• Here There Be Dragons

    Here There Be Dragons

    In most fantasy worlds dragons are hoarders of treasure. In some they are (also?) destroyers of worlds. There are worlds where dragons founded existence. On Krynn the chromatic and metallic dragons battle each other sometimes interfering in the lives of Man.

    In establishing the World of the Everflow I wanted a slightly different take upon how dragons (as well as other dragonkin) exist within the World.

    Dragons are part of the People of Ken. They are knowers of things, especially of magic. They, and all of the Ken, control access to magic of all kinds. For millennia of millennia they prevented the People of Kin (companionship and love) from knowing magic. Through the Scholars and the Proctors of Grace the Dragons and their followers (Elves, Dwarves, Gnomes) kept their thumb on magic, eliminating all but love and the healing power of the Everflow.

    Rather than piles of gold, a dragon’s home back on Ken (the continent) is full of scrolls, books, and tomes. The long lives of all Ken mean that their minds are full of mighty spells well beyond the standards of Dungeons & Dragons.

    Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)
    Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)

    Their immense powers are legendary, the same way that our modern world views dragons — a story so fictional it is not even legend. Statues and tales about dragons are created for artistic reasons.

    Within the current campaign the dragons are returning to Kirtin-on-the-Lake seeking an ancestral homeland in the Ward of Mighty Trees. These trees are essential to the Dragons life in ways that the group has yet to discover.

    Those Dragons, from the Ale Dragon Brewst Griselle to a mighty Red waiting on the southern plains of Kalst’s Field, are now quite real. Some fit in well. Brewst is small enough to fit inside buildings. He drinks and cavorts. His study of brewing, distilling, and vintning is familiar to the Kin. Yes, he’s different, but there is also familiarity.

    Other drakes do not cause fear, initially. They remind most in Kirtin and Daoud about the lizards of Mehmd, a Kin-ish kingdom that bonds with lizards more frequently than mammals.

    KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)
    KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)

    But, when those drakes fought they taught fear. Their breath of fire, or poisoned stingers, killed in ways that nature should not. The drakes are not as intelligent as a person. Unlike Brewst they do not speak. They consume. Negotiation is not possible.

    Brewst, and his companion gnome Oolia, are talkers. They also use the power of illusion and charm to work their way towards their goals. The governor and the group do not know these goals. They only know that the influence of the two continues to grow.

    They worked as advanced scouts for the Proctors of Grace. Their goals could be called fey-like as all of the magical Ken work in ways that are not familiar to Kin (Goliaths, Halflings, Humans). The plans of Ken take centuries or even millenia.

    When life lasts at least a few hundred years the approach to the world is incomprehensible to races that live to 100 at most.

    Now, our heroes have to discover how these plans impact life in Kirtin-on-the-Lake, and the two kingdoms. This process of discovery could be deadly, it will be challenging. In the end, life in Kirtin and Daoud will change. Our heroes will determine how much it changes and how the Dragons will be included, punished, or rewarded.

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  • Playing with Passive Expertise 2

    Playing with Passive Expertise 2

    Probably something I’m borrowing.

    Chris S. Sims's avatarChris S. Sims

    In the first entry of this short series, I wrote about the philosophy of passive skill or trait use in roleplaying games. That piece focused on information exchange and the use of passive skill to determine the baseline of what a character knows in a game. There, I claimed you could use passive skill, or almost any trait you might normally roll for, in active situations in a game.

    What that claim means, in practical terms, is allowing player characters to have a bottom performance level in physical activities, such as athletics and stealth. This passive us fits alongside the mental acuity I advocated for in the first essay. For the sake of narration and speed of play, it’s fair for this floor of expertise to apply to NPCs, too. They can sometimes perform fancy maneuvers based on their capabilities just like the player characters.

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  • Society of Veil and Shadows

    Society of Veil and Shadows

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

    This is a work in progress for a subclass of Rogue. Language still needs adjustments to meet 5e. My purpose in sharing is to garner feedback about the concept as it fits the description and entertainment within most 5e paradigms.

    Spellcasting (3rd Level)

    Similar to what is described for the Arcane Trickster, but the two schools allowed are Abjuration and Conjuration. Every member of the Society learns the spell “Block.” This spell is one of the cantrips learned at third level.

    Block (3rd Level)

    cantrip abjuration

    • Casting Time: 1 reaction
    • Range: touch
    • Components: V S M (steel ring)
    • Duration: until next turn
    • Classes: Wizard, Cleric
    • When an Enchantment, Divination, Illusion, Transmutation spell is cast targeting yourself or an ally you can touch, you grant the target advantage on saving throws versus that spell and on any saves versus spells until your next turn.

    Safehouse (9th Level)

    You have learned certain rites and patterns in order to cast any ritual from the following schools of magic – Abjuration, Conjuration, Divination, Illusion. The spells must be on the Wizard spell list. To cast such a ritual you must have a spellbook, or similar, in your possession. These rituals may only be cast once per long rest, each.

    Cloud of Doubt (13th Level)

    You may create a 30′ by 30′ cloud of patchy fog. Any target within the Cloud of Doubt is partially obscured. In addition, any creature entering the the cloud must make a Charisma saving throw or shift its demeanor towards the positive (hostile become indifferent, indifferent become friendly). The cloud is centered on a space up to 60′ from yourself. You must maintain concentration on the Cloud of Doubt, or it dissipates in 8 hours.

    You may create a Cloud of Doubt a number of times equal to your Intelligence bonus (minimum 1) per Long Rest.

    Unchained (17th Level)

    When in shackles, handcuffs, jail, and the like, while conscious and able to speak, you are able to cast Misty Step without using a spell slot. If you cast using a spell slot you may take a number of allies with you equal to the level of spell slot used.

    Misty Step no longer counts as a known spell for you.

  • Uprising and Rebellion Session Two & Three & Four: Burning of the Red Oak; Dock District Militia Forms

    Uprising and Rebellion Session Two & Three & Four: Burning of the Red Oak; Dock District Militia Forms

    Red Oak Burns!

    Elves set the Red Oak ablaze with a mystical fire; Their Dragon and Gnome kin escape the Ward of Mighty Trees as noble defenders of the weak help the ward’s weakest; Daoud guard ineffective; Dock District forms own armed militia, refusing Daoudian assistance

    Several stories cover the week since the Carnival War.


    Dock District, Kirstin-on-the-Lake | Neremyn Quizana

    Over the last three sessions the group kidnapped the governor, convinced him to fund the arming of the Dock District Militia, and had him deliver a speech to the people of the Dock District. They promised to help repel the mages and dragons that set the mystical fire to the Red Oak, murdered several members of the guard, and attempted to kill the governor.

    Governor le Riche is not willing to cede anything but the Dock District at this time, though the group will be welcomed within the Ward of Mighty Trees. Outside of those two districts the City Guard will be wary at best, and frequently threatening.

    The group managed to gain enough arms and armor to outfit 20 militia with chain shirts, 3 Javelins, and a longsword. Ten other militia have glaives, scale mail, and short swords.

    A large segment of Daoudian infantry has set camp to the south of the city. Originally sent to deal with the uprising this infantry, in the royal blue and gold of the Queen, is now established in a way to prevent a ground attack by the Ken.

    Cast of Characters

    PCs

    Req (male dwarf paladin-vengeance) — the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.

    Roland (male 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 (female 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.

    Quelimo  Galanodel, aka Q (male 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.

    NPCs

    Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago. This ship fled KotL after the dragon attack.

    Penzer — owner/operator of the Rusty Clam. Penzer now trust Roq and helped the group exit the district through the sewers. He is a squat halfling with a lazy, older wolfhound.

    Wilkie, a Member of the Guard — One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. He is unwilling to fight the people of his city. Roland arranged a meeting with his former student. He is a human with a seagull companion. Wilkie is now a Sergeant within the official Daoudian guard and the lone representative of the Gov

    Odger — a teacher who runs a small library. Odger put the group up for the night. He will provide safe-haven, but not fight. He is a goliath with 10 swallows as companions. Loyal to Governor.

    Governor Roreldus Androouet le Riche, Servant of the Queen and Commander of the Northern Fleet and the 3rd Marines —  a weak man more concerned with power than justice. Will do nearly anything to maintain the place of prominence in KotL. 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.

    Emdock Athew — a human speculator/smuggler who is the captain of a small airxip. His First Mate, Koits, is loyal to Emdock, but the rest of the crew tolerates the human outsider. Crew is Koits, seven other goblins, and two mulgobs (one of the mulgobs took a liking to Req & Whym and is currently unnamed).

    Koits — the goblin First Mate who does know common. He works for Emdock out of loyalty earned from an unknown incident.

    Places of Interest

    Rusty Clam — a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time. The Rusty Clam has sewer access big enough for humans and smaller peoples.

    Cracked Mug — a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival. Brilene is the owner of the Cracked Mug. She bought it after retiring from the Daoud Navy. Her companion is an older Bay Retriever.

    Barracks — the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh. The Dock Militia (they need a cool name) now occupies the barracks.

    Ogder’s Library —  outside of Ogder’s Library is a fountain with access to the sewers for all sizes of people. It is a large main room with space for 8 human-sized students to sit in circle around a goliath-sized lounge chair. The walls up to the 25 foot ceiling are covered in books. There is a small (for a goliath) side room with a single desk, wardrobe, and daybed as well.

    Districts

    Lake Docks — a rough neighborhood of longshoreman and the businesses that serve them. There is a river to the north that brings goods from Kirtin-in-the-Sky as well as one to the west that flows into the lake that gets occasional goods from Gate (Mehmd). The river that flows out of the lake drifts to the south and east, eventually reaching the eastern ocean and Daoud’s largest port on that side of the continent.

    University — Roland used to teach in the University District. There is a Temple to Glight, a couple large libraries, many places such as Ogder’s office, a large fountain supplies water. There are small manufactured amphitheaters for classes and debates. The University District has never been attacked by any invading force during the Six Kingdoms era, nor the Post-Awakening Age.

    Ward of Mighty Trees — this once squalid neighborhood is the ancestral home of a draconic empire. The red oak now burns and there is evidence that more trees will convert to DragonTrees at various points over the next few months.

    North Shore — is a middle class district of mostly craftspeople who are generally loyal to Daoud. It exists on both sides of the city wall. The shore is unusually flat and incapable of being used for shipping.

    Clues and Hints

    Roland learned draconic. Upon reading the stolen scroll he learned that there is another ritual planned for the Eclipse of Feylf on Spring 57, which at the end of the last gaming session is 13 days away.

    There is a thief(s?) working the ships and boats at the docks. They are stealing jewelry, metal toys, glass baubles. At this time this issue is not known to be related to the Uprising, nor the Draconic Invasion.

    Thunder from Shadows is leading the rebellion. Is it a group or a man who is above Q?

    old: Q is the pamphleteer, and wanted by authorities. The group now has a woodblock stamp image of the elf as well as a description with his location being at/near the Cracked Mug.

    old: Roland’s old student, Wilkie, is meeting the group tomorrow evening.

    old: Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.

    old: Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.

    Grand Themes

    There is a Draconic Invasion of Kirtin-on-the-Lake that is forcing the Uprising and Daoud to find ways to work together, around their issues with each other. The group has learned that the dragons once ruled the Land of Kin from the Ward of Mighty Trees.

    Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud. Thunder from Shadows is a group or leader of the Rebellion.

    Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.

    The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.

    Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.

  • Uprising and Rebellion Session One: The Carnival War

    Uprising and Rebellion Session One: The Carnival War

    Carnival War

    Festival of Feylf marred by Daoudian violence; Civilian losses must be avenged; Barracks raid related?

    Photo of a fire breather at New Jersey Ren Faire, provided as representation of the Festival of Feylf
    Photo by: R’lyeh Imaging https://flic.kr/p/26JNj2h (CC BY 2.0)

    As Daoud leadership tried to mollify the masses a fight erupted at the annual Festival of Feylf. With swarms of commoners and general onlookers present the visiting carnival’s performance recognized the new influence of the Kin on Kirtin-on-the-Lake. The elves were particularly strong in their use of magicks to astound. Fireworks and noisemakers were provided by gobkon from Free Sheljar.

    Peacefully assembled people of Kirtin desired to use the festival as a moment to accent that the peoples of Sheljar and Kin offer an example to a stronger town. Some Daoud guard must have strong objections as they lined up to prevent the crowd from rallying in front of the stage.

    As the two sides opposed an arrow flew from the southern hill that overlooks Isouda Ampitheatre. This act of violence incited a response, as Sybbyl took a grave wound. The dozens of common people of Kirtin thrust forward to protect young Sybbyl and to gain vengeance for her.

    The Daoud Guard kept tight ranks, but could not hold off as the peoples rose up. Though some of Kirtin fell, the Daoud loyalists were scattered. Help for the free peoples came from the stage and hill as a dwarf dockworker joined the fray.

    Due to that hearty dwarf, a halfing carnie, and a studious-looking human the peoples’ losses were minimized.

    Authorities report heavy losses by the guard, but this author knows that is an exaggeration. They have also stated that there is now a curfew in the Dock District until they find this author and those who support the Thunder from Shadows.

    This author promises to keep the free peoples of Kirtin informed of future developments from the Carnival War.

    Dock District, Kirtin-on-the-Lake | Neremyn Quizana

    Dock District guard barracks were reportedly raided during the Festival. A spokesman for Daoud suggests that three guards were found dead at the end of the day. The space was looted, but only the officer and sergeants goods were stolen. No bonded companions were injured in the attack.

    As pamphleting and propaganda are themes being explored through the campaign this recap of the session is written in the tradition of yellow journalism. When the adventuring party rises the day after the conflict they will read the recap of their own exploits.

    Cast of Characters

    PCs

    Req (male dwarf paladin-vengeance) – the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.

    Roland (male 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 (female 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.

    NPCs

    Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago.

    Penzer – owner/operator of the Rusty Clam. Penzer now trusts Req and helped the group exit the district through the sewers. He is a squat halfling with a lazy, older wolfhound.

    Wilkie, a Member of the Guard – One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. He is unwilling to fight the people of his city. Roland arranged a meeting with his former student. He is a human with a seagull companion.

    Odger — A teacher who runs a small library. Odger put the group up for the night. He will provide safe-haven, but not fight. He is a goliath with 10 swallows as companions.

    Places of Interest

    Rusty Clam – a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time.

    Cracked Mug – a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival. Brilene is the owner of the Cracked Mug. She bought it after retiring from the Daoud Navy. Her companion is an older Bay Retriever.

    Barracks – the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh.

    Clues and Hints

    Thunder from Shadows is leading the rebellion. Is it a group or a man who is above Q?

    Q is the pamphleteer, and wanted by authorities. The group now has a woodblock stamp image of the elf as well as a description with his location being at/near the Cracked Mug.

    Roland’s old student, Wilkie, is meeting the group tomorrow evening.

    old: Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.

    old: Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.

    Grand Themes

    Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud. Thunder from Shadows is a group or leader of the Rebellion.

    Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.

    The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.

    Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.

  • Uprising & Rebellion Session Zero

    Uprising & Rebellion Session Zero

    Kirtin-on-the-Lake is the former winter capital of Kirtin. The lake city occupies the southwest corner of a massive lake and its fantasy-medieval urban area extends from those shores to a few of the islands within the lake. Roughly a century ago the Empire of Daoud and the Green Isle captured the lake city from Kirtin, reducing the kingdom to the hills and mountains surrounding the summer capital – Kirtin-in-the-Sky. The kingdom and empire have been at war for over 19 passings of the Dragon (the moon with a 21 year cycle).

    born to run
    Telse to Sheljar, about 40 days air travel from Kirtin-on-the-Lake

    Now, with magic again in the world with legendary races walking the streets and the call of freedom ringing out from the Free City of Sheljar the occupied peoples of Kirtin-on-the-Lake are questioning their status within Daoud. Some want to rejoin Kirtin, others want to follow the lead of Sheljar, and still others see the Empire of Daoud as a source of wealth and well-being.

    Into this environment three potential heroes began a journey by rescuing a couple gobkon children from a confrontation with the Dock District guards. They learned about each other and maybe some clues about a popular protest.

    This session was ~3 hours and included both character creation and two social encounters.

    Unlike my earlier campaign launches in Fifth Edition this new campaign started with a session zero. Character creation took place as a group. We worked through the party structure and the motivations together. It also meant that world details were added during the character creation process. 

    This campaign is set in the Land of the Everflow, but the amount of house rules is greatly reduced. In this campaign any Kin (human, halfling, goliath) starts with a bonded companion, any Ken (elf, dwarf, gnome) starts with magic initiate or ritual caster, and any Kon (goblin, hobgoblin, mulgob) starts with an improved version of the rock gnome Tinker feature. All characters started at third level. Several custom classes are available, but none were chosen. Magic works as normal.

    Cast of Characters

    PCs

    Req (male dwarf paladin-vengeance) – the dock worker left the Land of Ken to pursue the new world in the Land of the Everflow. He is finding his way among the working class of the lake city.

    Roland (male 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.

    Whym (female halfling ranger-gloom stalker) – the former circus member is of noble heart and fights to protect those who are threatened by darkness.

    NPCs

    Two Goblin kids — The two kids were being harassed by Daoud guards. Our likely heroes helped the kids get out from under the guards eyes. Our heroes also bought two clockwork toys (14gp total for a cat and a dog). They are originally from Sheljar and their airxip arrived at the docks just a few days ago.

    Penzer – owner/operator of the Rusty Clam.

    Member of the Guard (unnamed, so far) – One of the guard is a former student of Roland’s. He is friendly, though disrespectful. So far he is willing to gossip about former classmates. Maybe that will extend to the other guards?

    Places of Interest

    Rusty Clam – a lower class dive bar that serves the dockworkers and related laborers. It is Req’s favorite bar. Penzer runs it, but Req gets his name wrong most of the time.

    Cracked Mug – a higher class bar for ship captains and other officers. The alley besides the Cracked Mug seems to be the source of the rebels vandalizing the posters advertising the upcoming festival.

    Barracks – the group knows the location of the barracks where the Daoud guard responsible for the Dock District rest and refresh.

    2018 Fantasy Faire - Tiny Town by PS Hernandez
    2018 Fantasy Faire – Tiny Town by PS Hernandez (CC BY 2.0)

    Clues and Hints

    Posters advertising the Festival of Feylf are being torn down and replaced by a rebel group. This has become common enough that even new arrivals to the city have seen it happen in broad daylight. The Festival is four days out.

    Daoud is increasing the Dock District guard prior to the Festival of Feylf. This seems to be a response to the arrival of airxip from Sheljar as well as visitors from the Western Wildes.

    Grand Themes

    Uprising & Rebellion as the story of Free Sheljar spreads the people of Kirtin-on-the-Lake want to be free of the Empire of Daoud.

    Proctors of Grace are People of Ken who shuttered the Land of the Everflow off from magic. They have taken over most of the Western Wildes.

    The Scholars are a group of People of Kin who had powerful magic as long as they worked with the Proctors to control the rest of the Land of the Everflow.

    Lorebook Hunters of Free Sheljar have gathered at least three Lorebooks and seem to have opened the Land of the Everflow to magic again.

  • Crew of an large airxip

    Crew of an large airxip

    Way back in the day working on this my thoughts went towards being quite specific. In my early play of 5e I would have created each officer and “boy” as a PC and the crew would be NPCs from one of the books (Monster Manual and Volo’s Guide). My familiarity with the system is stronger now.

    Officers

    • Captain
    • Owner
    • Pilot
    • Master-at-Arms
    • Royal Steward
    • Secretary
    • Comptroller
    • Interpreter
    • Boatswain
    • Cook
    • Bellowswain
    • Physician
    • Carpenter
    • Painter
    • Joiner

    Boys

    • Captain’s Boy
    • Cabin Boy
    • Officer’s Boy

    Crew

    • Bellows and Fuel (7 mul)
    • Balloons (4 hobs)
    • Ratchets (4 muls)
    • Props (8 muls)
    • Weapons (5 hobs)
    • Lookouts (5 gobs)
    • poultry (2 muls)

    That’s a rather long list of characters for the airxip equivalent of a four-master from the Age of Sail. It’s overly complex and almost certainly a level of detail that is unnecessary within the 5e system.

    Instead I would use the light NPC rules which I have adopted for play for the individuals. I would probably only do this for a few of the senior officers (and maybe a single generic “boy”).

    For the various crew elements I would lean towards the Colville rules of Warfare starting at page 233 in the current PDF of Strongholds and Followers. Those are all small units, and could even be fused based on ancestry in some cases.

    Ratchets, Bellows, Fuel, and Props could be a medium mulgob unit of greens with light equipment. Weapons and Balloons would exist as a small unit of seasoned vets with medium equipment and archery. The Lookouts are a small unit of goblin regulars with light equipment. The remaining crew and officers get represented as a small unit of green humans (default mixed ancestry) that exist as infantry.

    The point being that 5e doesn’t need details. It needs broad strokes that a DM and their table can use to describe actions, many of which won’t need dice. As the version of D&D that leans most on role rather than roll a returning creator should respect that. Remove as many details as possible, because most of the details aren’t necessary at your table.

  • Session Notes: Hags of Thurible

    Session Notes: Hags of Thurible

    On their way to Qin and its surroundings the Lorebook Hunters are flying over the western hills and mountains claimed by Kirtin. These lands are far from the old Empire of Sheljar, outside of the influence of post-Awakening Telse and haven’t sent their children to defend the Northern Slope in centuries. This is unclaimed lands, far from roads, lacking major rivers, and barely settled. On their fourth day they find a small village on a river and land.

    Session Notes:
    This took place over multiple sessions. It was all after they eliminated the threat of Parun, but discovered he is neither Scholar nor Proctor, merely evil.
    Saffron, Maurice, Behn, Doceo, Aamar were present in at least one session as active PCs.
    Mansaray, Samul, and Ixnyx stay at the airxip while docked at Thurible.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse.

    The town of Thurible is small. There are maybe 13-14 houses and even the rare commercial buildings are also houses. The Beaver and Bottle serves strong liquor and some ale. One home also rents a couple of extra rooms when trappers come through town. Mostly, this is the nothing town of the wilderness, settled on an island in the river.

    There’s one significant problem — about a third of the children have disappeared since the Awakening. It is a constant fear. The heroes, feeling like heroes, step away from their trip and pledge to help solve this problem. They search through town and discover the last known spot of the last children.

    They walk the path knowing that a few kids never came back from this same journey. This path winds through and around cliffs, streams and forests. It is at times dark, at times safe.

    Our Lorebook Hunters get jumped by a group of Proctors, all elves. These are eliminated, but clearly the Proctors are expanding their reach into the Western Wildes. The group tends their wounds and continues to hike through this rough land. The tracks take a turn into a little alcove, it is covered in a bush, but looks to be a cave, maybe a tunnel.

    There are many more tracks of people (humans, halflings and goliaths) heading away from this entry. They decide to check the first entry. It is dark and the cave slopes down. One wall is worked stone. The other is a mix of natural rock and roots dripping with water.

    Our heroes discover a chamber with a door across from them, immediately on their left and a larger double-door far to their right. They go left first.

    Beyond that door is another chamber, this one occupied. A huge swarm of wasps and a disgusting woman made of human flesh, iron, stone and branches is in the room. There is a fight.

    After they win the fight with the Sister of Wasps they hear a series of doors slamming, six of them. A scream of vengeance rings out as the group is trapped. An older voice says “No, they must go. They are the key to our power. You may leave.”

    A door in front of them and the door behind them opens. A rope ladder drops from the ceiling. It leads to a small opening with the darkest possible green seen through the opening.

    Aamar climbed a rope ladder and entered a dark world, thick with overhead vegetation and a huge tree trunk. As he surveyed the land he noticed a dark pool. Inside that pool of water a single hand is trying to grasp the edge, unable to pull itself out. The Cleric of Quar walks over to rescue the drowning man, noticing Bishop Ollium’s signet ring on the hand. When Aamar tries to grab the Bishop’s hand the vision of pool and victim disappears into a shower of coins of the realm — none are corporeal. Aamar also learns that every branch and leaf seems to be coming from the same trunk. When he gets close enough to the trunk it appears as if a wall. It is so large the curvature is not apparent in the near darkness above the coven.

    He retreats from this other-world of an obscenely large tree.

    No one else goes up. They explore the new door and try to prop others from closing again. The group works their way through the dungeon to another hag. In this case she is riding a swarm of children.

    Through brilliant use of spells and tactics the heroes free the youth without an injury to Thurible’s kids. They destroy that ugly hag as well. But then, descending through the ceiling is the ethereal form of the Night Hag, the Auntie.

    She speaks in hisses and pride. She announces that the group must be free, for if they succeed she will be even more powerful than she is now. They question her, but she speaks about a future that is more like a myth, a future where there are no limits on the magics of Kin.

    All of the doors fling open including the barn door where the Sister of Youth used to ride her swarm out to terrorize Thurible and other farming communities.

    It is dark. By reckoning the group knows it is only late afternoon, but the sky is covered by cedar branches and leaves. They are under the canopy of the same dark tree that Aamar found earlier, but now with dozens of children trying to find their way home. One is an easy ally. Saffron’s crown of forgetfulness helps break the spell put upon him, and he leads them down a path. It is in a shroud of darkness and the children start to scream out to their parents, or grandparents, their aunts, their brothers.

    Doceo leads the way upon leaving. Surrounded by his three dogs he scans the exterior of the lair and finds a path. In a small clearing he sees five dogs, some exact copies of Vondal, Victus and Delg, all staring at a point in sky while covered in ice. It dissipates as he approaches.

    Saffron sees two skeletons, one with a ghost-dog and the other with a skeletal bird. Both approach a wedding rope. They are headed away from her, leap the rope and laugh. It looks as if Rohan and Teegan, friends of Saffron’s mentor, are finally happy — and dead.

    As Maurice flanks the group he is alone in darkness, barely able to see the Light that Aamar has cast. A loud boom startles the young halfling. In the direction of that noise he sees his father holding a key and then a huge ball of metal rip through his father’s torso. The vision ends as the key falls from his father’s hand.

    Behn’s vision is of Shonie, their former companion. She is trapped in a cage, unwilling or unable to speak. Her slight form indicates starvation. There are wounds. As he touches the cage Shonie disappears.

    [DM Note: I had visions established for every regular PC and have contemplated telling Mansaray and Samul what they would have seen, but maybe the group heads back to the coven. This was also the first time the group encountered something that could be considered fey.]

    Upon leaving the cover of that cursed cedar and the coven they are in sunshine again. By evening they are in Thurible. Only two families are missing children, both with the same names that were used by the Sister of Wasps and the Sister of Children. For the most part Thurible is happy, for the first time since the Lorebook Hunters visited.

    But now the Hunters know something new. Their quest to stop the Proctors may empower other evils, and their possible futures include pain.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • Fox, Crow and purpose

    Fox, Crow and purpose

    I’ve turned the lantern off, oil is expensive. There’s only light from the embers. This hovel isn’t much, but then again Ooshar isn’t much. It’s a frontier town corrupted by The Fox and Crow. The docks and lifts are slovenly. The Drop is essentially living dung. But the money is good. My family needs money.My daughter is sick. The Sheljar Guard offered up a spot out in Ooshar, so I took it. And then The Awakening. I’m constantly looking for swords, bows, weapons and now it’s even harder. I cannot tell who, or what, can cast these spells.

    I’m one of two outsiders in the Guard. The Ooshar peoples are pretty simple. They’ll be bribed away from simple stuff, take a cut from standard shipping and will never allow someone to harm their nation. They aren’t really loyal to Sheljar. The Captain? She cares, a lot. But she does’t have eyes for everything.

    My new team isn’t evil, just a bit selfish. I do not turn them in. They do not ask questions. I do not ask them questions. I work three days, off two, then three nights, off two. I work a lot lately. Rista’s body was just discovered in the waters.

    It isn’t busy. Estrella’s messenger shop has a fire. Her shop is always bright, pastels by day, orange lanterns at night. Most shifts I end by dropping a note for her to send to my family. It is simple.

    You are loved. I’m sorry I’m not home. Go to the Emperor’s Bank. Show them this seal. Stay well. I’ll be back by winter.

    Estrella knows me. I’m one of the few goliaths in service to Sheljar rather than raising geese, ducks, chickens or axebeaks. I’m just a big, dumb guard that normally manages Down River on Sheljar Side. I’m honest, and I think the families here like me.

    The others have fires, but now it is late. They are dwindling. I’m off. Jelse and Horold replace me and Jhom.

    “Pirti, go home, or wherever.” Jelse is a jerk. Rista is, was, his older sister. Losing another guard in some bizarre attack that leaves no wounds is frightening. It’s not that he dislikes me, but Jelse isn’t concerned with being happy today, or yesterday, and probably not tomorrow.

    So I drop the note off in the post-box for Estrella. She’ll send a pigeon tomorrow. I do not see Rohan. But I do see Tlipa and Pipa. They are two low-class idiots. They are struggling to hide in the bushes near ‘Strella’s place.

    I head home. It’s been twelve hours. Glight day is tomorrow. I do not need to work. Tlipa and Pipa continue to move towards the coops.

    My home isn’t much, just a room, a bed, a table and a stove for heat and warmth. I have one chest of goods with a lock and a rack where I store my spear, my shield, the cape of the Guard and the cheapest armor I could buy. My wife needs the money. My door has one window. The wall opposite it has the other. As I close the shutters I see Pipa enter Estrella’s coop.

    My lantern is a foot away. I snuff it out. The stove and chimney still have some heat. They offer little light, but it’s a two moon eve. I shutter the window with force.

    I want them to think I’m asleep.

    Slowly I open the door. ‘Strella’s home is many dozen feet away. There is a inker, a villien and a cheesemonger between us. I start to creep. How does a 12-foot tall man creep on a two-moon even? Carefully, slowly.

    There is a noise. It’s the snick of a lock. The inker has a lock, but he is off to the south. Estrella has a lock. It is her lock.

    ‘Strella reminds me of my daughter, but grown up a bit. She is sweet and caring. She is so loyal to her friends – Teegan, Kellamon, Piyu and Rohan. Mostly to Rohan though. She is fascinated by him. No one has seen the little shit for a couple of days.

    Estrella has been in tears during that time. Rohan and the rest saved her during the day of Awakening. When she felt overwhelmed they stood by her. At the time Kellamon and Piyu were strangers, but all protected her. More than anything she talks about how Rohan and Teegan comforted her, and how he protected them all. Her adoration for the little Kirtin halfling shows through.

    But tonight Tlipa and Pipa are moving in on Estrella’s home. The pigeons coo. That’s a constant noise. Jelse and Horold are looking down at the river, obviously. Jelse is emphatic that something is down there. Horold cannot see a thing.

    Pipa rises from the coop and climbs on the roof. Estrella has two rooms, because her home is her office. He is over the main door. Tlipa is in front of it. Tlipa, a goliath like me, breaks the door down.

    It immediately reforms. That’s Estrella’s thing. She can repair items quickly. Another massive fist bangs into the door.

    I run. Spear in hand and my warbler overhead, why did I go into the army with a warbler??!, I run. My letter must get to my family. They need vials of the Everflow. My money is the only way. A message from Estrella is the only way.

    Estrella’s door falls apart. Pipa has pried up some shingles on the roof.

    She’s just a girl that sends messages. What are they doing to her. If anyone is full of brightness and joy it is this young girl who cannot go back to her home because of a price on her head.

    I glance towards North River. Jelse is pulling Horold to look at something. That bastard is involved.

    Where others have certain powers after the Awakening I have nothing, but I’m 12 feet tall. That’s big for a goliath. I’m also not one of those Crinthians. I can think. I’m a free man in the Sheljar Guard. These members of the Fox and Crow are trying to hurt my friend.

    The dagger at my belt is in my left hand. I throw it underhand into Pipa’s chest. My dagger is as big as his femur. It’s also sticking through his chest.

    “By Sheljar’s rightful Emperor you will surrender.”

    My voice booms. Tlipa is my same size. Horold looks over.

    Tlipa is at the door, and then is gone. In his place is a skeleton surrounded in a purple-black apparition similar to a body. That thing, that corrupt thing, turns to me and wails.

    It is the scream of suffering. It is the scream of pain for thousands. It is the haunting cry of my daughter. I fall to my knees. That noise is too much. Huge tears fall to my cheeks and the ground.

    The wailing will not end. I’m stuck. I drop my spear. My warbler crawls into my beard. She is crying too. There is a rot in this voice from beyond. I collapse. My face falls into the mud created by the water of my eyes.

    A small dog, but no, not a dog. There is no form. Is this a nightmare? It comes to me and licks my brow without touching me. Sleep overtakes me as Rohan steps through the broken door. He has a staff, a robe and a book.

    I only have sorrow.

    A small voices wakens me.

    “Pirti, please Pirti, rise.”

    It is Estrella. Next to her is Rohan, the commander of death.

    “Please Pirti. We didn’t mean for this to happen to you.”

    I shake. I nod. I rise. Estrella’s voice gives me faith.

    “This?” I ask.

    “Rohan can prevent the dead from dying, but it has odd effects on the living.”

    “HE WHAT?!”

    Rohan smirks. “Those I love will never die. Those I hate will never live.”

    I lean on my spear. My daughter, little Llead, she can be rescued. Everyone loves her. If only I can talk Rohan into going to Sheljar.

    “Please, please,” I start to beg. Rohan interrupts. “Do not beg. You will live. I am only concerned with the Fox and Crow.”

    “No, I need help. My daughter, Estrella, tell him of my daughter,” I’m pleading. “My life does not matter. Llead needs you. She is rotting away. The blight has her.”

    Rohan looks to Estrella. She nods, knowing the truth. “Rohan, Master Pirti tells only the truth. Can this thing help him?”

    “I will try. You must keep safe. I will go to Sheljar. Find Piyu, Kellamon and Teegan. Tell them I’m leaving and that Willan wants you dead. Tell them to run.”

    “Why?” asks Estrella.

    “Because Tlipa is still under Willan’s control. Every night Tlipa’s skeletal form will try to complete its task – to kill me and you. Tlipa will try to do that until we are dead. Please, run. I cannot lose you as I lost Alleway.”

    Alleway is next to him. The terrier and a boulder occupy the same space. That tiny dog moves through the boulder beside the Kirtin-ish shepherd.

    Estrella responds, “We will run. Meet us in Telse.”

    Rohan smacks me across the head with his staff. I drop to the mud again.

    When I rise, I’m in the infirmary. There is panic. All that remains of the Guard is myself, Horold and a middle-age halfing that worked Glight Gate. Horold tells me that Willan’s forces are in charge of Ooshar. They’ve declared indepence from Sheljar.

    Trade still runs the river. The road is still a passage, but a petty gangster is in charge. A few outsiders left, heading to Telse and the Font of Two Paths. They hope that the Everflow can be sanctuary. Those that stay are haunted by the wailing of a goliath that will never die and a gang that will kill to take its wants.

    Rohan broke the town. But he got away. I pray to Selley, goddess of life and hearth, that Rohan can save my Llead. I pray to Glight, god of knowledge, that I may return to them.

    We hide. We hide and we hide for days. There are three of us. Hiding in the guard tower on the Ooshar Bridge means they will not burn us down, for the whole of the town will collapse.

    And we wait. Willan will have to make an offer, because we can bar the gate. But we cannot ask for much. I have a spear. Horold has his sword and mastiff. Old Davd has a goat, a suit of chain mail and the peculiar ability to create food.

    Please, Lord and Ladies of life and light, let my Llead live. Let Rohan help her.

    And so I rise. I have my spear. I have my reason. I’ve heard death, and it will not stop me again. I have my Llead.

    I step to the gatehouse door, slamming it open.

    “Tell Willan I will talk to him about Tlipa’s fate. Tell Willan that Pirti will speak now.” As I shout I slam the butt of my spear into the bridge. Its massive 60 foot wide, two-story, 700-foot long structure shakes.

    “Tell him now. Before I have to find him myself.”

    I have my reason. I have my Llead.

  • Alleway Lives

    Alleway Lives

    That petty gang that hangs in The Drop is up to something. The other day they cut a lift that Piyu was working. The trader from Qin, by way of Telse, lost a crate of dry goods, and the front of their boat needed repairs. It seems that riverboats don’t take well to cargo falling from several dozen feet up near the lower level of Ooshar Bridge.

    Plus, that poor trader lost one of his crew’s monkeys. I sent Alleway after the cut-boy. The little halfling scampered up a stair on Uphill side and then slipped through the crowds to Sheljar side. Alleway got stuck at the top of a down pole. Couple minutes later I’d found the little guy, at least he got quiet. It only took one time commanding him and now Teegan didn’t mind him around. It only took three years for her to accept the dude.

    Picking him up and scratching behind that left ear as the pup looked down the hole it was clear the cut-boy was in The Drop. The odor was there too. The Drop is where all the waste and feces collects from the Ooshar Bridge chutes. Then it falls into the river. North River is clearly marked and the gate only opens every few hours, but The Drop always reeks.

    I imagine that none can see us. A gasp behind me let’s me know that I’m gone, but noticed. I’m invisible and down the pole.

    Some meat goliath (Tlipa?) is there with the cut-boy Aron, little Pip, that human girl Rista and Willan that crusty, old halfling that they all looked up to. I scratch Alleway’s ear again. I can feel his tail wag, but he’s quiet.

    There’s a little nook behind Tlipa, yeah, it’s Tlipa. I slip off that direction. I can make that shadow and listen.

    “Aron, excellent, I needed that jade. It was an outsider, right?” Willan asks.

    “Of, course,” Aron responds. “She should be leaving tonight, came on a flatship.”

    “Perfect.” Willan tosses a few silver to Aron. The boy gets a huge grin. He pockets three of them, one just twirls across his fingers. Then he tosses it right at me.

    Obscon! I cannot move fast enough. My right hand drops to my dagger. My left hand drops Alleway. He yips as he hits the ground. He’s visible. I’m not. We’re down-pole. There’s a stair through a couple passages and doggie doors in the Drop, but Alle isn’t down here enough to know how to get home. Home for him is up. He can’t get up. He can’t get up!

    Willan, Tlipa, Rista, Pipa and Aron… where are their companions?

    I throw that dagger at Aron. Now I’m visible. Aron’s down. Whoa, got him in the neck. He’s down. A whelp and whimper comes from behind a set of crates.

    I look quickly. Tlipa’s duck just flies out through one of the holes. A little retriever follows after a whistle from Pipa. It’s two v. six. That’s not good. I’m alone. Estrella is expecting me back this evening.

    Can I dive that hole? No. It’s over a hundred feet down. There might be a boat there. Can’t wait.

    I cast my missiles – four of them. Pipa, Rista and Tlipa twice. Smack, smack, smack-smack. Willan opens a chest and tosses the jade in there. There are two books in there. I’ll review that memory if I survive. Alleway screams. There’s a Obs-worshiping rat biting him.

    Tlipa charges me. I duck, but that’s like a dozen halflings landing on top. I can’t pull a blade, plus I’m down to one. It probably wasn’t a good idea to merely wound a goliath. Bastards are huge.

    It’s been a few seconds now. Pipa collapses. I shouldn’t laugh, but the idiot sent her dog out the hole. Alleway growls, tosses the rat against a wall and chases it as it scurries away.

    I try to slip through Tlipa’s legs. Willan is staring at me and then I see horns. Oh, my, he has horns. I can’t do this I can’t escape. I’m out numbered and Willan is possessed with some kind of forsaken curse.

    Rista let’s out a blood curdling scream. I try not to laugh. Alleway’s a terrier. A rat is easy for him to deal with. He killed it. Crazy woman bonded with a rat. Still that’s two healthy against me, and one dude has horns. The other is nearly ten feet tall.

    “I was just watching,” I cower. “It’s just petty theft, and let’s be honest the Sheljar guard likes me less than you. Please, please, get the big ass off me.”

    Willan’s laughter is loud without echoing. He has powers. “Tlipa, up.”

    The command is immediately answered. Tlipa isn’t free. Unlike Piyu, he just found a new controller.

    “Please”

    Extra begging can’t hurt at this point. Willan has a gang behind him. I don’t think Alleway or I killed any, but they aren’t well and that’s our fault.

    Willan’s voice drops deep. It is filled with authority and I am filled with fear. “You are spared. Little Rohan, you are spared. But you are ours now. You do not talk to Piyu. You do not talk to Kellamon. You do not talk to your sister, Teegan. You serve.”

    Alleway is running back. The hole is still open. One of the chutes aimed at it empties a slush of feces, piss and rotten food. Alleway leaps over the chute, landing at my side.

    I nod. I do not talk. I serve.

    “You go now. Do not come to the Drop. You’ll know when you are needed.”

    While I walk away Tlipa kicks me in the ass. His foot is the size of my butt. I stumble a few feet right hand rubbing my butt. Tears pour down my face. I’ve been dominated mentally, Alleway is bleeding from a hind leg and I’m beaten. Fuckin’ Aron stole a few gems and gold. He didn’t even share the gold with Willan.

    Never try to steal from the local gang. I head down river. Estrella’s house is there. She’ll have a salve for All, poor All. He’s limping. One of Sheljar’s guard glares at me. I’ve got blood, but the guard watched me come up from the Drop. I reek. He’s not going to talk to me.

    What would I say?

    Estrella is surrounded by pigeons. It’s so beautiful. Feathers, and wings, and life just surround her. She waves. I smile. Alleway tries to run after one of the birds, but looks back to me, yipping happily.

    ‘Strella makes everyone happy. There is no crowd in the evening. Most are eating, or on the Bridge, or down at River. I run to her, covered in tears. I am bruised, battered. I cannot stop crying.

    She holds me. As always, she is warm and welcoming. I need welcoming. I need warmth. The space in front of her hearth is warmer. That fire is always strong. I settle into blankets leaning away from the boot print. Alleway curls in front of me. He’s so weak. That leg is giving out, and it stinks.

    a day later

    His leg is gone. His belly is disappearing. Alleway is about to die. Willan’s gang, who I cannot talk about, is killing Alleway. He’s fading away.

    My little terrier isn’t breathing. I just wanted a bit of jade to give ‘Strella and Willan’s gang killed Alleway with a rat, A RAT. They took him via disease, but now they’ve angered me.

    Those books were ‘…omicon’ and ‘llusions.’ Jade and a couple books in a chest, and big key in Willans pocket.

    Those bastards killed Alleway for a few gems and a couple of books. They took him from me!

    A sharp bark wakes me from my strife. I look down at my puppy. His body is rot. The bark continues, it’s his happy bark. We’re both wrapped in the blankets, trying to heal from that day. That and hide, we’re trying to hide from life.

    Alleway isn’t alive. But he’s barking he keeps barking. He sounds so happy, but this body is empty. The barking is from my right. There he is off to my right. How? How is my little one there with me.

    He is shadow. He is incorporeal. He is loyal. Beyond death, he is loyal.

    Now, I rise. Willan has a key and two precious books. I have a dog that cannot die and my powers. I need not talk again. Alleway walks through the wall towards the bridge. It is fifteenth night in winter. The Dragon is full, but the other moons are new.

    Alleway is powerfully striding towards the downriver stairs. That’s where Rista preys on the poorest of Fort Ooshar’s visitors. It takes me a bit longer to get to the top. Alleway doesn’t slow down for bushes and trees.

    My little terrier breathes my hate for Willan’s gang and is fueled by my love. We see Rista. He charges at her leaping into her mouth. His ghostly form enters her. She runs to the side of the cliffs and jumps off. Little Alleway jumps back to me.

    We continue. Tlipa is next and then Willan. I’ll take his jade, his books and his gang. I will speak again. Willan will suffer, because I can no longer touch my little dog. I can hear him, kind of see him, but no longer will he sit on my lap or snuggle with me. Alleway remains, but he is only a representation of love now.