Tag: homebrew

  • Spinebloom Farms, a riverside desert

    Spinebloom Farms, a riverside desert

    Not all desert communities are near an oasis. Long ago the Spineblooms settled in a desert area where the West Thundermoon River took a slow bend. Along that bend in the shallow salty marsh they do their best to raise some rice, as well as some fruited cacti, peppers, vines and largeflower onions in pods.

    Originally the Spineblooms were a group of goliath druids, frequently connected to storms and fire. For many generations they’ve lived on The Bend in earthen huts only partially protruding from the ground.

    Now, most are not magical. Instead they raise birds — herons (to fish), mynahs (pest control), bulbuls (warnings), waders (fishers) — in an aviary. They frequently trade their rice and catch upriver at the Multunyn Trading Post.

    The Location

    • Based on a sketch by the player that included domed buildings mostly underground
    • Using zone-based combat by Sly Flourish and enabling active locations similar to location moves.
    • Ensuring environmental oddities of The Ferments are included.

    Thundermoon River

    Slow, wide and muddy at The Bend, the Thundermoon River floods every early spring and during storms. It is the source of water which has to be filtered prior to use.

    Auntie Dauthia Spinebloom kée Dustcaller is here during the daytime, fishing.

    • Elemental affinity: Water
    • Hazards: People frequently get stuck in the sands, animals do not. Every second round in the river a person must make a DC: 12 Strength check or be restrained.
    • Allies: Birds from the aviary are common here.
    • Max occupancy: 10 medium creatures.

    The River connects to Spinebloom Commons (the main home) and lower river marsh.

    Lower rice marsh

    Less productive than upper marsh, the lower marsh is an edge of wild marsh plants and some rice that isn’t farmed. Within the plants one may find a mud mephit rehydrating, or the chwinga family that settled in the Farm.

    • Elemental affinity: Mud, water, salt
    • Hazards: Some chwingas settled here after the mephit flood.
    • Allies: The chwingas may insist they are allies while acting like foes, or they are foes acting like allies.
    • Occupancy: 5 medium creatures.

    Lower rice marsh connects to the Upper Marsh, Spinebloom Commons and to Thundermoon River.

    Spinebloom commons

    The main home is inside the Commons. It has a large kitchen and a conversation pit with several small beds cut into the earth at the edges. These ‘rooms’ are frequently sectioned off with blankets or robes, with only a tiny shelf for personal goods. At the entry to the hut is a placement for staves, cudgels and gardening equipment.

    Every member of the Spineblooms spends significant portions of their days in the Commons. They will clean items, repair them, play, and gather. All property is communal and the next person will want to use it shortly — it gets left there.

    • Elemental affinity: Hearth, dust, earth
    • Hazards: Interior has several changes in elevation. The kitchen has many flare ups that could occur. During certain lunar conditions the conversation pit has a dust devil in the center.
      Exterior is cluttered with loose tools, toys, cleaning pans and other small chore sites. It is difficult terrain and an improvised weapon is always at hand. Creatures knocked prone may take damage from the clutter.
    • Allies: There are always Spinebloom children present. Roll 2d4 to see how many. Half will be small. 1d4-1 adults are also present.
    • Occupancy: 8 medium creatures outside and 8 medium creatures inside.

    Spinebloom Commons is centrally located and connects to every other zone, except the Path of Dragons.

    Guarase traded for many, many books. This works as a Library from Bastions with a single research project per week of Scheming.

    Upper rice marsh — also known as Marsh Chwinga

    Once upon a time the upper marsh was highly productive for rice, eels and herbs. Now it has long furrows of damage from two dragon/ken invasions and the curse of the chwingas make it flourish for foods while everyone dreads entering the space.

    • Elemental affinity: Water, mud, plants
    • Hazards: Chwingas may take a soul. When a creature drops to zero HP and fails two or more death saves the chwingas can choose to stabilize it, mud wrap the body and have it kept until the mud breaks.
      There is currently an elven mage encased. The Spineblooms have not attempted to free the elf as its group tried to damage their home.
    • Allies: In this space the Chwingas act through their blue thoughts, sideways from morality of people.
    • Occupancy: 7 medium creatures.

    Chwinga marsh connects to the lower marsh, the Commons and the aviary.

    Unkie homes

    Adult and middle aged men are the Unkies. They are kept aside from the Commons and the Aunties. They maintain the extremely competitive nature of goliaths, using their abilities and size to show off during the days.

    Most of the Spinebloom Unkies came of age during The Awakening. The elements rage within them, frequently out of control. Lalok is peaceful. Others have wandered away with the few that stay not quite fitting in with the farm’s demeanor weaving with nature and kin to grow and thrive as one.

    • Elemental affinity: Hearth, fire, air, water
    • Hazards: These homes have doors with locks and they can be barred from the outside. Random spouts of elemental anger pop up regularly.
    • Allies: Unkies are usually around, but disorganized and will wrestle solo.
    • Occupancy: 5 medium creatures outside. Each hut fits 1.

    Unkie homes connect to the Aunties, to the Commons, to the River and to the path.

    The Unkies are also trained to Rally and Funnel (militia actions).

    Auntie homes

    Most of the women of the family live in smaller huts here by ones and twos. These small dugouts are protection from the elements, but few have cooking hearths.

    Two took significant damage during a dragon attack, one of which collapsed and is now a pit.

    • Elemental affinity: Hearth, dust
    • Hazards: The pit-home is a ten-foot fall.
    • Allies: Aunties are frequently in the area able to help with militia actions.
    • Occupancy: This is a larger space able to hold 12 medium creatures outside.

    Auntie homes connect to the Unkie homes, the path, the aviary and the Commons.

    Fruitful Aviary

    A mix of cacti and spined bushes the aviary is the home of the non-waterfowl that companion with the Spineblooms. Some of the cacti have fruits that the family eat, turn into jam, and use for meads.

    Unkie Lalok Goateye Spinebloom is found at the aviary most times of the day, sometimes sleeping near the spiney bushes. He can create a small pool of water for the bird bath if need be.

    • Elemental affinity: Plants, water
    • Hazards: The maze of briars and cacti are spiny everywhere. Those knocked prone will take damage.
    • Allies: Many birds and Unkie Lalok are present
    • Occupancy: 4 medium creatures usually separated by the plants.

    The fruitful aviary connects to the Commons, the Path of Dragons, the auntie homes and the upper marsh.

    Inside the fruitful aviary is an optical telegraph that looks like a large, janky spire. The telegraph connects to Ellis Mills at Pirna Farms. Three small mousekin operate it and stay in a small hut at its base.

    Path of dragons

    A few months ago this path was simply “the path.” It is bare trail with scratched ruts in hard dirt that heads towards the West Thundermoon Mountains.

    Then dragons and their ken attacked. They attacked again. Since the river is where the Maltunyans visit, the path is now the Path of Dragons. Everyone assumes more dragons are coming soon. They left one of their own behind.

    • Elemental affinity: Dust, sand
    • Hazards: Drakes, dragons and their Ken may come at any time.
    • Allies: None
    • Occupancy: There is no limit.

    The Path connects to the Auntie and Unkie homes.

    Recently Guarase created a system of locks and canals to flood the path of dragons. A militia action can activate these. When this happens the Path of Dragons becomes difficult terrain and the rushing waters cause disadvantage on Dex-based d20 Tests.

    The image is a stylized fantasy map depicting a region with diverse geographical features. The terrain is primarily sandy with scattered trees and mountain ranges. At the top left corner, the title "The Ferments" is displayed, with the region stretching across to the "Thundermoon Range" at the top center. Various areas are marked, including "Fatwoods" and "Palemarsh" to the west, represented with dense forests. "Sands Of Ar" is a large desert area in the center. To the south lies a large body of water labeled "Dark Wassr," depicted in a light blue-green color. Key locations such as "Raven Watch," "Sanctum Of The Black Witch," "Brightshelt," and "Ourten" are marked with symbols like houses or skull icons. A compass rose is placed near the water, aiding orientation. Paths, indicated by dashed lines, connect various locations.
    Created using Perilous Shores

    Allies

    Auntie Dauthia Dustcaller

    Ask a Spinebloom and Auntie Dauthia is a Spinebloom. If you can convince Duathia to talk she may, eventually tell you she’s a Dustcaller, a separate desert goliath collective that lives even more remotely. She’s mastered the ability to use small dust devils to carry fishing lures and nets around the river, until she catches something.

    Every member of the family has a different tale about what Auntie Dauthia did before they found her injured along the path. She was a thief, a sorcerer, clergy with the Reformed Church of Quar, a warrior of the wilds or some other mystical thing. They all agree that there is no better fisher in all the land and likely the world.

    Unkie Lalok Goateye Spinebloom

    Lalok once left the home to work in a caravan. He’s wandered the Ferments and Western Wildes, seen Telse and the Evereflow, visited the Cliffs of Galinor, and Fort Ooshar. He’s seen everything.

    He’ll never tell you about his encounters protecting the caravan. It”s the cities and his friends he tells tales of while sipping on cacti mead and with a flutter of sandpipers around him. He still has a massive pike, a shield the size of a table and a helm missing a third of an eye ridge where is slightly bulging ‘goateye’ is.

    Adversaries

    Chwingas

    These elemental sprites act on their own will, with purposes that center the elements, not people. Though intelligent, it is impossible for normal kin to understand what the chwingas want. They are extremely active when Unkies or ken are in the area. If someone tries to visit the encased elf the chwingas attempt to block that path through mischief and thievery.

    Dragons and their ken

    Twice ken and dragons struck at the Farm. They damaged upper marsh while attacking the Auntie homes and the Commons. These powerful magic users are not local to The Ferments and remind most of the myths of a time unification, before companionship.

    Goblins

    A recent raiding party from the south indicated that these goblins know how they can harvest the fires and flames of The Ferments to power their smog-buggies and other creations — as long as someone from The Ferments is with them.

    One goblin is now trapped with the chwinga.

    Downtime and Quests

    Guarase is searching for answers as to why the dragons and their ken came to the Spineblooms. The two attacks leave few clues and lots of damage.

    There is a body and two members of the family were away during The Awakening when magic came back to The Ferments.

  • Using Feats to expand your setting: Church of Quar

    Using Feats to expand your setting: Church of Quar

    In the new Forgotten Realms books, Strixhaven, 5e Dragonlance and a recent Unearthed Arcana official D&D is using Feat trees/chains. Every published instance so far is a set of two.

    While there are mechanical reasons to have tiered Feats every expression to this point also leans quite heavily into the story elements added. In Strixhaven the feat-taker goes from early student to late in the class. In Dragonlance a squire becomes a knight. In the Realms you are early in a Faction and then a powerful member of it.

    The Feat helps tell the story in ways that a subclass wouldn’t because in all cases the feat has two expressions in Tier 1 available where a subclass gets a single expression. By the end of Tier 2 a subclass gets two expressions while a Feat chain can be up to four. There’s more space for story.

    An initiate becoming an expert is the most common example. The chain (I prefer that to tree as the published versions are two options linked) naturally fit this.

    Let’s explore how a Feat chain could tell a story in my homebrew world by looking at three feats connected to the Church of Quar.

    In the Six Kingdoms of the World of the Everflow the Church of Quar is a hybrid church-healing center-merchant guild. It controls access to the healing waters of the Everflow at the Font of Two Paths in Telse. Their tongue became the common language of the Six Kingdoms because of the strong influence of their healing elixir in a world without magic.

    No faith, no kingdom, no magic school after magic returned to the land has the influence of the Church of Quar. They’re in every town. That does not mean that every town has an Acolyte, a formal role represented by a member of the faith who is becoming a hero.

    The following three feats expand the story of the Church of Quar for heroes (and villains) using the Feat system.


    Acolyte of Quar

    Origin Feat

    You gain the following benefits.

    Cultured. You learn an additional culture (or language).

    Balm of rest. During a Short Rest you create a balm using a Healing Potion that removes one level of exhaustion and grants the creature advantage on a saving throw versus one condition with a save.

    Blessing of the Everflow. When you administer a Healing Potion to a creature they may use a Hit Die to heal as well as gain the benefits from the Healing Potion.


    Minister of Quar

    Feat (prerequisites: Acolyte of Quar, 4th+ level)

    You gain the following benefits.

    +1 to Charisma or Wisdom

    Oratory. You have Advantage when using Influence Action with Indifferent or Friendly peoples with which you share a culture or language (and Hostile creatures who are members of the Church of Quar).

    Lord of Life. You learn the Aid spell and may cast it one time a day without using a spell slot. It becomes a known spell for you.

    Lord of Rivers. You know how to create a Healing Potion (vial of Everflow) with only water and herbs. This lesser potion costs only 5 gp and can be created during a Short Rest. This potion is only half as effective as a standard Healing Potion. Sharing this concept is forbidden.


    Free Minister of Quar

    Feat (prerequisites: Acolyte of Quar, membership in the Reformed Church, 4th+ level)

    You gain the following benefits.

    +1 to Charisma or Constitution

    Rivers and Roads. You learn two cultures or languages and the Religion skill (or another skill if you are already proficient). You have Advantage on Constitution checks brought about by Environmental Effects.

    First Aid: Taking one minute you can grant a Hit Point to a stabilized creature. They are also subjected to Blessings of the Everflow if you have a Healing Potion available.


    Together these dual Feat chains tell the story behind the Orthodox and Reformed Churches of Quar.

    In just the tiniest bits of flavor text you see examples of how two branches of the faith are different, not just in their ability to be heroes, but what is expected from their most ardent believers.

    Where a subclass gains features at 3rd, 6th and 10th level (mostly). Classes have feats at 1st, 4th, 8th, 12th (mostly). By 8th level a member of Quar’s faith could take all three faith feats, going on a journey from being part of a merchant-church to dedicated hedge healer.

    This story doesn’t need to be connected to a class because they aren’t spellcasters. Plus, in the fiction inspiring the game contains people who are faithful without being clerics or druids or paladins.

    Maybe another feat deals with Quars pantheon. After being an Acolyte of Quar the individual is a Devotee to Belsem the Untamed (leaning into animal companionship?) or a Teacher (adherent to Glight becoming an expert at knowing things). These would emphasize branching, which fits the pantheon.

    The other pantheons may start dispersed and then unify (The Siblilngs) or emphasize bonding (Az and Sel) or only be about fellowship (Mehmd’s faith).

    Maybe an aspect of your world is a military organization and feats could be ranks or branches. Does your world lean into magical schools like Strixhaven? A feat chain from underclass, to senior student, to teacher, to dean could work. A setting that anchors the horrors of the environment could use feats as a way to describe various paths to survival (water, shelter, food, community).

    Feats are a discreet, light space that empowers all classes to carry bits of lore that connect to the world mechanically.

    Fediverse Reactions
  • My best of 2025

    My best of 2025

    As seems to be a now-trend, I published fewer articles and stories in 2025 than I did in 2024. That drift towards being a consumer of writing more than a writer is one that challenges me in my soul.

    Upon reflection unlike other slow periods of publication this is not because I microblog on social media too much. Instead it is a combination of stressful but wonderful work and helping Aslan recover from a back injury. Our beautiful red lab is now walking again, but it’s taken 90 days to get close to normal and will take a few weeks more.

    The biggest win of the year is not something written — my presentation on how to use RPGs as training aids prior to natural disasters. I’ve now delivered it at AIRIP, GSX, the Global Security Briefing and in just over a week I’ll present a version to OrcaCon, a local-to-me gaming convention.

    Let’s review my favorite writings of 2025

    Full Moon Storytelling

    These selections may not be what was most read on the blog. They are what I enjoyed writing the most.

    Your players aren’t supposed to die – one member of my D&D campaign passed away last year. We celebrated his life by playing a multi-table, public session of the game he loves in public.

    Potential – a personal essay on what it means to be anti-completionist, an essay writer, a blogger, someone with narrative thoughts without a novel.

    Pencil sketch of a tiny dragon resting on a book. The pointy tail arches over the back with drips of ichor coming out of a feathered tip. The arms seem to be vestigial wings with opposing fingers capable of handling obects
    Art by Dragons of Wales in the forthcoming book Dragons of the Dwindling

    Inkling Dragon – when Dragons of Wales offered sketched commissions I had to take part. A goal of mine is to eventually replace every standard D&D dragon in the World of the Everflow with Dragons of Wales’ style of dragons, particularly those from Deep Time. The Inkling Dragon is my dream of what a dragon who works as a writing assistant would be.

    The Ferments: A campaign one sheet – my regular D&D group transitioned to me being a player, but we weren’t playing enough. Borrowing from the West Marches concept The Ferments has the action come to the players, who defend their homes from a world with threats like fire tornadoes, earthquake swarms and mud mephit slides. A large part of The Fermends involves Militia Actions, a way to include local forces in larger combats while centering the player characters.

    Capturing the magic of the mundane Utilize action – the main campaign still runs with the 2014 5e rules as the baseline, but The Ferments uses a foundation of 2024 with dashes of Black Flag, Advanced 5e and 2014. One thing that’s fun about 2024 is that the Utilize Action can become a Blades in the Dark style clock. My review of the 2024 Player’s Handbook was my most read D&D writing of the year.

    Review: Sanguine by Found Familiar Coffeegetting back into cupping at home reminded me of tasting something like 350,000 roasts and origins back in my coffee quality days. I’m doing this without publishing, but if people want me to cup more coffee and share my thoughts I’d love to do it again.

    Published again with Homebrew & Hacking

    PJ Coffey invited me back to write an essay about how to create backgrounds for the 5e ecosystem, including new creations for Crafting Heritages, Cultures and More: Worldbuilding. The two sports (The Pentiad and Throwing Stars) shared in that book are now my default to how I integrate sports into 5e D&D. They are a divergence from sports as a tool.

    Sounder at Heart

    A composite image that includes the Ship's Log branding with a notepad and a quill. There is also a photo of Sounders leadership with the Leyva family holding up a Sounders jersey numbered 75. Below that is a photo of Danny Leyva in a black Defiance top.

    My weekly column, the Ship’s Log continues. The nature of a weekly column is that most subjects are only relevant weekly. Four of the newsletters this year felt bigger than that.

    Watching them grow up – when Danny Leyva transferred to Necaxa it was a crisp reminder that the young talents that came through Defiance, where I used to work, were teens, but now they are men, full on adults with wonderful path in front of them.

    Humanity requires that we care – watching Reign FC lose in the playoffs I cried tears of joy. My home team, another former employer, lost. But I was happy because it was a symbol of the joy available in soccer when the world can be so harsh.

    The Campaign of 2025 – of course I did a D&D+Sounders mashup. Similar to what happened the last time Wizards of the Coast released a new set of core books I created the key players for the Sounders as if they were D&D characters.

    Factal

    Work is mostly leading the blog, writing marketing emails, producing/presenting the Global Security Briefing and managing social (yeah, I’m a marketing generalist who does a little of a lot on a small team).

    There are two things I helped write that I want to share with my D&D readers.

    I didn’t write Security at the core of Amnesty International’s human rights work, but I was part of the interview and editing process. Factal helps more than 300 human rights and disaster relief NGOs for free. Knowing that we help tell these orgs where they are needed and help keep their people safe gets me excited to start my work days.

    Why the LA fires have been so hard to respond to – and how Factal members met the challenge – between misinformation, information overload, false alerts Factal’s editors and platform helped those NGO partners and huge enterprise companies keep their people safe.

    Factal North America lead editor Joe Veyera was on shift during Factal’s earliest alerts. “Finding information about the LA fires isn’t the hard part, but parsing what’s real and what’s not can be far more difficult. As a team of experienced journalists with experience covering large-scale disasters, we know which sources to trust and our members know they can trust our updates.”

    I love what I do, because we are that wonderful intersection of ethical company that does lifesaving journalism. I complete year four there in just over a month.

    Finally, I repeat my annual call to get rid of linktree or any of its competitors. Your link in bio should be to a place you own and control.

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  • West Thundermoon Trading Post, home the Maltunyns

    West Thundermoon Trading Post, home the Maltunyns

    Traveling the harsh lands of the Ferments? Find everything you need at WEST THUNDERMOON TRADING POST!!! Settled in the foothills of the Thundermoon Mountains a half a day’s ride west of Ourten, WEST THUNDERMOON TRADING POST is the go to location to find all of your hunting and travelling needs.

    Run by the Maltunyn family for generations, they’re knowledge of the local terrain, as well as their selection of only the finest gear will ensure your travels will be safe and comfortable. Or you could pick up some of the finest furs and rations provided by master hunter Velthuria Maltunyn, and her daughter Keesrah. If you need a quick repair, or even an herbal remedy or two, Cay Maltunyn has you covered.

    With the experience of generations, and a deep love of the land and air, the WEST THUNDERMOON TRADING POST is a must for any serious travelers of the Thundermoon Mountains. Visit the WEST THUNDERMOON TRADING POST today!!!

    You can find that brochure throughout the villages and homesteads of the Thundermoon Mountains in The Ferments.

    Keesrah Maltunyn, a human guide and drakewarden ranger with a raven named Crow, is the player character who calls the trading post home.

    The West Thundermoon Trading Post is about two days south by southeast from Orten. The post is on the southerly road towards a desert region. That road runs roughly parallel to the Thundermoon River. In the hills and mountains are a few fishing and hunting families.

    The Location

    The image displays a set of seven rectangular index cards arranged on a speckled stone surface. The cards have a grid pattern and are covered with handwritten notes. The cards are arranged in a T-shape with four cards on top and three below. Each card contains various textual labels such as locations and descriptive phrases. In the top row, the central card is labeled "Maltunyn Ground Floor," flanked by cards labeled "Bridge" and "Trading Stalls." The topmost central card features "Thundermoon River Bridge." Other notable labels on the cards include "Hunting Gate," "Lava Forge," "Guarded Entry," and areas denoted as "Stalls" and "Sheds." A pen is positioned at the upper right corner of the image.
    Zonal word map of the Trading Post

    Guarded entry

    A wooden wall surrounds the Trading Post. The entry is where all merchants and visitors arrive. There are two large doors, which are barred at night. A guard stand rises to the left of the doors, as one exits. It can hold one medium creature and grants them half cover. A ladder provides access.

    • Elemental affinity: None.
    • Hazards: Breaking down the closed door requires a DC: 15 Strength check.
    • Allies: The goblins and family can provide ranged or melee Militia Actions.
    • Max occupancy: Five medium creatures.

    The guarded entry connects to the lava forge, the merchant stalls and the loafing sheds.

    Lava Forge

    A small semi-open air forge where Cay works as a sometime smith. The heat and bellows are from an active fissure where magma surges underneath the trading post. Malk, the goblin captain, now helps out. Malk and Borkin also store their own clutter there, including the smog-buggy.

    • Elemental affinity: Earth, fire, lava
    • Hazards: Those knocked prone who fail their DC by five or more take 1d8 fire damage from the forge. Forced movement can result in the tools of the trade being knocked all over, turning the Lava Forge into difficult terrain. Oh, and beware of a lava flare — who knows when that will happen.
    • Allies: Cay, Malk and Borkin may be present
    • Occupancy: Four medium creatures.

    The lava forge connects to the guarded entry, to the trading stalls and the hunting gate.

    Trading stalls

    One large and two smaller open stalls sit in the large enclosed central space of the post. Various homesteads and outsiders come through with their wares on a seasonal basis. There’s a central fire pit with some large stones and simple benches frequently with a stew pot and hot beverages available.

    • Elemental affinity: Fire, air
    • Hazards: The cook pit can become a fire hazard, doing 1d8 damage to those who fall into it and setting their flammable gear on fire. It provides 10′ of bright light and 10′ of dim light at night.
    • Allies: Neighbors may be present depending on the season. They will almost always limit their help to rallying the Maltunyns.
    • Occupancy: 3 in the large stall, 2 in each small stall and room for 12 more medium creatures.

    The trading stalls connect to every other zone except the hunting gate.

    Loafing sheds

    Like everyone in the Six Kingdoms the Maltunyns have space for beloved animals. These sheds are designed for equines, canines as well as the rare bovine or more exotic companions. There are small cabinets for feed and tack.

    • Elemental affinity: Cold, air
    • Hazards: When occupied the animals could be feisty.
    • Allies: None typically
    • Occupancy: 7 medium creatures.

    The loafing shed connects to the guarded entry, the trading stalls and the Maltunyn home.

    Hunting gate

    Known for the gate that Caile leaves open it’s actually the place where Cay raises herbs. There’s also the gate to the hills where Keesrah and Velthuria hunt. It’s also a lower land, near the river.

    • Elemental affinity: Water, plants
    • Hazards: During heavy rains the mud creates difficult terrain. A rapid freeze after rains can lead to icy conditions.
    • Allies:
    • Occupancy:

    Thundermoon River bridge

    A few weeks ago there was a small wooden bridge over the river. Then the mephit mudslide took it out. Now a ford those that cross must be wary of mud mephits who settled in the area after the slide. Heavy rains may bring them back and upriver there is a threat that the open lava could change the river’s path.

    • Elemental affinity: Mud, water, maybe lava
    • Hazards: During floods the ford is impassable terrain without aids — ropes, other people or animal companions. Mud mephits may strike at random, the little chaos beasties they are.
    • Allies: One of the Maltunyn animal companions are frequently in the area.
    • Occupancy: This is a large space without a limit as it connects to the hills and mountains.

    Thundermoon River bridge connects to the hunting gate.

    Maltunyn home

    A two-story wooden building, the ground floor of the home is mostly accessible to the general public. The main room is a mix of general store with goods on consignment, smithed tools, dried or smoked meats and a few tables with chairs for visitors. This room can be entered from either the hunting gate through a small side door or the main entry connecting to the trading stalls. An outer stair to the second floor reaches the roof of the loafing sheds and a narrow platform along the wall running to the guard stand. There’s a small open kitchen/stove with a root cellar stretching under the homestead wall near the river.

    The second floor is two bedrooms and a small aviary.

    • Elemental affinity: Smoke
    • Hazards: Bar fights are rare, mostly because Cay is a smith and Velthuria is a scout.
    • Allies: If the trading post has visitors one of the family or goblins is always present.
    • Occupancy: 10 medium creatures

    Up above the roof of the second floor is a small optical telegraph. A small group of mousekin operate it while living in a converted trading stall.

    The image is a stylized fantasy map depicting a region with diverse geographical features. The terrain is primarily sandy with scattered trees and mountain ranges. At the top left corner, the title "The Ferments" is displayed, with the region stretching across to the "Thundermoon Range" at the top center. Various areas are marked, including "Fatwoods" and "Palemarsh" to the west, represented with dense forests. "Sands Of Ar" is a large desert area in the center. To the south lies a large body of water labeled "Dark Wassr," depicted in a light blue-green color. Key locations such as "Raven Watch," "Sanctum Of The Black Witch," "Brightshelt," and "Ourten" are marked with symbols like houses or skull icons. A compass rose is placed near the water, aiding orientation. Paths, indicated by dashed lines, connect various locations.
    Created using Perilous Shores

    Allies

    Velthuria is Keesrah’s mother. A human scout with a small dog, she is the primary hunter and runs the operations such as rentals of the three stalls for merchants.

    Cay is Keesrah’s father. A human smith with a miniature pony, he uses a magma powered forge, Cay can craft anything with metals. He also grows herbs.

    Caile is Keesrah’s brother, a human with a small dog. Smitten with one of the Drudzhar Caile sometimes wanders off on his own. Ally, but adversary sometimes.

    Malk is a goblin captain and was saved in session one. A colonialist they are searching for resources for the Queen. They may become an adversary.

    Borkin is a goblin cart driver. They are less colonial and more willing to help the Maltunyns, especially in defense and general labor. Malk is still their boss.

    The family is trained at rallying defenses and ranged attacks.

    Henkel family

    River fishers in the ponds and streams of the low Thundermoons the Henkel family are halflings with river dogs. They are indebted to Keesrah after she rescued Taier one of their younger teens.

    The Henkel family are trained at pestering and melee attacks by Keesrah.

    Adversaries

    Clan Drudzhar

    A group of goliaths who live higher in the Thundermoon Mountains. Clan Drudzhar and the Maltunyn’s have been arguing, and sometimes openly fighting, over hunting territory in the mountains for years. One of their children is in love with Caile.

    Their home is high in the scrub mountains and was recently near the mud mephit floods. They and the Maltunyns use different styles of traps and will frequently destroy each other’s snares. Birds of prey are their most common companions.

    Elements of mud and lava

    Mud mephits, magmin and lava elementals roam the Thundermoons. These adversaries are manifestations of The Ferments, a land that refuses to be tamed.

    Children of Chorl

    Punch-chickens raided a market stall, but quick action by Keesrah and her acquaintance Ellis ended the theft and the punch chickens. The two later learned that the Children of Chorl raided Ourten too. These human-animal hybrids seem to be hiding in the hills or plateau near Pirna Farms, now Ellis Mill.

    Kon colonialists

    While saving the lives of Malk and Borkin pushed off the investigation by the Queen’s goblins into how the resources of The Ferments could replace the tar trees of their homeland. That colonial raid and investigation may expand.

    Downtime and Quests

    Keesrah is researching how to create Serpent Scale Mail armor. She’s learned that the elemental drakes do not leave behind enough resources. The dragonkin raiding Spinebloom Farms do. Keesrah completed her armor.

    Previously some work was done to reinforce the guarded entry which connects to the road Outsiders arrive along.

  • Ferments, Sessions three & four: Mud mephit slide, wake, fey chwinga

    Ferments, Sessions three & four: Mud mephit slide, wake, fey chwinga

    In session three the focus was on Keesrah. A duet session handled on Discord due to let turnout, session three was a fine example of the intent behind The Ferments campaign — always find a way to play D&D.

    Session four was held at Logan Brewing in Burien, as is typical. Keesrah and Guarese attended.

    What did the other characters do? We’ll use downtime to talk about the use of their homesteads as bastions, Xanathar’s downtime actions and/or improving their defenses for Militia Actions. And, due to player feedback we’re including traps in Militia Actions to embrace the case where a homestead may be solo or light on membership.

    The Ferments reading;

    Session three

    Keesrah heads into the scrub mountains for food to celebrate the visit of the liquor-creating family of halflings from downway. Her mom is on the trip.

    During this trip in horrific weather a mudslide forces a change in path, and eventually she is attacked by mud mephits. It’s a fierce encounter on the edge of failure. But together the two managed to hold off the mephits.

    Later in the trip home they notice a fox, Rennard. Using spellcraft, Keesrah learns that fox is the companion to Taier Henkel. Tier is missing, and presumed dead.

    Keesrah and her mother, Velthuria, need to cross the mudflow to return home. Using some craft, luck and Crow the Raven the two managed to safely cross the mud mephit slide. Keesrah is punched by a mud mephit swimming through the flow.

    After the flow and storm subsides Keesrah and Caile (the brother) head into the hills to talk to the Henkels and then the Drudzhars. One of these conversations goes much better than the other.

    As a sign of fellowship, and because of Caile, Taier’s memorial is to be held at the Trading Post — there’s also easy access to the liquors from the visiting family.

    The celebration goes well, except for the fight between Caile and Keesrah.

    Learned clues

    • Keesrah Maltunyn learned that the Henkel halflings get along with Clan Drudzhar.
    • Caile is friendly with both the Henkel halflings and Drudzhar.
    • Taier Henkel washed away in the mephit mudslide.
    • Keesrah rescued Taier’s fox Rennard.
    • Taier’s body was encased in mud by chwingas claiming he gave them a piece of his soul.
    • Chwingas released Taier when Guarase Spinebloom said he’d find them another bit of soul — maybe his.
    • Ken raiders with an ambush drake made their presence known. One donated its soul.
    • Guarase earned a Charm of Heroism granted by the semi–domesticated fey chwinga that now live in the Spinebloom’s rice marsh.

    Session four

    This was the first session featuring the Spinebloom homestead. It is a series of mostly underground dome structures in a desert environment. Many Spineblooms have some druidic magic and they use this and their traditional growing methods to have the least influence on the environment as possible.

    The same river that goes past the Maltunyn’s flows to the Spineblooms. Since The Ferments are infested with extreme elemental influences the desert and scrub mountains are close than is practical in a typical world.

    Keesrah and Caile travel along that river to try to find Taier’s remains. That journey includes meeting Guarase who helps them search. There is a mud casing hidden in the rice marsh the Spineblooms farm.

    Unfortunately there are also chwingas, little elemental sprites whose morality is not the same as humanity. These chwingas rescued Taier, but kept him cased as a way to protect him during the mephit mudslide.

    In order to get Taier free the chwingas demand another soul. Somewhat confused, Guarase agrees. Then the goliath figures out that they mean his soul.

    During this exchange the non-chwingas notice two advancing elves and an ambush drake. Keesrah sends Caile and Taier home.

    Guarase and Keesrah fend off the elves, while the drake and those elves destroy a third of the rice marsh including many chwingas. When one of the elves is dropped unconscious in the marsh a chwinga captures its soul.

    The elves also damage a Spinebloom home.

    Keesrah and Guarase learn of more threats to The Ferments, more friends that could be made and the challenges to come in a land that threatens their livelihood.

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