Tag: World of the Everflow

  • Feat: Bonded Companion

    Feat: Bonded Companion

    Salvy

    Animal Companions, or Bonded Companions, or a key element of life in Kin. The Kin are the people of friendship, loyalty of loving those around them. This extends towards their non-humanoid companions as well. Where an elf might group in a land where spells are used to do mundane things, in Kin when a goliath needs a bit of string to finish sewing they send their swallow off to do it, or their heron to fish. Halflings have dogs that pull, push, fetch, hunt, fish, carry, and many other tasks. Human bonds with goats, rams, dogs, birds and horses are quite common. Bonds of Kin are a very essence of life. Almost everyone has one.

    This ruleset needs to do a few things.

    • Scale like cantrips, attacks and proficiency. The companion is expected to live alongside their friend for some time.
    • Build in a reason that having a Bond die is bad for the PC
    • Not destroy the action economy
    • As a bonus, can it be simplified for usage in gaming outside the World of Everflow?

    Feat: Bonded Companion

    Prerequisite: Wisdom of 13 or higher. Kin and Rangers ignore this prerequisite.
    This feat can be taken more than once.

    Two dogs on gravel

    You have an intense bond with a beast. These beasts cannot have a higher Intelligence than the character. In certain worlds the bonded companion can be a monstrosity. At this point I considered just granting access to the Bonded Companion system in a similar manner as to how Magic Initiate works, but instead built it within the Feat. The rule could be built by making Bonded Companion a Class Feature and Feat, but I digress. Taking the feat gives you Companion Points. You also gain companion points in the following manners;

    • Rangers at 1st, 3rd, 5th, 11th, and 17th levels
    • Druids at 1st and 5th level.
    • Clerics with the Nature domain at 1st level.
    • Your Wisdom modifier

    Those points can be spent on a single companion or multiple companions. A character can bond with a number of Companions equal to their Wisdom modifier +1 (minimum 1). Each new companion takes a number of weeks to establish a bond as their cost in companion points. This can be done as downtime, or could be a solo adventure. A character may only spend new points when they take the feat or if they are a Ranger or Druid at their higher levels that earn Companion Points.

    The following chart lists various Companions and their Companion Point cost.

    OneTwoThreeFiveSevenTen
    Herd dogSled DogWarhound *Giant Eagle *&Rhino &Mammoth *&
    RetrieverMastiff *Axebeak *&BisonElephant *Wyvern *&
    TerrierBloodoundOstrich &Bear *&Dire Wolf *&Roc *&
    Sentry DogGuard dog *Elk &Lion *&Owlbear *& 
    SprinterRavenPanther *&Worg *&Griffon *& 
    HeronEagle *&Bear Cub *&Hippogriff *&Pegasus *& 
    PigeonFalcon *Wolf *&Peryton *&  
    SparrowParrotTiger *&Awakened Tree &  
    Pony/MuleDraft HorseWarhorse *   
    FoxRiding HorseApe &   
    Goat/SheepMonkey    
    Awakened Shrub &Cow    

    Legend: The ‘&’ is used to indicate an animal companion that can only be paired with a Ranger, Druid or Nature Cleric. They are normally wild. The ‘*’ is used to indicate animals that can enter combat on command.

    "Postduif". Licensed under Public Domain via Wikimedia Commons - https://commons.wikimedia.org/wiki/File:Postduif.jpg#/media/File:Postduif.jpg
    Postduif” – Licensed under Public Domain via Wikimedia Commons

    As a Bonus Action the Bonder can command their animal. These commands are Attack, Dash, Disengage, Dodge, or Help. An animal without a * can only attack if the Bonder passes a Wisdom (Animal Handling) DC: 20 check. The Companion will continue that action until the combat is complete or another Bonus Action is used (ie they will Attack the directed target until that target is no longer participating in the combat). Some Companions have other actions that can be taken (A Retriever can Fetch as an action). Check with your DM for these other actions.

    When separated a Bonder and Companion that are on the same plane know the direction and rough travel time between them.

    If someone tries to control a Companion it is an opposed Animal Handling check for the Bonder and whatever skill or spell is appropriate for the attempt to control the Companion. The duration of the control is per the appropriate spell or skill.

    If a Companion dies the Bonder takes half their Companion’s hit points in psychic damage. If they make a Wisdom save (DC: 15) they then take one quarter of their Companion’s hit points in psychic damage.

    Variant Rule in Kin: At first level and below halflings usually bond with canines and goliaths usually bond with avians. All Kin start with an additional Companion Point.

  • Whistle of Az and Sel for the Blog Carnival

    Whistle of Az and Sel for the Blog Carnival

    Within the World of the Everflow every thinking peoples from the Land of Kin bonds with an animal. The most common of these are dogs (especially among halflings), birds (especially among goliaths), and horses (especially among humans). These beasts are family, inseparable companion, and essentially an extension of that person. They share personality and aid each other throughout their shared lives.

    This intimate companionship started after magic left the world. Now, the norm, bonding started with Az, his dog Sel, and a three-hole pipe. Together they created more and more and more and more and more bondings. Eventually this drove Az mad, for the thoughts of 100s of beasts were in his head. What was to be a blessing from one of the gods, turned into a curse for young Az. As he aged, the nation of Azsel formed around Az and Sel. Their whistle becoming the symbol of the nation, it was once under guard as a holy relic. Over the millennia the whistle disappeared. The power of bondings spread beyond what the Whistle started. Companionship is now so common that few consider it magical.

    Many also think legend of Az and Sel is merely a story, not real. But the Whistle of Az and Sel is in fact real, and dangerous, for the curse will drive you as mad. If any have found the Whistle in the current era they are not making that discovery public.

    This is my latest entry for the Blog Carnival.

    David, as a young man, playing pipe and bell as he watches his sheep in the pasture. – The Morgan Bible, Folio 25

    Whistle of Az and Sel

    Wondrous Item, artifact, cursed (requires attunement)

    When playing the Whistle of Az and Sel the user can cast the following spells at will, without expending a charge and as a bonus action. These require no spell components nor concentration if that is normally required.

    • Animal Friendship
    • Beast Bond
    • Speak with Animals
    • Animal Messenger
    • Locate Animals
    • Summon Beast
    • Conjure Animals
    • Dominate Beast
    • Commune with Nature
    • Druid Grove

    This power comes with a cost. That cost varies by user.

    When one attunes with the Whistle of Az and Sel they experience two minor and one major detrimental properties. They also suffer from one long-term madness upon attuning and indefinite madness for as long as they are attuned (see DMG page 260). This cursed item requires a quest from a god or powerful magic to be unattuned.

  • The Everflow, a gift from the gods

    The Everflow, a gift from the gods

    The Font of Two Paths, the Two-Headed Spring, Pool of Life, Lake of Wonder — the Everflow. This supernatural gift from Quar is the result of the last action of gods who turned their backs on Kin. The Lake of Wonder has two exits, a thing that shouldn’t ever, ever happen when making maps. This wasn’t because of Quar, but instead due to the people who wanted to spread these waters as far as possible. The Font of Two Paths is as much a study of Quar as it is of the ingenuity of his church.

    Telse and its immediate surroundings.
    Map developed using the beta of Hex All Things by Fantastic Maps

    In the land of Kin the time of creation of the Everflow started one of the popular calendars. This day is known, only due to the Church of Quar (in actuality it is the date when the first Bishop took the Church from religion to merchant guild and non-national power).

    The modern era, 21-26 Post Awakening (PA), the Everflow has a few mechanical benefits. This is true in a world where common magic is merely cantrips and the kinship between beasts. A vial of Everflow, attainable in many markets in Telse and through the rest of Kin only at the Church of Quar, works as three uses of a Potion of Healing. In this world it takes only a Bonus Action to consume a use. Taking all three at once is an Action, and also removes a level of Exhaustion. Again, magic is quite rare, so this healing power has created the potency and power of the Church, which profits off of controlling the Source.

    This post is an entry in the Blog Carnival, a group of blogs who share content inspired by the same prompt for a month. This month’s host is Sea of Stars.

    Make up new items or stat up those from myth, describe places where lost items can be found or quests set by the gods for those who wish to “borrow” item for an important task, what artifacts would your campaign villain seek?  What is the craftsman of the gods working on?

    The Third Celestial Armory is their own entry into the Blog Carnival.

    When the Western Wildes were controlled by the Empire of Sheljar the Church’s influence was so strong that Telse remained a mostly-independent city, though the defenses of Telse and Upper Telse were provided by Sheljar as the mighty empire controlled all lands around the lake town.

    This power dynamic shifted at the Fall of Sheljar. As the Necromancer took power in the bog city the other cities in the west earned their freedoms, for the most part.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.
    • Sheljar then sat empty as people fled the Tunneling Nightmares and the Night Peoples.
    • Mira is a port city in the north, with some influence over Fort Ooshar.
    • Qin is the city of guilds in the south.
    • The Ferments are a region of hot springs, alcohol, homesteads, and vibrant independence.
    • Bell’an’aur is the community of mines and glass blowing.

    But Telse and Upper Telse remain influential. Bishop Ollium maintains power through the wealth of the church — both in the masses of gold and the healing powers of the Everflow. His church-shops are scattered in all kingdoms (Crinth, Azsel, Kirtin, Daoud, and even Mehmd in the dry east). Though smaller than Qin and Mira, Telse’s gift from the gods, an everflowing fountain of healing water that fills a lake with large locks controlling outflow towards both Mira and Qin.

    This gift changed the world. Due to the corruption inherent in the People of Love (humans, halflings, goliaths — the Kin) a gift of healing created a church more powerful than nations, able to control who lives and dies, able to topple dynasties.

    In times legendary, Quar expected his gift to be a lasting connection created through generous health, as the Font never runs dry everyone would benefit. The flawed god of life did not expect the flaws of man to control this ability.

    Other worlds may have mighty boons from the divine that shake the land, or summon kaiju, or protect cities. In the World of the Everflow the minor gift of healing created a non-national empire, a form of currency, and a town that now has a large refugee populace fleeing the Fall of Sheljar or the cursed magicks now entering the Western Wildes — and dragons.

    No matter how large or small an artifact of the gods is it will change your world. The Waters of the Everflow did so much more than a god intended.