Tag: Uprising and Rebellion

  • Uprising & Rebellion: One Sheet

    Uprising & Rebellion: One Sheet

    This campaign is set five years after the Lorebook Hunters. With the call of magic strong in the Western Wildes, the kingdoms of the Everflow are stressed by magic. The New Peoples (Ken and Kon), the Offspring of Chorl, the elementals in The Ferments, the Haunting of the High Hills, truce at the River Crinth between the Crinth Confederation and Empire of Azsel, the Sundering of the Church of Quar, and the beacon of the Free City of Sheljar are all plaguing the Kingdoms of Daoud and Kirtin.

    Campaign Premise

    You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.

    Background

    The Lorebook Hunters secured several of the Lorebooks, returning magic to the Land of the Everflow. In doing so they drew the attention of the Ken (dragons, elves, dwarves, gnomes, and other fey creatures). At the same time the goblins returned to the Land of the Everflow, with their smog-punk teknology.

    Grand Conflicts

    The Proctors of Grace and their other allies want to control access to magic. Certain dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of dragons (at least a Red as that first DragonTree has regrown).

    Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.

    Facets

    • Each of the Peoples has a starting power.
      • Kin start with a Bonded Companion
      • Ken start with the Feat: Magic Initiate
      • Kon start with Tek
    • Exploring the zero-to-hero tropes, rebellion, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever.

    Variant Rules

    • Playable races are Human, Hin/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
    • There are seven backgrounds unique to the Everflow available beyond what is in any published book.
    • Use point buy or custom array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 3rd level, because power is cool.
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.
  • Here There Be Dragons

    Here There Be Dragons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Red Oak Burns!

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

    Several stories cover the week since the Carnival War.


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

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

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

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

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

    Cast of Characters

    PCs

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

    Roland (male human rogue-thief) — the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.

    Whym (female halfling ranger-gloom stalker) — the former circus member is of noble heart and fights to protect those who are threatened by darkness. She has a huge dog, Kelb.

    Quelimo  Galanodel, aka Q (male elf rogue-propagandist) — the former journalist in Ken has combined techniques learned while working in the lands of magic with the praktikum of the gobkons. Now he publishes broadsheets in Kirtin-on-the-Lake pushing warnings against his own kind as well as building support for an independent KotL.

    NPCs

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

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

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

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

    Governor Roreldus Androouet le Riche, Servant of the Queen and Commander of the Northern Fleet and the 3rd Marines —  a weak man more concerned with power than justice. Will do nearly anything to maintain the place of prominence in KotL. The Northern Fleet are two boats that roam the lake and are maintained on Androouet Isle in the middle of the lake. The 3rd Marines no longer exist.

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

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

    Places of Interest

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

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

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

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

    Districts

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

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

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

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

    Clues and Hints

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

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

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

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

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

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

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

    Grand Themes

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

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

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

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

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

  • Uprising and Rebellion Session One: The Carnival War

    Uprising and Rebellion Session One: The Carnival War

    Carnival War

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

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

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

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

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

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

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

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

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

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

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

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

    Cast of Characters

    PCs

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

    Roland (male human rogue-thief) – the former sage was recently fired from his position in local university. His teachings challenged Daoud’s control of Kirtin-on-the-Lake. He has a small cat that avoids all conflict.

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

    NPCs

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

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

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

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

    Places of Interest

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

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

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

    Clues and Hints

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

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

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

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

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

    Grand Themes

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

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

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

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