Category: World of the Everflow

My homebrew world where tales of animal companionship, forgotten magic, and the question of who controls information are told.

  • 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.

  • Critical Fumble Fix

    Critical Fumble Fix

    I love this little twist for crit fails. As your character gets better, they should get better at what they do.

    thinkdm's avatarThinkDM

    We talked about critical fumbles last week while covering the Gunslinger’s Misfire mechanic. While I stand by the conclusion that you shouldn’t build a (sub)class around a critical fumble mechanic, there may be a solution to the problem fumbles experience interacting with extra attacks.

    The Problem

    Critical fumbles impose an additional penalty on players who roll a 1 on a d20.

    For the sake of discussion, we’ll assume you’ve already set your heart on running critical fumbles, notwithstanding the narrative perils.

    The mechanical problem you still need to resolve is that extra attacks make more proficient martial characters more likely to fail. This is not an impediment that “linear” fighters need to experience against “quadratic” wizards. Especially considering the spellcaster’s reliance on fumble-immune saving throw spells at higher levels.

    The Solution

    For tables that insist on using critical fumbles, a tidy solution comes courtesy of reader Alexander Davis:

    The…

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  • The Everflow, a gift from the gods

    The Everflow, a gift from the gods

    The Font of Two Paths, the Two-Headed Spring, Pool of Life, Lake of Wonder — the Everflow. This supernatural gift from Quar is the result of the last action of gods who turned their backs on Kin. The Lake of Wonder has two exits, a thing that shouldn’t ever, ever happen when making maps. This wasn’t because of Quar, but instead due to the people who wanted to spread these waters as far as possible. The Font of Two Paths is as much a study of Quar as it is of the ingenuity of his church.

    Telse and its immediate surroundings.
    Map developed using the beta of Hex All Things by Fantastic Maps

    In the land of Kin the time of creation of the Everflow started one of the popular calendars. This day is known, only due to the Church of Quar (in actuality it is the date when the first Bishop took the Church from religion to merchant guild and non-national power).

    The modern era, 21-26 Post Awakening (PA), the Everflow has a few mechanical benefits. This is true in a world where common magic is merely cantrips and the kinship between beasts. A vial of Everflow, attainable in many markets in Telse and through the rest of Kin only at the Church of Quar, works as three uses of a Potion of Healing. In this world it takes only a Bonus Action to consume a use. Taking all three at once is an Action, and also removes a level of Exhaustion. Again, magic is quite rare, so this healing power has created the potency and power of the Church, which profits off of controlling the Source.

    This post is an entry in the Blog Carnival, a group of blogs who share content inspired by the same prompt for a month. This month’s host is Sea of Stars.

    Make up new items or stat up those from myth, describe places where lost items can be found or quests set by the gods for those who wish to “borrow” item for an important task, what artifacts would your campaign villain seek?  What is the craftsman of the gods working on?

    The Third Celestial Armory is their own entry into the Blog Carnival.

    When the Western Wildes were controlled by the Empire of Sheljar the Church’s influence was so strong that Telse remained a mostly-independent city, though the defenses of Telse and Upper Telse were provided by Sheljar as the mighty empire controlled all lands around the lake town.

    This power dynamic shifted at the Fall of Sheljar. As the Necromancer took power in the bog city the other cities in the west earned their freedoms, for the most part.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.
    • Sheljar then sat empty as people fled the Tunneling Nightmares and the Night Peoples.
    • Mira is a port city in the north, with some influence over Fort Ooshar.
    • Qin is the city of guilds in the south.
    • The Ferments are a region of hot springs, alcohol, homesteads, and vibrant independence.
    • Bell’an’aur is the community of mines and glass blowing.

    But Telse and Upper Telse remain influential. Bishop Ollium maintains power through the wealth of the church — both in the masses of gold and the healing powers of the Everflow. His church-shops are scattered in all kingdoms (Crinth, Azsel, Kirtin, Daoud, and even Mehmd in the dry east). Though smaller than Qin and Mira, Telse’s gift from the gods, an everflowing fountain of healing water that fills a lake with large locks controlling outflow towards both Mira and Qin.

    This gift changed the world. Due to the corruption inherent in the People of Love (humans, halflings, goliaths — the Kin) a gift of healing created a church more powerful than nations, able to control who lives and dies, able to topple dynasties.

    In times legendary, Quar expected his gift to be a lasting connection created through generous health, as the Font never runs dry everyone would benefit. The flawed god of life did not expect the flaws of man to control this ability.

    Other worlds may have mighty boons from the divine that shake the land, or summon kaiju, or protect cities. In the World of the Everflow the minor gift of healing created a non-national empire, a form of currency, and a town that now has a large refugee populace fleeing the Fall of Sheljar or the cursed magicks now entering the Western Wildes — and dragons.

    No matter how large or small an artifact of the gods is it will change your world. The Waters of the Everflow did so much more than a god intended.

  • Creating a new world

    Creating a new world

    It comes with just a single question. What if? What if I started a new blog? What if we talked about fantasy fiction? What if the stories told coincided with a role-playing game? What if I set myself back two decades and cracked open Dungeons & Dragons again?

    bard-dave
    Every storyteller needs their tools – a good mug, a notebook (or netbook), a satchel for tokens and memories and a block of cheese maybe some sausage, and a trusty sword.

    What if the themes were strong adult subject matter that made for gritty tales of life, death and heroism? What if magic was real? And the gods could talk, but then they stopped?

    What if the continents were small, the peoples plentiful and not all human? What if humans didn’t believe in magic because it had disappeared in the only continent they know? How about making it so they are defined more by their cultures than by their phenotype?

    Have they stopped believing in themselves, in their gods? Do they see good and evil? How?

    Is there slavery? Why? Is there nobility? Can someone be both?

    These questions and the cascade of answers start to form more questions. It’s a nearly infinite series of responses. World building, particularly the creation of a world that breathes, is hard. Crafting a world-space that can withstand episodic gaming is harder.

    Take chunks at a time. That’s what Full Moon Storytelling will be. Small chunks of content for use in a campaign setting, built around a custom set of rules adapted from 5th edition D&D, but with accompanying tales. If the setting says “The Necromancer is just someone trying to be good” there will be a story that explains how that happened.

    As The Worthing Saga took a novella and broke out portions into branch stories, Full Moon Storytelling takes a campaign setting, rule set and crafts micro-fiction, short stories, plotless narrations and episodic adventures within the World of the Everflow.

    Maybe that’s where we start, not with a character, but with a story about a fountain that flows from a cliff and diverts along two paths – the Font of Two Paths, the Two-Headed Spring, Pool of Life, Lake of Wonder. The Everflow influences the western peninsula of Kin, is clearly unnatural and …

    This is Full Moon Storytelling. It’s a way to share writing, writing process and to think aloud, while words spring forth from tiny digits. Things will happen live, in front of you. Process will be as important as output. Creation is play. Come, join me at this fire under a full moon with clear sky as we look up through trees staring towards the open world of wonder, knowing that behind those trees at your back is whatever reality you can imagine.

    Fediverse Reactions
  • Passive-Only Skills

    Passive-Only Skills

    This may help you understand Passive Perception, Passive Investigation, and Passive Insight. The potential for making Passive versions of all of these the default is something I’m still considering.

    thinkdm's avatarThinkDM

    We’ve previously explored where to draw the line between passive and active skills. Today, we’re taking that analysis one step further: Are there skills which should only function as passive skills?

    Perception

    Passive perception is the most prevalent passive skill in the rules. This makes sense. It’s something that you can’t stop doing without impairment.

    So, it’s definitely passive. But, when does it become active? We can think of all sorts of examples:

    • Squinting or shading your eyes to see through glaring light.
    • Cupping your hand to your ear to listen for noise.
    • Closing your eyes to savor a tasty morsel.
    • Drawing a deep breath to discern a scent.

    These techniques allow us to focus our perception specifically. But, we already have a word for actively using our senses to deduce information. It’s called investigation.

    Perception and investigation are the passive and active sides of the same coin. They’re…

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  • Gifts of the Gods, divine artifacts, beginning the RPG Blog Carnival

    My RPG Carnival post will be about the Lorebooks and Font of the Everflow, the items which combined to shift the Land of Kin from some more typical fantasy worlds.

    seaofstarsrpg's avatarSea of Stars RPG Design Journal

    Is all right in the heavens?Welcome to the RPG Blog Carnival for the Month of February, 2021, on the theme of Gifts of the Gods, divine artifacts,

    Such items figure in highly legends such as:

    • The Aegis of Athena, the shield that protects her (and indirectly the Olympians).
    • Mjölnir, the hammer of Thor, popularized in the Marvel comics and movies.
    • The Yata no Kagami (the sacred mirror) of Japanese legend.
    • And in fiction with such items as Stormbringer, the soul-drinking demonic sword and tool of the gods of Chaos.

    A small number of such items, the thunderbolts used by Zeus, are mass produced.

    So, let your imagination run wild!  Make up new items or stat up those from myth, describe places where lost items can be found or quests set by the gods for those who wish to “borrow” item for an important task, what artifacts would your campaign villain seek? …

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  • Taien Sahul – the ripper lizard

    Taien Sahul – the ripper lizard

    Out in the lands of Mehmd mammals and avians are rare. Many of the ecological and domestic niches are instead filled by lizards, amphibians and dinosaur-like creatures. The Taien Sahul are small saurs based on the Velociraptor by Sam Stockdale at ENWorld.

    In Mehmd they tend to roam the wilderness, though certain tribes of Unkempt in the South and the Isles use them as companions. When free they roam in packs of 9 or so (3d6). Their Pounce needs quite a distance in order to be used, but when the commit they tend to rush prey quickly. Taien Sahul can survive in deserts, having advantage on CON checks to deal with dehydration.

    Photo by Innermost Limits on Pexels.com

    Taien Sahul – the ripper lizard
    Small beast, unaligned

    Armor Class 13 (natural)
    Hit Points 3 (1d6)
    Speed 45 ft., climb 10 ft.

    STR 7 (–2)
    DEX 15 (+2)
    CON 10 (+0)
    INT 3 (–4)
    WIS 14 (+2)
    CHA 7 (–2)

    Skills Perception +4, Stealth +4
    Senses passive Perception 14
    Languages —
    Challenge: ½ CR 50 xp

    Keen Sight: The raptor has advantage on sight-based Perception (WIS) checks.
    Pounce: If the raptor moves at least 30 feet straight toward a target and then hits with a claw attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If a target is prone, the raptor can make one bite attack against it as a bonus action.
    Pack Tactics: The raptor has advantage on an attack roll against a target if at least one of the raptor’s allies is within 5 feet of the target and isn’t incapacitated.

    ACTIONS
    Multiattack: The raptor makes two melee attacks, usually using both claws unless they’ve pounced.
    Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.
    Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 slashing damage.

  • Tips about naming your characters

    Tips about naming your characters

    Naming characters can be hard. For a DM coming up with names at the spur of the moment can lead to a stoppage in play as their mind struggles to find something appropriate for the NPC that was supposed to be a background character, but your players have thrust that individual into a major role.

    For most players, naming a character is a rare event. It is usually the first or last thing that they do. Then, it’s over until the next campaign starts. Still, you want to get the proper name for your character, because you will carry it with you for a long time*.

    *strong exceptions for rogues, criminals, urchins, and the like.

    As someone who both creates way too many PCs, and once named a formerly non-notable NPC “Anderson” after the car dealer across the street from the restaurant hosting our session I’ve developed a few tricks to naming characters.

    Easy Button

    Those of you using DnDBeyond.com probably already know this, but the Fantasy Name Generator has well over 100 different naming categories. Click the category and it will spit out ten names. Simple is as simple does. Sometimes you’ll hit those buttons a dozen times to get the one you like.

    Xanathar’s Guide to Everything

    All the way back in November of 2017 Wizards of the Coast released Xanathar’s Guide to Everything. The book is most well known for being the first official significant expansion of character classes in 5th edition. Those people into optimization ranted against the inclusion of almost 20 pages of names.

    Frankly, it was a poor critique.

    There are so many more people picking up the game every day, every month, every year. They don’t have the knowledge base that stretches back editions. They may not want unofficial sources for fantasy names.

    Xanathar’s includes official lists of fantasy names as well as dozens of real cultures that are often captured within your gaming table. This section is one of the forgotten joys of Xanathar’s Guide to Everything. Cracking the book open to those sections should help inspire your next character’s name.

    Use Athletes for Inspiration

    After working in sports for nearly 15 years, there should be little surprise that they become part of my gaming paradigm. There’s a reason that Sports as a Tool exists in my worlds.

    Sports, particularly Olympic sports and soccer/football, are an excellent way to discover wonderful inspiration for names. Just look at the recent MLS SuperDraft.

    Mitch Guitar was drafted. Who doesn’t want to make a Bard called Mith Lyre now?

    Sondre Norheim was drafted. Could that be your next dwarf named after a powerful elven king? Yes.

    Real people and cultures can inspire your name. Honor those peoples through the name of your character.

    To discover new names head to a reference website covering a sport with international play. Click on a league outside of the mainstream, click a team at random, and combine a two-four players’ names. Drop a couple letters, or add a few. Research those players because their lives can help inspire you the same way that reading Tolkien can inspire you.

    Sports Reference, Soccerway, and Transfermarkt are my favorite places to do this.

    As a DM, I try to have a small selection of NPCs already made up ahead of a session. These index card sized characters are there because my players will always surprise me. Most of their names have come from various athletes around the world. Some will be consistent within a certain set of cultures, while others recognize that the fantasy worlds in which we play are generally as interconnected as the modern world in which we live.

    Your naming conventions should embrace the fact that the peoples travel extensively.

    How do you name your characters?