After a few years of major product announcements coming via multi-day livestreams that emulate conventions, the 2022 announcement leans heavy into the TV and video game sectors with a “Direct.” This makes a lot of sense when you see in the announcement trailer there are both video game and motion picture clues.
You can watch the D&D Direct at 9 AM PT on Thursday April 21st. Considering that Dungeons and Dragons is now a global phenomena this time is as good as it can be since it will be during working hours in Seattle/LA, NYC, and London.
Wizards of the Coast broke the Direct into three significant chunks and says that it will address “2022 and Beyond.” Yes, it’s possible that the Beyond references WotC buying DnDBeyond. But it also means we will get insight into the 2023 and maybe even the 2024 edition update.
Books and Accessories
We are almost certainly going to find out about Spelljammer. There was the Unearthed Arcana and several hints with the giff, Boo, and the mindflayer. The
Dragonlance will probably also be announced. Fizban’s Treasury of Dragons mentioned the popular romantic fantasy bookline and setting. The originators of the novels have a new trilogy coming this summer. There’s a natural opportunity maximize the zeitgeist, even if both the modern game product and novels aren’t directly related.
The days of announcing just one product at a time are over. D&D is a large enough brand with a large enough staff there will be overlapping efforts to expand the now mainstream brand.
Video Game Updates
Baldur’s Gate 3 is the big one. We’ll probably get a major update on the current beta playtest, as well as hints at other future video games. There are several projects in development both internally and externally.
This is the area where there have been the least public clues so far.
With shooting done and a release date of March 3, 2023 there is a chance that we see a teaser for the film during Direct, if not then, by the start of summer. It’s time for the project hype to start ramping up.
Daley & Goldstein are already working on another Hasbro/eOne project M.A.S.K.. IMDB credits both as writers on the project that will be part of a shared universe with G.I. Joe.
A small chance exists that D&D would announce another movie project.
Once upon a time Joe Manganiello developed a Dragonlance script that was likely a movie at the time. With Weiss and Hickman returning to novel writing, could the Magic Mike star resurrect his project officially and not just as a piece of fanfic? Would a boutique series make more sense?
They aren’t going to spend time talking about the D&D adjacent projects from Critical Role, Adventure Zone and the gobs of genre projects on Prime, Netflix, HBO Max, etc. Because while all of those projects help boost fantasy and D&D they are not official.
What project are you most excited to get more details about during D&D Direct?
Following the Russia invasion of Ukraine is part of my day job. Watching the refugees flee and the bombings of civilian areas makes one feel a bit helpless. It can feel hopeless and helpless. Some people have found ways to combine their passions to help raise funds for organizations that are active in and around the warzone.
What I like about this bundle is that Morrus put a theme together of various peaceful elements from their Patreon, repackaged them for this, and has committed to immediately releasing the product when the month is up. You can get the following for as little as a dollar;
Over on the DMs Guild they partnered with creators and with Wizards of the Coast so that 100% of proceeds will go to the Doctors Without Borders. There are four bundles within their omnibus bundle.
Usually a player whose DM is generous? Get the Player Options bundle. This one is also great for DMs who want NPCs built using player rules.
There are two DM bundles both at $20. Bundle 1 has the Festival of Magic, which is great, and Alyth’s Blueprints for Home & Business, which is on my wishlist. There’s a bunch of other stuff too. My favorite from Bundle 2 is Fae, Fi, Fo, Fum: A Collection of Folklore Inspired NPCs. I might get both, even though I run custom worlds and stories.
Combined you could get all five of this bundles, winding up with about 100 new elements and adventures to add to your game, all while helping people who are suffering (both DEC and DWB are helping in other conflicts too).
Worlds of points of light in a wilderness, or fallen empires, or warring kingdoms, or with merchant guilds that control trade need ways for far-ranging communities to stay in touch. In the real world this meant messenger pigeons, in the Potterverse they used owls, in Game of Thrones there were crows and ravens to communicate. Other fictions use dogs, or just a hearty human that trudges through awful conditions to keep the ties of society together — The Postman by David Brin, or the Pony Express in reality.
Your Dungeons & Dragons worlds also need these messengers. They make sense and fit the fiction so well. A Messenger in D&D also doesn’t need to be confined to the animals of the real world. A Ravnica or Eberron game might use a tiny ornithopter. Fastieths fit in Eberron and parts of the Six Kingdoms. Spiders or bats fit in Ravenloft. There’s a flavor of messenger companion for every world.
You are the connection between disparate homesteads, towns, or cities. Conveying the messages and scrolls between the communities rapidly without magic you bring news, warning, and joy to peoples who often struggle to keep in touch or that would take weeks to travel and deliver the message themselves. Often welcomed in strange towns, a messenger sometimes wears an official uniform of a ruling power and at others is a freelancer working without direction from above. You and your messenger companion are a symbol of civilization even in the furthest outposts.
Skill Proficiencies: Animal Handling, Nature Tool Proficiencies: None Languages: Two Languages Equipment: One animal messenger companion, travelers clothes, a scroll case with a dozen pages, a quill, an ink pot, a whistle or bell or other command device, a pouch with 5 gp
Choose an animal that is your messenger’s companion and conveyance, and discuss with the DM how the companion will fit into the adventure. These come in four primary groups, and a few examples are provided. Don’t feel limited to the specific animals listed, but use them for guidance regarding their abilities, if, gods forbid, they enter combat.
Small land animals — cats, dogs, iguanas, otters, monkeys, not-quite-giant spiders
Medium land animals — axe beaks, ponies, fastieths, antelopes
Small flying animals — pigeons, crows, ravens, owls, bats
Your messenger companion begins the game with a network of three destinations and the ability to find its way back to you where you sent it from. When delivering a message to a known destination on the network it travels at a fast pace and does so with no penalty to a stealth check (your messenger companion add your proficiency bonus and your Wisdom bonus to their stealth at all times). If you plan to move from your location when you send a message you can instruct your messenger companion to deliver the message and then go to a different destination. You and your messenger companions have a number of network destinations of proficiency bonus +1. If your companion perishes you must train a new one. This takes several weeks of downtime.
Natural weather has less impact on your own travels. Survival and/or Constitution checks made due to harsh natural weather are made with advantage.
Traits, Ideals, Bonds, Flaws: At this time use the Sage, Outlander, or Folk Hero for inspiration.
Messenger Design Goals
Starting with the idea that greyhounds would be perfect canine versions of messenger pigeons, this background just kept growing and growing in its scope. Eventually I spun out the Far Talker as a similar but different role in the world.
Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds.
Emulating those words was vital, but needed to not be game breaking.
The non-magically empowered companion couldn’t be built out of Find Familiar, which was considered. My world’s bonded companions are meant to be non-magical. While the phrasing of the ability is a bit long, it’s mostly an ability that adds flavor. The messenger companion is not going to change a D&D party’s combat power.
The tea leaves seemed to indicate that Wizards of the Coast would be going back to Dragonlance. Once one of the strongest lines of fantasy novels, Dragonlance encapsulates stories of absent but powerful gods; mighty romantic heroes; that good and evil can work together; that it is always right to help those you love. Krynn was the first world upon which I ran campaigns. I own the Atlas of Krynn still. I owned the recipe book at some time. The first six books were as much a part of my youth as Lord of the Rings and Wheel of Time.
For someone with this background, and who had stepped away from D&D for 20 years, seeing Heroes of Krynn be released as the latest Unearthed Arcana set of a nostalgia bomb. As a rather religious child, the allegory within Weis & Hickman’s books was something that was empowering. The tales they told were ones my even more religious mother could accept. Dragonlance was a path past the Satanic Panic.
I’m ready for the land of naval Minotaur, Irda, Kender, and so many dragons. The UA only gave us one of those.
Kender
“These short-statured beings have a knack for producing the right tools in every situation.”
What I like
I love kender, just like I love halflings. Played kender in both a Dragonlance and a Spelljammer campaign back in my youth. All the flavor from history I like (I know many hated them). The modern take which says that their items aren’t stolen is good.
Taunt is great. Bravery is good.
What I don’t like
There’s no need to make the Aces ability magical. Just say it happens. Let the lore of the campaign decide the how. Also, the options within the Aces are a complex layer of dice rolls and limited lists. ThinkingDM breaks out exactly which items you can find in your pocket.
Absolutely. I’d allow them in my home campaign right now.
Lunar Magic Sorcerer
“You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells.”
What I like
They got rid of calendar tracking, which is great. Most people don’t want to bother with tracking moon cycles. The payoff isn’t there for a majority of tables. Maybe if you have a table like my first one there’s one player who wants you to build a calendar and track that stuff.
Adding spells to every Sorcerer subclass just makes sense. Please errata that into every Sorc.
The flexibility to change what lunar phase you are attached to means you can be a different type of lower-case mage every day, and later whenever you want.
What I don’t like
There’s enough to keep track of when switching between lunar phases that most players will probably just settle on one phase, similar to how Eladrin are used in play. All the power of being able to switch isn’t useful if you don’t do it.
Will I use it in play?
Allowed immediately. My world has four moons, and it just makes sense for them to be connected to powers.
Knight of Solamnia
“You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose all forms of evil. Your honor is as important to you as your life.”
Probably not. In my youth I was a bit of a religious zealot and knight fan, and would have played this constantly.
I’m going to put the four feats related to this background here, because they’ll almost certainly be taken as a set.
Squire Solamnia
Your training in the ways of the Knights of Solamnia
What I like
Martial Training is better than two current feats that are rather weak. Then again, most character concepts that would take this feat don’t need any Martial Training.
Encouraging Rally is a nice buff similar to warlord concepts, the Purple Dragon Knight, probably some bards. It’s nice side benefit.
What I don’t like
Defensive Rider is unlikely to come up in most games.
The single use per day of Encouraging Rally is weak, but that’s to be expected since this feat is already about a feat-and-a-half.
Will I use it in play?
This will be allowed at my table immediately. No one should ever take Weapon Master or any of the armor feats except Heavy Armor Master (which I would just make Armor Master and allow the benefit of damage reduction to any level of armor worn).
Knight of the Crown
“You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat.”
What I like
Tactical Teamwork is another warlord-esque ability, which is great to see.
The “feat chain” makes sense. You have to be a squire before you are a knight and locking this into level 4+ makes sense.
What I don’t like
Getting to use Tactical Teamwork only twice a day at fourth level is disappointing.
Will I use it in play?
Probably not. Reaction based advantage for close combat won’t come up enough for me.
Knight of the Sword
“You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit.”
What I like
The extra saving throw proficiency granted by Disciplined Spirit is great.
What I don’t like
Tying Hit Dice into Willpower doesn’t feel right. Yes, hit dice are your own willpower, but is the strength of my will going to help a friend? I guess that fits many narratives, but I’m not sold.
Will I use it in play?
A moderate chance, especially if I play a Fighter that starts at higher level, because I would probably mimic the traditional Solamnia path of Squire, Crown, Sword, Rose.
Knight of the Rose
“You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom.”
What I like
Bolstering Rally is similar to Inspiring Leader, with a few more limits on how many times you can use it, but a likely larger amount of temporary hit points gained.
What I don’t like
Connecting Bolstering Rally to Constitution.
Will I use it in play?
Yep. Absolutely. This is great for so many characters I enjoy playing.
Mage of High Sorcery
“Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that study magic and prevent its misuse. You’ve trained among the Mages, but whether or not you’ll face the dangerous tests required to become a true member of the group remains to be determined.”
All fey peoples in my world start with the ability to cast spells, and it would make a lot of sense for them to use this background.
This background starts a feat chain, like the Solamnia background does. They are with the one you gain upon getting the feat and then the three options you may take later.
Initiate of High Sorcery
“You’ve received training from magic-users affiliated with the Mages of High Sorcery.”
What I like
The attachment to one of the moons of Krynn is rather flavorful.
What I don’t like
1 cantrip and 1 spell is less powerful than the Solamnia version of the beginner feat. That’s probably fine if the character is already a spellcaster, since they are a bit more powerful than martials.
Will I use it in play?
Yep, though I would suggest just taking Magic Initiate instead.
Adept of the Black Robes
“Your ambition and loyalty to the Order of the Black Robes has been recognized.”
What I like
Throwing your own essence into your damage spells via Life Channel is the type of story creep I love. I’d usually just use odd number of HD because the rounding up statement.
Protective Magic ties back to the ability score increase from Initiate of High Sorcery, which might mean you have two different spell casting stats.
Will I use it in play?
I want to use it yesterday. This would have been great with Awf.
Divinely Favored
“A god has chosen you to carry a spark of their divine power.”
What I like
In Dragonlance alignment matters. Connecting the spells gained to your alignment is perfect for this setting.
What I don’t like
This is weaker than Magic Initiate and the only reason to take it is to get Divine Communications later.
Will I use it in play?
No.
Divine Communications
“Your connection to your god deepens”
What I like
Augury and Commune are potent story devices when used well. Taking this feat is a clarion call to your DM that you two will be regularly talking to gods.
What I don’t like
This makes Linguist useless (it already was).
It’s easy to lose track of 1d4 long rests for two different spells. Your abilities will recharge on different days.
Will I use it in play?
I think this should be allowed without Divine Favored, and will be at my table.
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
Crinth
Azsel
Mira
Mehmd
Sheljar
The Slope
Fey Isles
Telse
Kirtin
Qin
KotL
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.
Elmsday starts the week and honors Selley (Goddess of Birth, Life and Death) and Belsem (Goddess of the Untamed).
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.
Quarsday is the third day. It celebrates Quar (God of Rivers, Mountains)
Day of Glight honors the Lord of Knowledge. In developed lands the afternoons are given to learning.
Torday honors Torq (Goddess of Sea and Storm).
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.
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.
For a couple generations Renton was Boeing mechanics and engineers, and the people who supported them. Somehow despite these strong union jobs the reputation of Renton was negative. The rest of the 425 felt like Renton wasn’t worthy of the area code.
Down here on the southern tip of Lake Washington there’s a little boom.
Over the past 15 years, Renton has been doing things a bit different. The economy has shifted, the dining improved, and the reputation is tired. The City of Dragons is also the City of Seahawks and the City of Sounders.
That’s not the only modern tech hub. Directly on the water is Southport, which combines great office space and a high-end hotel with views of both Bellevue and Seattle. There are also restaurants directly on the lake, something rare in the other ‘burbs surrounding it. Maybe someday there will be a water taxi connecting Southport to UW and South Lake Union (and maybe later up along the eastside).
The Dragon Erasmus looks out over Renton
The City of Dragons is also host to the billion-dollar division of Hasbro, Wizards of the Coast. For this, and other reasons, Renton has a statue of a dragon downtown, little dragons to indicate parking lots in the core of the city, dragon art on retail spaces awaiting tenants, and my heart.
Located in the mountainous region of southeast Jalisco, Cuautla is a small community of about 3,000 people. Fundamental to the special connection between Renton and Cuautla, are Cuautla’s “Absent Sons,” of which many live in or near Renton. The “Absent Sons,” as they are referred to in Cuautla, are a band of greater Puget Sound Region restauranteurs who left Cuautla when they were young men, came to the United States, and opened the majority of the Mexican restaurants we patronize today: Azteca, La Fuente, La Hacienda, Las Margaritas, Mayas, Mazatlan, Tapatios, Taqueria Guaymas, and Torero’s to name just a few.
Renton Memorial Stadium, that once hosted the Sounders in USL play
River Days
Once upon a time I moved away from Renton, thinking I’d never come back. I saw the world. Now, I own a home here and have realized that my city continues to grow into a place where I want to be — diverse, welcoming, friendly, with walkable distinct neighborhoods.
Source The first three episodes of The Legend of Vox Machina were just released on Amazon Prime Video. The show is based on the first campaign of “Critical Role”; a Dungeons and Dragons live play podcast and twitch stream. So far three episodes have been released; it is difficult to judge whether or not the […]
As a horde of humans riding guard drakes crests the Blue Hills, the chappe telegraph operator builds the signal that will reach the Larton Keep now that war has returned to the range. Using whistles, a youngster tells the village miles away that four sheep are lost so they’ll be home late, could his family please have tea ready for when they return.
A thrumming beat injects itself into the air as an owlbear stalks a deer. Knowing the bear is nearing a sacred vale a group of druids and rangers work to separate hunter and prey, for there will be no killing in Frannet’s vale.
Sure, a spell caster might be able to use Message, or two people may have Sending Stone for magical cell phones. But, the Far Talkers converse over a distance of miles, not feet. They speak with many, not one, signaling a warning or just chattering about the weather. Far Talkers and Messengers help societies that stretch over leagues communicate and maintain a culture.
Far Talker
You have the ability to converse over miles, sending messages for a government, faction, or some other organization. In war societies seek your aid to help units communicate. In peace you and other Far Talkers help connect towns and cities, or just keep two distant wizard towers in touch.
Familiar with how the weather impacts your mode of speech you have learned the winds and rains of many lands. Expected to see or hear things at a great distance your senses are strong. You may be an expert at the drums, but you have heard of others who use whistles, tree beating, smoke, flags, or other instruments. No matter what tool is used your messages are simultaneously public and semi-secret.
Skill Proficiencies: Perception, Nature Tool Proficiencies: One musical instrument Languages: One additional, plus the ability to Far Talk in Intelligence bonus languages (minimum 1) Equipment: A symbol of service to a government or large church, a gaming set, a spyglass or musical instrument, traveler’s clothes, a notebook with notation for your type of far talk, 1 day rations, pouch with 2 gold
Feature: Far Talking
Using your chosen tool you can communicate over a distance of 6 miles when outdoors, and twice normal speaking distance when indoors, in a number of languages equal to your Intelligence bonus (minimum 1). Extreme weather may make those long-distance conversations more difficult.
When you meet another practitioner of the Far Talking arts they are always one step friendlier than their companions or social situation would indicate. For example if two scout groups from warring nations met their far talkers would be indifferent while everyone else was hostile. This is true even when the far talkers in question use different languages and tools to talk.
Learning Far Talking
A character without the background can learn Far Talking per the rules to learn a new language. They would then learn one method of Far Talking for a single language.
Some groups of druids, rangers, and their allies might spend time learning Druidic spoken via Whistle Cant. A fleet of pirates could all know Yodeling. Have fun with this.
As always, seek ways that cantrips would enhance these. Those that rely on sound would be amplified by Minor Illusion, Thaumaturgy, and can you imagine Thunder Clap sent through a massive bugle-like device. Those that need light can be made more useful by Prestidigitation, Dancing Lights, Light, and Minor Illusion. A world of magic would have Far Talkers that can speak across many miles.
Personality: Use the Soldier or Folk Hero personality traits for now. When the Background project is done each new Background will have traits, ideals, bonds, and flaws that are unique to the Background.
Design Goals
The Far Talker started out from two different ideas — I wanted to create Whistle Cant as a kind of alt-Druidic and my desire for the Messenger Background. The Messenger became two different Backgrounds. That Messenger will focus on the people who deliver physical messages by walking, running, riding, etc. The Far Talker is the other version. Rather than become Druidic, Whistle Cant became a type of Far Talking, and one of several examples of alt-languages that a Far Talker might specialize in.
Custom Backgrounds for 5th edition Dungeons & Dragons
Using Green-Flame Blade, Booming Blade, and Lightning Lure gives these two subclasses much of the feel they need. Both invoke a feeling of characters who use their weapons while slinging spells. So does the Hexblade, the Battle Smith, some Paladins, and some Rangers.
Unlike when the Hexblade and Battle Smith were added to the game, the Bladesinger and Eldritch Knight didn’t get access to spells like Thunderous Smite or Zephyr Strike or Ensnaring Strike. The Smites all fit the two narratives. The Strikes are just the two previously listed and Steel Wind Strike.
A Dungeon Master that adds these ten spells for their players helps that player play a character who fits the mold as a weapon-caster. Giving a PC a few moments a day, because they take spell slots, when that character emphasizes the vibe of the fiction that inspires their character is great. They aren’t stepping on the toes of the Paladin (who has the Smite feature still) or the Ranger (because Favored Foe and Hunter’s Mark are their combat signatures).
Ten spells and your players will be more like the character they want to be, without the need to be a Hexblade sworn to a odd mystical sword, a Paladin sworn to a cause, or a Ranger protecting civilization from the Wildes.
There’s a new official Dungeons & Dragons book coming out on Tuesday, but it’s bundled in with the Rules Expansion Gift Set. Due to all of this that we’re living through [waves hands at world] the Gift Set didn’t come out in time for the peak gift-giving time of year. Instead, it’s an oddly timed late-January product with the only “original” part of it not available until May 17.
As is typical alternate art is available at your local gaming store, which you should support. In Renton you can go to Wizards Keep Games or Shane’s Cards. People on the Eastside should go to Mox Bellevue. Down in Tacoma check Tacoma Games. Those are all places in Greater Puget Sound that I’ve supported and am confident in.
What’s in the Gift Set?
There are three books. Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything are just reprinted with the latest errata. There’s a new(kinda) book called Mordenkainen Presents Monsters of the Multiverse. You’ll also get a DM’s screen with some tables to reduce page flipping when you play in person. Screens can be quite handy.
Additionally there is a fancy slipcase to hold everything and look really good while it sits there.
That kinda sticks out doesn’t it? Monsters of the Multiverse has one new monster. Those that already own Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes will already have every other monster and nearly ever race, but in a different form. The new book has adjustments to the stat blocks to make them a bit more powerful and a bit easier to use. Also, those two earlier books (Volo’s and Tome of Foes) have dramatically more lore. Most of that lore is Forgotten Realms specific. The new book greatly minimizes the lore elements to what is true for a race or monster, typically, throughout the multiverse of D&D play.
Between the three books you’ll get rules for the Artificer class, a couple dozen new subclasses, over 30 new races, gobs of new magic items, many spells, and some new rules for exploration and be social parts of the game.
Reviews of Mordenkainen Presents Monsters of the Multiverse
The person who most needs the Gift Set is someone who is recently deep into the game. For all intents this set is the second core of the game, with rules that help both players and dungeon masters. Those players that only have the Player’s Handbook and want to dramatically expand their options will enjoy the set (talk to your regular DM beforehand just in case they don’t want certain subclasses or rules at the table). A Dungeon Master who wants more monsters, traps, and puzzles will get great use from the Set if all they have are the three core books. Monsters of the Multiverse is particularly helpful for those who homebrew, as the weight of lore won’t interfere as much as Guide to Monsters and Tome of Foes.
Maybe certain collectors will want the new set too. There’s an appeal to that. But, I don’t have that kind of room in my house or wallet. The new art and case are great though. When I have that kind of room this might be the set that finds its way into the background of a video meeting.
Overall the set is the next three books a D&D fanatic should get if they don’t have the four books that make up the Gift Set already. If you already have those books it may not be meant for you. Wait for the three or more other books that will come out in 2022 or keep playing with what you already own.