Tag: homebrew

  • Age of Myths, the Uncoupling: Campaign One Sheet

    Age of Myths, the Uncoupling: Campaign One Sheet

    For the first time I’m going to be playing a character in my world. One of my players in the last two campaigns is going to DM and together we set up the one-sheet so as to not change too much lore. One of the ideas I came up with early, was by playing in the Age of Myths, because any lore changes can just be referenced as legend when we play in the current era.


    The Road to the Uncoupling

    Your story begins in a prosperous world of togetherness and mutual can-do spirit.  Before the battle for the heart of Kirtin on the Lake (KotL) or the sacking of Kirtin in the Sky (KotS), before the Proctors spread death and misery in Sas Rurulit, and before the unprecedented events of the Awakening and the finding of Lorebooks, there was The Uncoupling.  The apocalypse that destroyed the weave of magic for the Kin and Kon, leaving Ken and the 5 coloured dragons of the Chromatic Convocation in complete possession of magik. 

    Players are part of a select group that were born with innate magical ability (you’ve been everflow touched) that is prized even in this magic-rich world.  Possibly you inherited your trait from a bloodline trait or ancestral ties to deeper magik of the Everflow.  It has shaped your early years, possibly enrolled at a young age by family in the scholarly studies to become part of the magik ruling core of society or you hid your talent and nurtured it on your own. 

    However, recently there have been rumblings, rumors about a shadow organization unhappy with the status quo, who seek to eliminate the existing ruling council and rule not by consensus but by force.  You’ve each been selected by the bronze Dragonborn Artok, tasked with this mission by his patron, the adult Bronze Dragon (Othimbane) who sits on the council, to identify and either infiltrate or forcefully break these fools of their notions and ensure that no other plots are forthcoming. 

    A global map of the world centered on the spaces where play in the campaign has occurred to this point.

    The following is written by the DM for this campaign.

    Premise 

    • This campaign takes at least three millennia before the Born Generation and the return of magic to the Lands of the Everflow.
    • Gain information about “The Shadows”, a secretive organization bent on wiping out the Ruling Council of Aur.
      • Artok has the rough information about several potential members that could lead you to a hideout or meeting place. 
    • Infiltrate or brute force your way into the group. 
    • Identify other members and find potential leads about who is the power behind “The Shadows”.
      • Keep (human council) and (gnome council) members apprised of your investigation. 
    • Possibly assist the council with additional tasks at your discretion.  

    Factions  (NPC names to come soon)

    • The Ruling Council of Aur (RCoA) – A group of 9 members, three of each Ken, Kin, and Kon, and 4 dragons, two each of metallic and chromatic. 
      • The RCoA is the “federational government” of Aur, with different cultures/regions governing in their own way and answering to the RCoA.
      • Kin: Human (F), Goliath (they), Halfling (M)
      • Ken: Elf (F), Elf (M), Dwarf (M)
      • Kon: Goblin (M), Bugbear (They), Hobgoblin (They)
      • Dragons:
        • Elder Metallic (Silver) – Tanargnyvur
        • Adult Metallic (Bronze) – Othimbane
        • Elder Chromatic (White) – Dwargauth
        • Adult Chromatic (Blue) – Nymaryxon
    • In occurrence with the rise of The Dragon moon (the fourth moon of the Aurian system), the dragons withdraw from the council for a year (draakmoeten) and meet at an undisclosed location with the world dragon (a deep time dragon) named Andarawus Del-mos. 
    • The Metallic Dragons
    • The Chromatic Dragons 
    • The Shining Order of Dreki – Holy dragonborn order who serve the Draconic races as paladins, clerics, and religious personages located across the world. Some that choose a more individual path travel and assist as Priests and Mortuary persons in smaller towns and villages.
      • Necromantic magic is thought to primarily flow through the draconic race). 
    • The Shadows – A heretofore unknown organization/cult/religion(?) focused on the overthrow of the RCoA, and to rule through force and oppression rather than through consensus. 

    Campaign Facets 

    • 2nd & 3rd tier drop in/out campaign play, starting at 5th level 
    • All PCs start at lv.5 with the added feat “Everflow Touched”, adding a +1 to spell attack modifier and adding one free 1st level spells (from any school except necromancy, unless your PC is dragonborn) to your spell list which can be cast once per long rest.
      • Material components will not be needed.
      • at lv. 9 this will increase to +2 and an additional spell (2nd lv.) can be learned.
    • Rules used are core 2014 WotC D&D, plus most player facing options from WotC
      • Check with the DM about using setting-specific feats, subclasses and spells
    • Allowed races are Kin (human, halfling, goliath), Kon (goblin, hobgoblin, bugbear), Ken (elf, dwarf, non-rock gnomes) and dragonborn/kobold as shining order of Dreki
    • Divine magic is thought to come from the forces of nature and the philosophies, there is no active pantheon of faith, beyond those who worship the dragons.
    • Potential for multiple pathways to quest completion
    • Player driven story creation in a sandbox setting
    • Wide regional/worldwide settings with airship and/or teleportation travel 
    • Actions may become legend
    • Milestone leveling – several sessions per level gain; saves time when we all don’t have to track XP
  • Goodbye Alignment. Hello short-form personality.

    Goodbye Alignment. Hello short-form personality.

    Alignment is tired, boring and essentially meaningless in 5th edition Dungeons & Dragons.

    Many playing the modern game trying to replace it with personality. Wizards of the Coast tried to take major steps towards personality play with their Traits, Ideals, Bonds and Flaws system attached to backgrounds. That system uses five sentences of 5-25 words to describe the personality of the character. Alignment also exists.

    Then, if the DM and/or the other players remember your TIBF and you play to it you might get advantage via Inspiration.

    It’s a bulky system that requires memorizing a lot of detail that aren’t necessarily relevant to how your character is played. The Acolyte is in the SRD 5.1 CC BY. Here’s a sample of TIBF for a lawful good Acolyte.

    I see omens in every event and action. The gods try to speak to us, we just need to listen.
    I quote (or misquote) sacred texts and proverbs in almost every situation.
    Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
    I would die to recover an ancient relic of my faith that was lost long ago.
    I am suspicious of strangers and expect the worst of them.

    That’s 82 words plus two for lawful good. But really, it’s just a few. You don’t need that much detail.

    Just like when you fill out that your character has brown or brown-green eyes you know there is more detail to the eyes than just that word or two. You can do this for your personality.

    That Acolyte?

    Faithful, Suspicious, Orderly, Erudite.

    Replace the entire TIBF system with those four words. Can you memorize a few words that describe how the other characters in the party act? Absolutely! Your mind was already taking the shortcuts on the way to do so.

    Then award inspiration when the character is played along their personality.

    You could build your short-form personality using the official background information already provided. That’s a great start. But you could also use a list of personality traits. Here’s 638!

    A character modelled off a favorite movie or TV or comic or book or video game or etc character could use their traits too.

    • Margot from The Magicians — sexy, strong willed, crass, loyal
    • Wesley from The Princess Bride — dedicated, adaptable, loving
    • Tasselhoff from the original Dragonlance – friendly, curious, brave, aloof
    • Moiraine from early Wheel of Time – determined, withdrawn, studious
    • Lan from early Wheel of Time – lawful, loyal, commanding
    • Awf, my PC in Lost Mines – persistent, exuberant, fearless

    The intent with short-form personality is to reduce memorization, reward roleplaying and continue the de-emphasization of alignment in D&D.

    Be generous with the Inspiration you award. Play up the personality. Just make it simpler than a system that might require 100 words when you only need three to five.

    Fediverse Reactions
  • Adapting Genoan revolutionary lunches to fantasy third places

    Adapting Genoan revolutionary lunches to fantasy third places

    During the Age of Revolutions the leaders who wanted liberalization and democracy in Genoa had no idea how to govern. They were a bit idealistic. They struggled to get the various classes of this significant mercantile kingdom to get along.

    This all comes up in a recent Nerd Farmer podcast featuring Nathan Perl-Rosenthal. And it’s going to inspire a new third-place tradition in my Dungeons & Dragons world.

    By Aldan-2 – {{[1]}}{{[2]}}, CC BY-SA 4.0

    One of the ways the Genoan revolutionaries tried to create cross-class conversations was by mandating public lunches be held on the streets before festivals. These lunches would be funded by the elites, had limitations on the number of courses and were intended to inspire conversation before the entire group proceeded together towards a town square for fest time.

    This attempt at a third place being a space in time rather than a physical building intrigues me. That porch was only a third place during the luncheon, roughly every two weeks. It didn’t work.

    This is a fantasy blog, mostly about a fantasy world where dragons and magic are real. Let’s make the Genoa public luncheons real.

    My world has a naval empire, which makes this easy. But it is rather hierarchical and centered on the influence of the navy as sailor-citizens with power and influence. It is expansionist. Daoud won the war with Kirtin twice, and just lost their hold on Kirtin-on-the-Lake, the winter capital of Kirtin.

    Douad’s fleets sail the seas trading goods, conquering territory and bring their wealth back to the homeland.

    Daoud is the southern nation and controls the Green Isles in the Southeast.

    This is where the lunchtime third places come in!

    These now-wealthy sailors, officers and captains are required, by the Admiralty of the Land, upon returning to port to share their wealth and throw a party in the neighborhood from which they came.

    They lunch and fest together, with the Admiralty and Royalty surprising random porches with visits.

    This now ingrained tradition started because when the first ships came back with massive wealth they were seen as a threat to the non-sailing gentry. So that leadership in a form of taxation started the luncheon program. This kept the peasants that didn’t sail happy with the leadership and that joy spread.

    These lunches are simple fare — three courses, one which must always be from the land the ship just visited. There’s always a flatbread, that was originally simple but is now treated as a complex way to serve a fourth course that is not in violation of the edict. There is wine and coffee, tea and liquor.

    There is joy.

    Then there’s the party, always in sight of the harbor with the ships lit and glowing at mast and crossbeam. There are flags and fireworks (the best ships travel with Sparklers). These parties are on a time limit. They start within two sunrises of the ship’s return. They end the next morning.

    And everyone participates. The paupers, urchins and sweeps know that when a ship returns they will eat well for at least a day, often two. The displays of wealth are ostentatious and the people are happy. These aren’t circuses, nor taxes. It’s Daoudian Luncheon — one of the two third places in the culture. The ships are the other third place.

    Fediverse Reactions
  • Throwing Stars and the Pentiad — two sports on the Fields of Elysia

    Throwing Stars and the Pentiad — two sports on the Fields of Elysia

    As part of the Worlds to-go! The Elysians Kickstarter I pitched PJ the idea of adding sports inspired by this magical world that is a conjunction of city-states, godly wilderness and island-hopping villagers. The microsetting we’re going for has some ancient Greek and Roman inspiration, flexing into similar tropes taken by the Percy Jackson series, a dash of Narnia without the chivalry and because I’m me dashes of magic in all things.

    We’ve released a sample of the sports rules over on Drivethru RPG.

    Sports in the 5e, the Fields of Elysia

    The project has a few differences from my past writings on sports in D&D.

    • Sports on the Fields of Elysia doesn’t use the Tools rule.
    • It leans into narrative as mechanics. The concept here is to describe the action your are taking using your specialty (an advanced 5e rule), skill and attribute in unique ways.
    • Normally I ignore individual sports as they can typically be done with a one roll roll-off. But Elysia had to have something inspired by the original multi-national sporting competition. So I added the Pentiad.
    • As the peoples are emulating the gods (a fun bit of lore I enjoy) there’s no such thing as cheating. Borrowing from The Magicians, I leaned into the concept that the gods have minds beyond people’s minds. Emulating the minds of gods meant no cheating. There’s no cheating! Do whatever you want for victory — that’s what the gods would do. Pursue victory using spells or even attacks. Just don’t kill people.
    • Throwing Stars is based off an ancient Roman juggling competition, adding in a dash of mysticism around the creation of constellations and turning it into a team event. Combat juggling is a modern thing that should be captured in this lore too. Throwing Stars takes combat juggling with magic and then instead of awarding points on surviving, awarding points on the artistry of the creation — a divine act.
    Photo by Ioannis Ritos on Pexels.com

    When Throwing Stars what object or magic will you create to impress the gods?

    You can check out Sports on the Fields of Elysia for free for a few days. It’s a proof of concept, not a final rule set. If the Kickstarter continues on its strong path you may seen the final version of the rules, along with two other team sports.

    Try out the rules for sports. Tell us what you think.

  • Proctors of the Everflow: Campaign one sheet

    Proctors of the Everflow: Campaign one sheet

    This is an introduction to the seventh campaign set in the World of the Everflow. The most significant difference between these and the previous campaigns are that the player characters are all members of the Proctors, a group that once completely restricted magic from entering the Land of the Six Kingdoms.

    The campaign will start in the city of Ras Rurulit in Daoud shortly after the PCs were dropped off there. They have a safe house. Operating in the city either in hiding or in open defiance of convention will be up to the party.

    Campaign Premise

    Your group of Proctors are working together to capture and contain the Book of the Word and the Book of Dance, two groups of Scholars active in southern Daoud. You are authorized to use any measures necessary to control this group. They have been teaching well beyond just a Scholar and two Students – end them.

    Background

    In the last passing of the Dragon, the fourth moon, the World of Everflow experienced the return of magic, the introduction of goblins with smog teknologies, and empowerment of animal companions. Native to the Lands of the Everflow, the Kin all have animal companions, some learning minor magics. Rarer are those whose companions are empowered.

    The fey Ken object to these souls casting spells. Their Proctors crush the spread of magic and seek the Lorebooks from the seventeen schools where spellcraft was trapped. As the Ken invade from the west and the Six Kingdoms’ borders are rewritten, a forgotten peoples float on airxips from the north. The Kon are a smog-punk society with klackety, noisy tek coming from an island of guilds and invention.

    Heroes rise with their animal companions joining their journey. From humble beginnings these heroes show the power of fellowship and share knowledge with the greater world.

    In this case, the PCs are not heroes. They are not antiheroes. They are the Ken, people of knowledge, hoarding and limiting magic from the common people in the Six Kingdoms.

    This map is what the initial intelligence of the Ken thought the Six Kingdoms looked like. It’s quite wrong. Your group of Proctors are in the far south of Daoud, a rough land similar to the non-desert coastal Maghreb.

    Grand Conflicts

    • Proctors versus Scholars
    • Proctors versus the rare Gobkon in the south
    • Do the Elder Dragons really know best?

    Factions

    • The Book of the Word – book based spellcasters
    • The Book of the Song – music based spellcasters
    • Fleet of the Silent Knight – Daoud’s force responsible for maintaining control of the bay.
    • Isarnalijik and Isamamimir’s Squadron – the remnants of land forces who insist they are the rightful heir to the desert lands.

    Rumors

    • There are many colleges and universities in the land.
    • Magistrate Sas Rurulit is the greatest singer in Daoud’s history.
    • Ishurrumukuf has been taken over by one of the trade guilds of Qin
    • A great storm is coming from the West.

    Facets

    • The group are a collection of secret agents or special operators. They may act undercover or violently during the mission.
    • They have one ally to start, Sabrinigha. She runs the safehouse and is a halfling of the born generation slowly discovering spell craft.
    • The lack of animal companions will be obvious. They’ll need a cover story.
    • In traditional D&D this mission would be Lawful Evil.

    Variant Rules

    • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
    • Short rests are 8 hours. Long rests need sanctuary and 12 hours. This leads to a pace more similar to a novel.
    • Find Familiar and similar spells are banned from PC knowledge at the start of the game.
    • 50% of Enchantment spells no longer exist. This will not impact your spell choice.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 7th level because the Proctors are powerful.
    • There are several custom backgrounds and tools available. We will use cultures, not languages. Each character will start with “Daoud (Common to the area) and Ken” for their cultures. If your PC would have more languages discuss that with the DM.
    • Each character will start with 500+1d10*25 gold to spend on mundane items or to put in a pouch and use as spending money.
    • Each character will start with TWO COMMON magic items, plus an Oriq Mask (see Strixhaven) and one RARE item based on the character’s Background and role within the Proctors. That Rare item will have story elements to it, may get stolen. May level up. We’ll see.
    • Each character must be be a spellcaster, but no Druids or Clerics or Rangers. Proctors serve the Elder Dragons, not gods or nature.
    • Every character must represent one of the Proctor factions – Seeker, Defender, Striker. The chart below shows a few examples.
    SeekerDefenderStriker
    Wizard
    EvokerX
    DivinerX
    AbjurerX
    Warlock (dragons)
    ArchfeyX
    FiendX
    Great Old OneX
    Sorcerer
    DraconicX
    WildX
    Rogue
    Arcane TricksterX
    Paladin
    AncientsX
    Devotion
    Monk
    Four ElementsX
    Fighter
    Eldritch KnightXX
    Bard
    LoreXX
    ValorXX
    Artificer
    ArmorerXXX
    ArtilleristXX
    AlchemistXX
    Battle SmithX
    Subclasses in other 5e Wizards of the Coast and Kobold Press books may be used as well.