familiar

    The Strixhaven mascots make great familiars, but they’re a bit weak compared to the other options available after 1st level. The imp is clearly the power-play. It’s a CR 1 monster, not the 1/4 and 1/2. And while that’s not a significant problem, it’s one that can be fixed. What would you need to do to make the Inkling Mascot a more permanent companion/familiar?

    Recently other companions are designed around un-fluffed stat blocks. The Primeval Druid has a beast, but all description is up to the to the player and DM. One of the players in the Uprising & Rebellion campaign is a multiclass Warlock-Rogue, who just leveled up in Warlock and took Pact of the Chain for the slightly boosted familiar.

    Combining the player’s desire with recent history means I’ll be making a few adjustments to Nerinmil’s familiar.

    First, the quick part. A bunch of stuff is going to get that character’s Proficiency Bonus (Stealth, to hit, a bonus Armor Class, uses of Ink Spray per Long Rest). We’re also going to add Perception as a proficient skill, because the player has mostly been a ranged attacker and spy who wants to enhance their current role via the familiar.

    Because the player really liked the imp, I’ll be granting the ooze-y Improved Inkling resistance to bludgeoning, piercing, and slashing damage. Also, because of that spy role desire, I’m adding in a Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.

    We’ll also be boosting its mental attributes to Int: 10, Wis: 12, Cha: 10 and dropping the Strength to a 6.

    Spot hanging out in his bottle (photo by Jill Burrow on Pexels.com)

    Armor Class 16
    Hit Points 18
    Speed 10 ft., fly 45 ft. (hover)
    Initiative +3

    STR: 6 (-3) | DEX: 16 (+3) CON: 14 (+2) | INT: 10 (-) | WIS: 12 (+1) | CHA: 10 (+0)

    Skills: Stealth +6, Perception +4 (passive 14)

    Resistances: Bludgeoning, piercing, slashing from non-magical weapons

    Immunities: Psychic, Blinded, Charmed, Deafened, Exhaustion, Prone

    Blot at +6 for 1d4+3 psychic

    Ink Splot is now 3/Long Rest at DC 13

    Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.

    This was a quick and dirty reskin and improvement based on conversations with the player. It works for the world, where the founder dragons from Strixhaven are part of the Ken’s power center. It works for the character, because his rogue class will eventually be a Propagandist. Using a amorphous ink thing to pick up rumors to put in the broadsheet is perfect.

    tl;dr – reskin official creatures to make them appropriate for your world.

  • Common Knowledge in the Lands of the Everflow

    Common Knowledge in the Lands of the Everflow

    Rather than a one sheet that’s built for players, and the way the game is played, this is the common knowledge sheet that’s built for characters. The goal is a the level of knowledge that every single member of the adventuring party would have (some exceptions for extreme outsider situations).

    Magic is only a generation old in the Lands of the Everflow. Just over one passing of the Dragon (the 4th moon) ago, a born generation came about that all knew minor magics. Just seven years ago the eruption of Cortez broke the barriers of magic. The Lorebook Hunters found the Tome of Divination and the Folio of Necromancy. As magic returned to the world so did dragons, and elves, and goblins with their smog-punk teknology. Magic is real; and the world is not ready for the Born Generation as they age. Some empires fade, others rise, and peoples throughout see the beacon of a Free Sheljar as a new way to govern as the Lands of the Everflow continue to shake under threats for teknology, dragons, and magic.

    The Six Kingdoms

    Kon
    CrinthAzsel
    MiraMehmd
    SheljarThe Slope
    Fey IslesTelseKirtin
    QinKotL
    Daoud
    Green
    Lands
    A word map of the six kingdoms

    That’s a word-map of the Six Kingdoms with a few of the major cities that have featured in the various campaigns. This gives indications to their relative distance from each other. Since the commoner wouldn’t necessarily have an accurate map, the word-map demonstrates the proximity of the lands to each other.

    This map is highly inaccurate, the fanciful dreams of an inauthentic narrator from the Fey Isles.

    Azsel

    A highly structured society built around small families and packs, the Kingdom of Azsel is mostly hin/halflings and their dog companions that trace their lineage to Az and Sel, the first bondings. Every King and Queen traces their lineage to Az, sometimes clearly and sometimes not. Azselites tend to be hierarchical, loyal, and have a strong sense of superiority because of their founder being the one who enabled bondings.

    They are an expansionist society pushing against Crinth in the West and Kirtin in the South. They tend to ignore Mehmd. Messenger dogs keep outlying cities, towns, and forts in touch with the capital.

    Crinth Confederation

    Not really a singular government, the Crinth Confederation is a loose alliance of the northernmost peoples in the Land of the Everflow. Named after the River Crinth, the Confederation is ‘headquartered’ in Thornewall. Goliaths are most common here, particularly those that roam the plains, forest, and tundra. Crinthians have the strongest connection to nature and their architecture attempts to blend living plants into their homes and buildings. Myths from Crinth talk about a time when the bonded animals were large enough for homesteads to be carried on their backs — turtles, birds, mastiffs, snakes.

    Daoud, the Green Lands, and the Emerald Isle

    The grandest fleets of the Six Kingdoms come from Daoud. Naval power is so important to this dispersed nation that even the armies are called navies. Daoud’s forces will raid using rivers, and that’s how they’ve captured Kirtin-on-the-Lake, but also why they struggle to advance into the more mountainous territories of Kirtin and Qin. A land of warmth and greenery, Daoud is full of bright colors and loose fabrics. Similar to Mehmd, there is more variety in bonding with monkeys and fish being common enough, including some who carry their bonded fish in special bags and bowls while they travel.

    Kirtin-on-the-Lake

    Once the winter capital of Kirtin, the city has changed hands several times over the centuries. Currently it is controlled by Daoud. The largest university in the Six Kingdoms predates both Kirtin and Daoud, and may connect to the times before legends.

    Kirtin

    A land at war to the north and to the south, having lost one capital, the people of Kirtin all serve a summer season in the militia. In recent years this has meant service on the Slope, in the past these defensive posts were scattered throughout the mountain homeland of Kirtin. The former Summer Capital of Kirtin, Kirtin-in-the-Sky is a city of winding spires along a cliff face where it is difficult to tell the difference between natural and person-made. Once the center of learning, Kirtin is now a nation of defense.

    The Slope

    Coming down from the mountains The Slope is a frontier land not really controlled by Kirtin or Azsel. Both of those kingdoms send forces to the area regularly, usually in a soft-conflict as the villages along the Slope are unconcerned with empire. Many of Kirtin’s national militia serve on the Slope now that the kingdom has mostly given up on retaking the former winter capital, Kirtin-on-the-Lake.

    Mehmd

    The peoples of Mehmd bond not just with the warm-blooded as the rest of the Six Kingdoms, Mehmd also bonds with lizards and ‘saurs. Oft considered the least of the Six, Mehmd is sometimes considered just a city-state, rather than a kingdom. Water is somewhat scarce as the city sits just beyond the rain shadow from the mountains of Kirtin. Mehmd’s rocky land is crossed with aqueducts and canals taking water to the city.

    Gate to the Wastes

    Mehmd’s largest city is the only one that the rest of the Six Kingdoms encounter. Gate is open to all, but closes of the lands beyond. It is also the largest city of the Six Kingdoms, but on a tiny amount of land.

    Sheljar

    A dead kingdom until the Lorebook Hunters established the Free City of Sheljar. Prior to the Born Generation Sheljar was a mighty empire the controlled all of the West and the lands of the Everflow. A trade empire with major cities on its eastern coasts, Sheljar’s exports included the holy waters of the Font of Two Paths, gems and glassware from Bell’an’faire, alcohols from The Ferments, and stones from the various mountains. It is now fractured, with independent city-states throughout its former lands.

    As magic started to seep back into the Six Kingdoms Sheljar was dominated by a Necromancer. The marsh-city came home to thousands of undead and a family of monsters known as Tunneling Nightmares who spewed vomit of bones and created sunken tunnels throughout the underbelly of the city.

    The Free City is mostly confined to a few isles in the marsh-city. Its main tenant is that all thinking peoples are equal and worthy. They have eliminated most of the undead and all (?) of the Nightmares. They killed the Necromancer.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.

    Telse

    The towns of Upper and Lower Telse are dominated by the Orthodox Church of Quar. The main feature is the fountain, pool, and the two rivers that flow forth to both Qin and Mira. Many other faiths also treat the towns for pilgrimage. From the Born Generation to the present day those pilgrims have overwhelmed the town. The Mayor and Bishop rule together, frustratingly looking at the Free City of Sheljar as a threat.

    Qin and Mira

    The two trade cities didn’t fall to the Necromancer and took in many refugees. Both are ruled by trade societies. In Qin these guilds are centered around the trade routes. In Mira they are centered around the craft or goods created.

    Other Lands

    Few of the other lands outside of the Six Kingdoms are well known. Two have recently become quite important.

    Queen’s Land

    From Shejar to the northwest stands a series of island spires and a storm. According to the gobkon beyond that is their own homeland. The matrilineal kingdom is full of smog and caste, with the creation of new technologies being the currency of power.

    Fey Isles

    This series of islands well beyond the Sea of Gallinor is where the dragons and their friends originate. A land of bewildering magic there are colleges and schools to advance the art of the arcane. Only the Oriq, outcasts, are believed to not be able to channel the mystical into reality.

    Races

    Kin, the People of Love and Companionship

    Nearly all of the kin have bonded companions. While dogs and birds are the most common of these, there are also some lizards, horses, and quite rarely fish.
    Mechanically this is in essence a Feat.

    Goliaths

    The giants of the Land of the Everflow, goliaths are most often found on the edges of cities, or out in the wilderness, though they are the most common peoples in the Crinth Confederation. On the Western Wildes, on the Cliffs of Galinor, is a singular tribe of goliaths. They most commonly bond with birds, often using the small creatures to make up for their larger fingers. Not just gentle giants, goliaths are generally warmer to strangers and live in large multifamily groups. Their homes will have open windows across many levels.

    Hin, or Halflings

    The largers will call them halflings, but the hin are half of nothing. Fond of canines some hin ride their bonds, others have small little herds. Hin are loyal to a fault. They enjoy flavors – cooking, tea, coffee, beer, wine, anything that can entertain their mouth and nose. They are most common in Azsel and the Western Wildes where Sheljar once ruled.

    Human

    Most common of all peoples, humans run the gamut of sizes, shapes, and bondings. There are humans bonded with horses, canines, avians, and so much more. They are a menagerie. It is common for the offspring of Hin and Goliath, or Hin and Human, or Goliath and Human to all be called human as their characteristics of humans are all across the spectrum of what makes life amazing. They are most common in everywhere but Azsel (Hin) and Crinth (Goliath).

    Ken, the People of Knowledge and Magic

    These fey peoples have mystical powers, all able to cast magic spells of varying kinds.
    Mechanically this means that ever Ken starts with a feat that grants magic of some type.

    Dragons

    They hoard things and/or emotions. While most peoples in the Land of the Everflow think that always means treasure the ale drakes hoard alcohol; black dragons hoard companionship; faerie dragons hoard joy and mirth; red dragons gather rage. All have powerful magic, which leads some of the peoples to swear fealty to the dragons. Most in the Six Kingdoms still think dragons are a story of trouble over the hill, rather trouble right here in the city.

    Dwarves

    Often the student-warriors and defenders of the colleges, the stout folk are generally evokers and abjurers. Channeling magic into hard violence and shielding others from it. Tending towards dour and serious, when they do unwind they unwind as hard a magic missile. Many keep the various drakes (non-thinking dragon-kin) as pets, but this is not the bond of the Six Kingdoms.

    Elves

    Changing the real world through their summoning powers and abilities to reshape reality, elves of the Fey Isles are aloof and superior. Looking down on the other humanoids for their “lesser” powers the elves like to present themselves as the equals to dragons (they are not).

    Gnomes

    The smallest of the fey, gnomes master the arts of emotion. Changing the way peoples feel or what they experience, gnomes are artists. They want to experience all emotions, at once, if they can. At times some from the Six Kingdoms have seen gnomes with smaller dragons and thought they are bonded. They are not. They’re just great friends with faerie, ale, and others of the weaker types. Gnomes are so fascinated by the Bonding that they have learned to speak with the animals.

    No Rock Gnomes are part of the Ken. There are rumors among the Ken that Gobkons were once gnomes. This is heretical.

    Kon, the People of Teknology and Konstruct

    From the Land of Queen and Konstruct, these goblins are more misunderstood by the people of the Everflow than any other. Covered in soot and grime they are teknical marvels capable of building airxips powered by tar trees, clacketing cycles to move themselves, signal towers and so much more bizarre inventions. Coming in three sizes (Goblin, Hobgoblin, Mulgob) some sages from the Six Kingdoms have theorized that they are related to halflings, humans, and goliaths.

    Mechanically this means that every character starts with Artificer Initiate and Rock Gnome Tinker.

    People of Chorl

    The creations of a rogue Scholar, these peoples are centaurs, aarakocra, minotaurs, fauns, and other blends of beast and human. They are outsiders, shunned due to their being the result Chorl’s use of transmutation magics. They are most common in the unsettled lands of the Western Wildes. The Chorl-ites only gather by animal type.

    The Moons

    Circled by four moons, Aur is roughly the size of Earth. The moons are part a major part of the calendar, and each is centered within different regions.

    Feyelf (7 days) – dominant in the Queens Land

    Glibbon or Glight (31 days) – dominant in Mehmd, Azsel

    Kin (78 days) – dominant in Sheljar, Kirtin, Daoud

    Dragon (6220 days) – dominant in Crinth, Fey Isles

    The Days

    These are the days in the Religion of Quar, the former lands of Sheljar, and Daoud.

    1. Elmsday starts the week and honors Selley (Goddess of Birth, Life and Death) and Belsem (Goddess of the Untamed).
    2. Bell’an’Aur is the second day of the week. It starts with a rejection of that which can’t be tamed and ends with a dinner celebrating Aur. In Kirtin and Crinth this is Feylfday, the day when Feylf is full, shortly after sunset.
    3. Quarsday is the third day. It celebrates Quar (God of Rivers, Mountains)
    4. Day of Glight honors the Lord of Knowledge. In developed lands the afternoons are given to learning.
    5. Torday honors Torq (Goddess of Sea and Storm).
    6. Az and Sel is day six. This honors not a god within the Wildes/Kirtin/Daoud, but the man and dog that legend says discovered the bonding. Nik is also frequently honored on this day. Azsel recognizes Az and Sel as man and dog that were raised to the gods.
    7. Day of Oun is the end of the week. Oun and Obscon are not honored or celebrated, instead the Lords of the End are respected in that all things end. They are often feared.

    Religions

    Neither the Ken nor the Kon are religious. Within the Land of the Everflow there are four major pantheons each with distinct God-groups. The most influential of these is the Orthodox Church of Quar which centers Quar, the Lord of Life and Rivers. Other gods within the group are Belsem (Goddess Nature, the Wild, the Untames), Torq (Scion of the Seas, Storms), Oun and Obscon (Twins of Ending, Death, Souls, Trickery, Darkness), Selley (Goddess of Life and Bondings) and Glight (Knowledge, Study). There is also a Free Church of Quar, an offshoot that objects to the mercantile power of the Bishop. Both churches are most influential in old Sheljar, Kirtin, and Daoud.

    Up in Crinth the most influential pantheon is The Siblings. The god-group are two parents with sextuplets. The Parents are Glight (Light, Knowledge) and Selley (Birth, Moons, Passion). Both have minor roles in the Orthodox Church. The Siblings represent the Hearth, Trickery, Crafts, Beasts, Spirit, and Unity.

    Over in Mehmd the God of Unity from The Siblings is worshipped as the sole god, with all others gods being an aspect of Unity.

    In Azsel both Az and Sel, the First Bondings, are worshipped as Gods. Though they were a real pairing of hin and mastiff as the source of bonding the two represent the power of companionship, life, war, nature and people all together.

    The Everflow

    The Font of Two Paths, or the Everflow, is the magical water that emerges from the cliffside above Telse. When captured from the falls or not significantly intermixed the Everflow has healing powers. The Orthodox Church of Quar controls access to the Everflow in nearly every community. The Church uses its control of the Everflow to have a presence in all cities and most towns throughout the Six Kingdoms.

    Lorebooks

    Every school of magic as well as the hybrid colleges and certain traditions that aren’t usually connected to arcane magic (Druidic, Bards, Tricksters, etc) has a Lorebook hidden somewhere within the Six Kingdoms. The Scholar and their two Students are the only people who know where these books are.

    The world knows that the government of the Free City of Sheljar has both the Lorebook of Divination (Scholar Cortez) and Folio of Necromancy (Scholar Rohan, The Necromancer). The other of the two dozen books, once assumed to just be a singular book, are all considered to be part of the reason for the Born Generation and the return to magic (when Cortez caused the eruption at the Glass Tower) to come to the Land of the Everflow.

  • Four ways to use Oleg Dolya’s new Neighborhood maps

    Four ways to use Oleg Dolya’s new Neighborhood maps

    There are certain DMs (me) who aren’t good at drawing and or mapping. For us, a few dollars a month towards various map makers helps us create our worlds. Even if you don’t commission specific works, the services of Dyson Logos (my favorite dungeons), Two Minute Tabletop (my favorite battlemaps), Deven Rue (my favorite regional maps), and Watabou (my favorite procedural maps) can add depth to your gaming sessions — even when you don’t use miniatures.

    Oleg Dolya, the person behind Watabou, just released neighborhoods.

    This is vital for me. Uprising & Rebellion takes place in large city. Having maps of districts and neighborhoods within that is important for the game. Being able to create one on the fly as my players head off script is vital. Players will always go off script. Just because you think they’re going to have a battle in the Docks doesn’t mean they won’t visit North Shore, the Ward of Mighty Trees, the University or Silk Row.

    Created using Watabou

    Will I have two or three of these printed out just for the flavor of the next neighborhood over? Yes.

    Here are three other ways you can use the Neighborhood maps.

    1. Stitch together an assembly of several of them to create a city. The unnatural gaps make perfect sense as mountains, lakes, rivers, etc. A whole city at this level of detail would be interesting. Make certain to use the same color set for each.
    2. Some of the generations for the neighborhood map make sense as compact villages. Yes, Dolya has a village creator, but those don’t have wells, fountains, and ponds in them. The neighborhoods can.
    3. The map can be an underground cavern in the Dwarven city trope. First shift the colors using the ‘0’ key to one that has some darkness to it. Pretend that the trees are mushrooms, and that the streets are the passageways and tunnels to the rest of the world. Bone Wharf is now a Mountain Dwarf city.
    Created using Watabou

    The key to using a procedural map is that you aren’t going to get exactly what you want, or even close to what you want. You are going to get a usable map, fast. Let the oddities of the creation guide you towards creating the people and the space. That long road running from lower-left to upper-right on Silk Row? That’s obviously the Silk Row itself. The fountain is where the various traders and merchants gather to discus their deals. The light smattering of trees are for the very richest of households, those that raise silkworms in the climate that isn’t proper for them. There are some roads that run parallel to the Silk Row, those are for supporting businesses, not the wealthy traders. The non-enclosed squares like the large one up-and-right are areas that are pack animal friendly. You are the DM (or when you use as a player to describe a hometown the creator). Let the algorithm take you to answers you could never find on your own.

    What else do you see in Silk Row? Why is the dwarven city called Bone Wharf? What makes Bone Wharf unique?

  • Uprising & Rebellion Campaign Two: One Sheet

    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.

    Background

    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.

    Factions

    • 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.

    Rumors

    • 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.

    Facets

    • 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.

    Practicum

    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.

  • Goblin Guilds of the Queen’s Fleets

    Goblin Guilds of the Queen’s Fleets

    Queen’s Fleet continues to expand presence in Kirtin-on-the-Lake; various factions may lead to infighting; what are these stunning and dirty technologies?

    Kirtin-on-the-Lake | Neremyn Quizana

    Lately you’ve seen, heard, or smelled the newest additions to Kirtin-on-the-Lake. During this stalemate between Daoud and the Dragons and Kirtin traders from the Free City of Sheljar have entered the city. Some land on the lake with ships under great balloons filled with oily gasses; others enter with the rackety-clackety of wooden gears on various cycles of one, two, and even four wheels — like a cart without a horse.

    These goblins (we shall use this word for all of them whether merely the size of halflings or the masses of muscle as large as goliaths) are organized differently than any of the Five Kingdoms of the Everflow. Most similar to the guild-houses of Qin, the Kon organize into at least six guilds that are based in familial relationship and what they call ‘teknical’ skills.

    Through numerous conversations we have learned that these are their guilds active in the Western Wildes. Not all have been seen in Kirtin-on-the-Lake yet. According to our sources all are present in Sheljar and the towns under the Free City’s sway — Fort Ooshar, Mira, Telse, Bell-an-Fair, Hagtown, and possibly The Ferments.

    A new peoples to the Western Wildes, these snapshots should help the fair people of Kirtin-on-the-Lake understand the goblins and their bizarre systems that ignore the shared bonds of people with animal or the potent magicks of the Dragons and their allies.

    Clockwerks League

    Photo by Coledoco on Pexels.com

    Most noticed on the streets of Kirtin-on-the-Lake due to their loud clanking cycles, the Clockwerks League is currently the most powerful of the various goblins. The Queen herself is a member, having won many flags prior to ascending to the throne.

    Besides the cycles, the Clockwerks include clocks, timers, repeating crossbows, giant powerwheels similar to a waterwheel that uses their mulgobs rather than water. There is word that they will open a new grain mill took.

    Ratxets Guild

    Conflicting reports say that the Ratxets Guild are a spinoff from the League or something entirely new. They make wonderful climbing devices and on many days you can find a demonstration down by Theater. The ability to use their rope and ratxet to climb the side of Rock is amazing. When this author used the device it made the journey up Rock pleasant rather than the long chore that the stairway can be.

    Rumor is that the Ratxet may install a gondola from the Rock that connects several districts by massive sky-ropes.

    Springwerks Union

    Photo by PIRO4D on Pexels.com

    Coils of strong metal come off of smiths that burn hotter than ours. Without the tartek maybe the Springwerks Union couldn’t exist. This symbiotic relationship betwixt the guilds is routine. They compete harshly for recognition from the Queen and yet their greatest werks are interconnected and use tekniques of others.

    Their crossbows are a bit lighter. A siege engine powered by a Springwerk may be able to fell a Dragon. The energy trapped within the springs is grand. It may take days for the muls and hobs to get the springs set, but once they are the power can slowly release or go all at once.

    Airmatics and Waterwerks Alliance

    Photo by Ali Arapou011flu on Pexels.com

    A good little friendly goblin introduced me to how the Alliance works. Our waterwheels are what they used a life of lifes ago. Now using either water or something called pneumatics the Alliance is two former competitors joined. Anything that flows can be trapped, contained, and utilized.

    If you’ve been to Haystreet after DragonTree you’ll have seen the inn there with running water! There is an attached bath with a dryer!

    Why do so many goblins stink of their tartek when the Alliance allows such great cleanliness? I know after a day at print (our newsletter has bids out to the League and Guild for help reducing prices for you our fair reader) I will use that bath of warm water.

    Alchems Sisterhood

    Photo by Ioannis Ritos on Pexels.com

    At Carnival you’ve seen the Sparklers. They contain joy in their little packets. The Sisterhood is a group that takes that type of energy and applies it to more than just entertainment. The Alchems are busy foraging the rocks, vegetation, and even animal waste of our lands to find new ways to create violence. Their inventions are on par with many of the magicks of Dragons, in a way that can be taught and handed over.

    This Sisterhood will not share their methods of creation. They make the Sparklers look like a newspaper since the Alchms refuse to be public in how they operate.

    Also, they hate the Tarteks Federation. Supposedly these groups could be the unified, there’s some sort of familial break that has nothing to do with the teknology used.

    Tarteks Federation

    Photo by Ion Ceban @ionelceban on Pexels.com

    You know the smell by know. Using their tar-trees the goblins have changed the air and water in Kirtin-on-the-Lake, maybe forever. They burn this sticky oil and create self-powered cycles, no pedaling needed. Like the Sisterhood, The Federation are reclusive.

    This lack of information seems to be how the gobs keep their strength and respect. A combination of Tartek and Airxip work is what enabled the gobkon to cross the Teeth of Sheljar and, as they claim, return to their lands.

    Airxip Syndicate

    100,000 Cubic Meter Comercial Zeppelin
    Fings (CC BY 2.0)

    Those massive ships travel the air, floating above the rapids of rivers, the mountain passes, the brigands and bandits. Their ‘airxips’ are barely related to Daoud’s large galleons. Some of the airxips cannot even land in the waters of Kin! They must have towers or long rope ladders to interact with the grounds below.

    Bladders may be filled with the works of Alchems, Tarteks, or even Airmatics. Each insists their techniques are best. This author does not know which is best. The xips and gliders of the Syndicate enable travel and connection to communities in ways that our horses cannot. Sheljar’s connection to Hagtown shouldn’t be possible. It is just uphill from us, but due to regular visits from the Syndicate it maintains a relationship to the Free City rather than Kirtin or Daoud as it was in the past.

    These transports are stunning, if slow. I have booked a ride to go to Kirtin-in-the-Sky for the summer as my first test of what the Syndicate can do. Hopefully the stalemate between rebel, Daoud, Kirtin, and the Dragons will hold until after my report.

    Additional reporting was provided by allies and sources within Hagtown, Sheljar, and Telse. Those sources will not be revealed.
  • Feat: Bonded Companion

    Feat: Bonded Companion

    Salvy

    Animal Companions, or Bonded Companions, or a key element of life in Kin. The Kin are the people of friendship, loyalty of loving those around them. This extends towards their non-humanoid companions as well. Where an elf might group in a land where spells are used to do mundane things, in Kin when a goliath needs a bit of string to finish sewing they send their swallow off to do it, or their heron to fish. Halflings have dogs that pull, push, fetch, hunt, fish, carry, and many other tasks. Human bonds with goats, rams, dogs, birds and horses are quite common. Bonds of Kin are a very essence of life. Almost everyone has one.

    This ruleset needs to do a few things.

    • Scale like cantrips, attacks and proficiency. The companion is expected to live alongside their friend for some time.
    • Build in a reason that having a Bond die is bad for the PC
    • Not destroy the action economy
    • As a bonus, can it be simplified for usage in gaming outside the World of Everflow?

    Feat: Bonded Companion

    Prerequisite: Wisdom of 13 or higher. Kin and Rangers ignore this prerequisite.
    This feat can be taken more than once.

    Two dogs on gravel

    You have an intense bond with a beast. These beasts cannot have a higher Intelligence than the character. In certain worlds the bonded companion can be a monstrosity. At this point I considered just granting access to the Bonded Companion system in a similar manner as to how Magic Initiate works, but instead built it within the Feat. The rule could be built by making Bonded Companion a Class Feature and Feat, but I digress. Taking the feat gives you Companion Points. You also gain companion points in the following manners;

    • Rangers at 1st, 3rd, 5th, 11th, and 17th levels
    • Druids at 1st and 5th level.
    • Clerics with the Nature domain at 1st level.
    • Your Wisdom modifier

    Those points can be spent on a single companion or multiple companions. A character can bond with a number of Companions equal to their Wisdom modifier +1 (minimum 1). Each new companion takes a number of weeks to establish a bond as their cost in companion points. This can be done as downtime, or could be a solo adventure. A character may only spend new points when they take the feat or if they are a Ranger or Druid at their higher levels that earn Companion Points.

    The following chart lists various Companions and their Companion Point cost.

    OneTwoThreeFiveSevenTen
    Herd dogSled DogWarhound *Giant Eagle *&Rhino &Mammoth *&
    RetrieverMastiff *Axebeak *&BisonElephant *Wyvern *&
    TerrierBloodoundOstrich &Bear *&Dire Wolf *&Roc *&
    Sentry DogGuard dog *Elk &Lion *&Owlbear *& 
    SprinterRavenPanther *&Worg *&Griffon *& 
    HeronEagle *&Bear Cub *&Hippogriff *&Pegasus *& 
    PigeonFalcon *Wolf *&Peryton *&  
    SparrowParrotTiger *&Awakened Tree &  
    Pony/MuleDraft HorseWarhorse *   
    FoxRiding HorseApe &   
    Goat/SheepMonkey    
    Awakened Shrub &Cow    

    Legend: The ‘&’ is used to indicate an animal companion that can only be paired with a Ranger, Druid or Nature Cleric. They are normally wild. The ‘*’ is used to indicate animals that can enter combat on command.

    "Postduif". Licensed under Public Domain via Wikimedia Commons - https://commons.wikimedia.org/wiki/File:Postduif.jpg#/media/File:Postduif.jpg
    Postduif” – Licensed under Public Domain via Wikimedia Commons

    As a Bonus Action the Bonder can command their animal. These commands are Attack, Dash, Disengage, Dodge, or Help. An animal without a * can only attack if the Bonder passes a Wisdom (Animal Handling) DC: 20 check. The Companion will continue that action until the combat is complete or another Bonus Action is used (ie they will Attack the directed target until that target is no longer participating in the combat). Some Companions have other actions that can be taken (A Retriever can Fetch as an action). Check with your DM for these other actions.

    When separated a Bonder and Companion that are on the same plane know the direction and rough travel time between them.

    If someone tries to control a Companion it is an opposed Animal Handling check for the Bonder and whatever skill or spell is appropriate for the attempt to control the Companion. The duration of the control is per the appropriate spell or skill.

    If a Companion dies the Bonder takes half their Companion’s hit points in psychic damage. If they make a Wisdom save (DC: 15) they then take one quarter of their Companion’s hit points in psychic damage.

    Variant Rule in Kin: At first level and below halflings usually bond with canines and goliaths usually bond with avians. All Kin start with an additional Companion Point.

  • Rogue: Propagandist – a literary revolutionary

    Rogue: Propagandist – a literary revolutionary

    This archetype has been banging around my head for some time. The ability of words to inspire rebellion, to move nations, and to inspire people to be better is quite clear. Dungeons & Dragons kind of wraps this into the College of Whispers Bard, but that’s quite supernatural. The Rogue: Propagandist is mundane, based in historic examples such as Thomas Paine and Benjamin Franklin, as well as in certain versions of Assassin’s Creed.

    The design intent is to empower more play in urban and/or political campaigns. This attempt, which is essentially version 1.5, uses new mechanic for the rogue, one that demonstrates that people who publicly advocate for rebellion are often known, but still effective. The Propagandist most powerful abilities are powered by their Sneak Attack dice. This seemed to fit better than making them weak Bards in an Arcane Trickster variant like the Society of Veil and Shadows.

    Most of the lore description is removed from this pre-publication draft in order to focus on the mechanics, which are complex and new. The Swarm of Commoners and the Printing Press tool are just shells of what they will be in the future as well.

    Rogue: Propagandist

    Rebel and Pamphleteer

    You rose from the underbelly of empire to demand a better life for all. Your pamphlets and speeches can inspire hope, or fear. Whether from the soapbox or via playbill your proclamations turn the tides of rebellion or keep a government in power.

    Propagandist Features

    LevelAbility
    3rdWordsmith, Rabble Rousing
    9thProclamations
    13thGrand Voice
    17thMaster Essayist

    Wordsmith

    When you choose this archetype at 3rd level you gain proficiency with the Printing Press and a skill from the following list — History, Investigation, Insight, Deception, Persuasion, and/or Performance.

    In addition you learn one language of your choice.

    At 6th level you may choose the Printing Press for your expertise option.

    Rabble Rousing

    Your words inspire rebellion. You are able to summon a Swarm of Commoners. These commoners are allied with your cause, but are not willing to die for it. You spend an active Sneak Attack die for each use of this ability per short rest. The number of dice used determine how many Swarms you summon. Rabble Rousing takes a minimum 10 minutes to activate via speech, pamphlet, or other communication. The Swarm is summoned at a time and location where some commoners could be expected. The Swarm of Commoners has advantage on saves versus fear and are considered under the effects of the Charmed condition.

    Proclamations

    To issue a Proclamation you spend at least ten minutes creating a pamphlet, playbill, speech, cartoon, etc. These Proclamations grant bonuses to those who experience their call. Those bonuses are equal to the number of Sneak Attack dice spent at the time of proclamation (Proclamation Bonus). The Proclamations’ influence extends to a number of subjects determined by the proficiency bonus + ability score modifier in the skill or tool used to deliver the proclamation. The proclamation can be delivered via speech (Persuasion, Deception, Performance), pamphlet (Printing Press), or cartoon (Calligrapher’s Tools, Painter’s Tools). A tool would use Intelligence (i.e. a 9th level Propagandist with an INT of 14 issuing a Proclamation of Safe Haven via a pamphlet would grant 6 readers the benefits of Safe Haven).

    Proclamations that require a save do so against a DC determined by 8 + Proficiency and Intelligence Bonus.

    List of Proclamations

    • Unrest – A number of Swarm of Commoners determined by the spent Sneak Attack dice gain a Proclamation Bonus of temporary HPs and gain the same bonus to damage rolls. These Swarms will attack on the Propagandist’s initiative roll minus 10. The Proclamation inspires a rebellion.
    • Rally – Subjects regain hit points in the number of the spent Sneak Attack dice plus a Proclamation Bonus (ie. 2d6+6) as these Proclamations rebuild the morale of wounded forces.
    • Urgency – Subjects gain a Proclamation Bonus to their next initiative roll. Subjects are eager to join the fight.
    • Power – Subjects gain a Proclamation Bonus to their damage rolls during their next combat. Those attentive to the Proclamation recognize that they are powerful.
    • Warning – Subjects fall under the Frightened condition if they fail a Wisdom Save versus your Proclamation DC. They are wary of the forces working against them, afraid of any Swarm of Commoners and/or the Propagandist. They are overcome with this fear for one hour.
    • Safe Haven – Subjects are able to gain the benefits of a short rest via the calming words of the Proclamation.

    Grand Voice

    Beginning at 13th level your words can invigorate your allies. You can use a Reaction to have an ally reroll a failed Intelligence, Wisdom, or Charisma saving throw. You have a proficiency bonus number of uses of this ability per long rest.

    At 17th level you may also remove one level of Exhaustion via your Grand Voice, as long as the level of Exhaustion is not level 5 or 6. You may only remove one level of Exhaustion per ally in this manner.

    Master Essayist

    The strength of your words lasts. At 17th level any of your Proclamations (except Safe Haven) issued using a Printing Press grant their benefits/disadvantages until the target takes a short rest.


    Swarm of Commoners

    Huge, Neutral

    • Armor Class 10
    • Hit Points 21 (6d6)
    • Speed 20
    STRDEXCONINTWISCHA
    10 (0)10 (0)10 (0)10 (0)10 (0)10 (0)
    • Saving Throws
    • Damage Resistances Bludgeoning, Piercing, Slashing
    • Condition Immunities 
    • Senses Passive Perception 10
    • Languages Common (or 1 language of a peoples)
    • Challenge Rating

    Swarm. The swarm can occupy another creature’s space and vice versa. The swarm can move through any opening large enough for a Medium commoner. The swarm can’t regain hit points or gain temporary hit points except via Proclamations.

    Actions

    Club. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 6 (3d4) bludgeoning damage. This attack assumes multiple commoners are attacking as one.

    The Swarm of Commoners can be adjusted if made up of a single humanoid race. Usually their weapons are clubs, but in some cases they may all use a specific simple weapon.

    Any ally of the Propagandist, or the Propagandist themselves, that attacks from within the Swarm of Commoners has advantage on their attacks. They may also use the Swarm for half-cover, attempt a Stealth/Deception check as a bonus action. Upon a success the individual within the Swarm of Commoners is considered invisible.


    Printing Press (tool)

    These are the necessary tools to create pamphlets, books, and playbills. The press itself is too large for adventuring, but you would still have ink, a sheaf of paper, scissors, a few letter blocks and one or two signet blocks.


    Thoughts?

  • Whistle of Az and Sel for the Blog Carnival

    Whistle of Az and Sel for the Blog Carnival

    Within the World of the Everflow every thinking peoples from the Land of Kin bonds with an animal. The most common of these are dogs (especially among halflings), birds (especially among goliaths), and horses (especially among humans). These beasts are family, inseparable companion, and essentially an extension of that person. They share personality and aid each other throughout their shared lives.

    This intimate companionship started after magic left the world. Now, the norm, bonding started with Az, his dog Sel, and a three-hole pipe. Together they created more and more and more and more and more bondings. Eventually this drove Az mad, for the thoughts of 100s of beasts were in his head. What was to be a blessing from one of the gods, turned into a curse for young Az. As he aged, the nation of Azsel formed around Az and Sel. Their whistle becoming the symbol of the nation, it was once under guard as a holy relic. Over the millennia the whistle disappeared. The power of bondings spread beyond what the Whistle started. Companionship is now so common that few consider it magical.

    Many also think legend of Az and Sel is merely a story, not real. But the Whistle of Az and Sel is in fact real, and dangerous, for the curse will drive you as mad. If any have found the Whistle in the current era they are not making that discovery public.

    This is my latest entry for the Blog Carnival.

    David, as a young man, playing pipe and bell as he watches his sheep in the pasture. – The Morgan Bible, Folio 25

    Whistle of Az and Sel

    Wondrous Item, artifact, cursed (requires attunement)

    When playing the Whistle of Az and Sel the user can cast the following spells at will, without expending a charge and as a bonus action. These require no spell components nor concentration if that is normally required.

    • Animal Friendship
    • Beast Bond
    • Speak with Animals
    • Animal Messenger
    • Locate Animals
    • Summon Beast
    • Conjure Animals
    • Dominate Beast
    • Commune with Nature
    • Druid Grove

    This power comes with a cost. That cost varies by user.

    When one attunes with the Whistle of Az and Sel they experience two minor and one major detrimental properties. They also suffer from one long-term madness upon attuning and indefinite madness for as long as they are attuned (see DMG page 260). This cursed item requires a quest from a god or powerful magic to be unattuned.