Tag: Lore24

  • Children of Chorl

    Children of Chorl

    The first Scholar to be discovered was the Necromancer. His works were hard to ignore, as the undead he mistakenly raised thinking he was helping the peoples of Fort Ooshar and Sheljar broke the empire. That built a distrust for newly released magic.

    Sheljar, Telse, Mira, Qin and the other cities near the Everflow and its two rivers.

    This is likely why Chorl attempted to hide. Not only was his work in Transformation often done involuntarily, Chorl wanted to conquer. His goal was to fill the gaps from the Fall of Sheljar, taking over the Western Wildes via his hybrid peoples. For Chorl, in all his evils, was creating new peoples, a combination of humanity and their companions.

    Some chose to be combined, these peoples frequently became his lieutenants and sergeants. Many fled. The breaking of his camps and the deaths of Chorl and his Student Anderson created an opportunity to escape.

    Now, the Children of Chorl exist in mixed pockets of freedom almost always outside of the major towns and cities. They may want vengeance hating Scholars and magic; they may want freedom; they may want to be respected. They are all hybrids in the World of the Everflow.


    Mechanics for the Children of Chorl

    To play a Child of Chorl in the World of the Everflow select a hybrid species/race. There’s a long list of them available in DnD Beyond now, thanks to Wizards of the Coast adding the Humblewood setting.

    Though none of the core species for 2014 or 2024 D&D are Children of Chorl the current list from official products includes;

    Aarakocra, centaur, harengon, kenku, lizardfolk, minotaur, satyr, shifter, tabaxi, tortle, giff, hadozee, owlin, leonin, loxodon, locathah, or grung.

    Players at my table can also use those from Humblewood;

    Cervan, corvum, gallus, hedge, jerbeen, luma, mapach, raptor, strig or vulpin.

    Then select a feat or bonded companion. Though all Children of Chorl were a goliath, halfling or human combined with a bonded companion, that doesn’t mean that they didn’t have more than one companion.

    Decide what the character was before they were melded. They should generally be someone from the West. They can be someone who volunteered or not, that’s up to you.

    Their background and class represent what they were before. How they present to the world now is similar to the X-Men.

  • Lore 24: Oath of Free Sheljar

    Lore 24: Oath of Free Sheljar

    All of the campaigns that have taken place win the World of the Everflow have focused on tracking down the various Lorebooks, with each group having other side quests, generally towards making the world for the common peoples of the Lands of the Six Kingdoms.

    They’ve run counter to the Proctors, an evil faction that is trying to control knowledge of magic, and rogue Scholars who are spreading knowledge of magic in order to control people. Necromancy and Transformation are the ones most counter to traditional D&D goodness.

    The only other super-natural organization is the Orthodox Church of Quar. The Quarites control access to the Everflow and a massive merchant endeavor with their churches also working as trade posts and shops for what are in game terms healing potions.

    This world has no equal to the Factions of tradition D&D, or the Knights of the Round Table, or Templars or other super-national knightly orders. No one has wanted to be in one.

    But if a player wanted to play a character with these kinds of ideals and/or oaths, we’d talk about how it would fit. Knowing my player base the inspiration would be the Free City of Sheljar, the egalitarian re-founding of Sheljar after the early campaigns purged the Necromancer, his agents of undeath and the Tunneling Nightmares (they’ll be the subject of a future Lore 24).

    Based off the players and characters that founded the Free City such an idealistic organization would look similar to the Harpers, with a dash of de oppresso liber and a side of asymmetric organization.

    • Determination for all peoples Kin, Ken, Kon and any who think.
    • Share knowledge, so all in the world may live better lives.
    • Defend those that cannot defend themselves and their companions
    • Judge behavior, not the companion, the nationality or the faith
    • Recognize successes at spreading the word of a Free Shejar and Free Everflow

    Like the oaths of D&D paladins, these ideals within the oath are aspirational. They aren’t to be perscriptive.

    A player wanting to be part of this order wouldn’t necessarily pledge to sergeant or knight. They wouldn’t need to swear fealty to the current Mayor of Sheljar (Samul). The order would rise because the oath is a bit viral — it’s one that encourages heroic actions and fulfilling quests.

    A band could be one halfling and her dog, or an entire airxip of goblins, or an adventuring party, or three elves visiting the Everflow that abandon their fey pacts, or a group of Mehmdians, or a village near Telse, or a tribe in Crinth. A band inspired by the ideals of Free Sheljar aren’t sworn to them, in fact the current governance of Kirtin-on-the-Lake is inspired by Sheljar, but free from them.

    That’s the knightly order I would make if I were to make a knightly order.

  • Lore 24: Mijdaf, the paddler

    Lore 24: Mijdaf, the paddler

    One of the great parts of Dungeons & Dragons is the impromptu nature of it all. When you’re at the table, especially for a homebrew campaign, things just happen. The participants riff off of each other and a story is created that shouldn’t exist and can never exist again. It is a moment in time. Mijdaf was born in one such moment recently.

    Mijdaf, the paddler

    Mijdaf is an NPC in the current campaign. He started because the group needed transportation up the river from their neighborhood to one on the very edges of urbanity.

    Me: There’s a barge pulled along the ropes on the side of the river.

    The PCs: That seems slow.

    Me: There’s also a paddleboat operated by a goliath.

    The PCs: We take that.

    That’s how a desert goliath living in the largest city of the region started to grow into relevance in the game. But at this point he’s just a ferryman in a boat. Sure, he’s huge and can paddle upriver faster than those humans can pull themselves, but he’s not yet unique.

    PCs: What kind of birds does he have?

    Me: Four seagulls that mostly rest on a branching perch above his head. He asks where your companions are.

    PCs: We’re trying to get a new one for Lauray. Do you know a good breeder?

    As Mijdaf I talk about two options and why he has one that he prefers. It’s one that doesn’t recognize the current government. Mijdaf starts talking about the history of the region that connects to an artisan that they’d met in the previous session.

    They riff off of this, pulling more information from the goliath. It’s interactive at this point. They roll very well. I start playing into Mijdaf being willing to talk, constantly. Soon the PCs figure out that the reason that Mijdaf was available is because no locals will ride in his boat.

    He’s not just a talker — he’s a conspiracy theorist.

    Mijdaf pulls out a slate with tangential connections between various politicians, professors and military leaders. He keeps going.

    At the table this was great. The players with me that day were smiling, nodding and laughing. The total scene may have been 10 minutes. There were some social dice rolls and a lot of me as the DM picking up on table clues to see what the group was enjoying and emphasizing that.

    And then Mijdaf reached the destination, dropping them off. He and they never expected to see each other again.

    A day later in game time the group needs to get back from the nearly rural neighborhood to their home base deep in the port city. They recognize a paddleboat, but don’t see Mijdaf. They steal the boat.

    That’s how Mijdaf, the paddler, went from a simple single scene NPC into a character with purpose, gaming joy, and just possibly a problem for the future.

  • Lore 24: School of Herbimancy

    Lore 24: School of Herbimancy

    Within the World of the Everflow magic is relatively new, well besides the Everflow’s healing power and ability to flow in two directions and the powerful bond between beast and Kin. In the current Proctors of Song and Book magic returned ~27 years ago. First that was via the Born Generation when over a period of a year every child of Kin came of age knowing a single cantrip. About 7 years ago the Lorebook of Divination was found and over the following years, magic started to spread with the realization that there were 17 or so Lorebooks scattered across the lands.

    The current campaign takes place in Sas Rurulit, where the Proctors are attempting to collect two Lorebooks. But the ingenious groups that control the Lorebooks down in this land broke them up. The Lorebook of the Book are people who cast directly from books and scrolls.

    These peoples are manifesting magic at various colleges. The college of metallurgy used every fire and electricity spell to forge metals. The college of hydrology was water and air spells, with a bit of illusion. The Proctors (PCs) have essentially destroyed these two schools ability to function by either capturing or damaging the master books there.

    In the last session they visited a public park that is also the School of Herbimancy.

    Photo by Chris F on Pexels.com

    School of Herbimancy

    Unlike traditional D&D approaches to herbs, the School of Herbimancy isn’t about ingesting herbs in some fashion to gain magical effects. Instead, the plants themselves are the magic.

    For example, the paths in the park were softly lit at night via the glowing flowers of a particular plant (a version of Dancing Lights). Maybe the smell of burning needles from a deciduous tree heals (Healing Spirit). Fallen branches from a tree are a magical staff (Shillelagh). Within Sas Rurulit, this school’s magic is artifice meets druid — the plants are simultaneously technology and magical.

    The group failed a series of checks, one with a natural 1, so they don’t know the professor in charge of the school. Instead, they got the name of the banker financing the project. A way to turn a nat 1 into a meaningful failure!

    They also didn’t quite figure out that the seed room may be the equal of a scroll room or library at the other schools they’ve raided (some read this site and it would be a natural conclusion for the characters to reach after fleeing the fires they set to cover their raid).

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.