#everflow — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #everflow, aggregated by home.social.
-
An afternoon with Shelmigarii, mistress of cables
It’s a crowded day. New groups from Fort Ooshar are coming, fleeing the Fox and Crow, they are rushed and harried. The journey is not long. The families are large, mixed with halflings, goliaths and humans.
Work gets harder with these large groups. The gondolas are large enough for a few horses, maybe a cart. These families are multigenerational, at times there are dozens of animal companions. One may have only geese, another family with dogs. There was one with oxen — they took ages. The mulgobs don’t like when they need to come up.
Made with rerollBut seeing so many descend into a home without judgement, with an opportunity to build, with an opportunity to meet elves and dwarves with their magicks, with an opportunity to meet women from Mehmd and men from Crinth, the opportunity to meet the ratchets and the alchems and others from the Queen, the opportunity to meet Brewst Grisselle the ale drake and learn that not all dragons are Proctors hoarding knowledge with threats of violence — Brewst hoards alcohols and is getting along quite well with the alchems guild.
Every day there are new people. Every day another conversation.
Shelmigarii and Lukhchizh do not charge for their service. They’ve earned unfurled flags and banners from the Free City. This means the other goblins (all the Kon) in the area support them. Shel’s recent ratchets development and springwerks mean the mulgobs don’t work as hard. Lukh is working on employing some beasts rather than mulgobs, which is only possible because of the Free City empowers all thinkers rather than the caste system the Queen’s Lyfe demands.
At the top of the cliffs, summer heat bears down harsh on the Grand Entry. Those pilgrims working down the ramps and steps will be full of sweat, but not as much fear. These Kin don’t understand the sky-cables. Many shake in fear as they ride down the thousands of feet through the fog into the bog-city past and through the ruins over the brackish waters and abandoned orchards.
Shel never laughs.
She’s scored of all the beasts. The weather and the cables aren’t scary. These are knowable things. These are math.
Beasts and peoples don’t act according to math and strangers aren’t knowable, even known friends aren’t knowable. She loves Lukh, but calling him knowable isn’t accurate.
A long sip of cool coffee. The next gondola up from Chupmolea better bring more. That bean is a blessing, much better than the teas in the Queen’s Land (Tsavancoast). She once again ponders if there is a way that the bean can replace tar-tree pods as fuel — the switch of smells from oily smog to roast would be worth it. She doesn’t have the knowledge. But maybe the lesser power could be made up using gears and springs…
Her mind wanders sometimes. Operating the sky-cables is boring and routine.
Thoughts are for new things… maybe the fruits could become oils. Lukh’s been chatting with another hob freed from service to invention who won’t join the guilds, but is working on new ways to harvest steam.
There’s an unlatched safety bar she doesn’t notice.
Shel keeps thinking about this. Less power, more gearing, some springs, maybe using that fruit that’s waste now, then a steam box, could maybe the airxip props help the gondola and then we wouldn’t even need muls or beasts.
She sends the gondola with a halfling family and their dogs.
The windsock swings fast. An unexpected storm? She checks the broadsheet forecast section. Oh, no. This is on the schedule. It’s going to be a rocky ride for those hin.
She looks as they descend. Notices the safety bar free. Notices the sway. Notices the storm. Notices the danger.
Wandering thoughts are a blessing, except when they are a curse. She curses the queen. She curses herself. She curses the sky and for good measure she curses the gods of this land even though she doesn’t believe in them.
“Urp! Stop loading. See if you can bring that gondola back. Use everything you have.” She rushes to the head wheel to help.
There is a nasty screeching noise as the metal cables halt to change path. Then there is a scream of terror as the gondola rocks off the cables.
Another noise, this time a squawk, rises above the terrors and shouting, the breaking metals.
Panic. It’s all panic now.
Beasts and peoples all learning that their fears are real. The sky-cable isn’t safe (they’re wrong).
None feel empowered, none capable.
That squawk is a massive beast. A raptor the size of an airxip swoops overhead and dives at the sky-car. There’s a tiny man on the bird, hard to judge size at this distance with the massive bird unravelling understanding of perspective.
As the car jumps off the cables the bird rushes to it. The car starts to roll to a side dozens of feet under the cable.
A sharp command, sudden and cutting through the winds and terror is heard. There’s some Kirtin-ish to the tone with a bit of the Crinth rounding.
The immense bird grabs the cart, carries it up to Grand Entry.
Shel doesn’t want more coffee. She wants to hang out with Brewst after she fills out an after disaster report to establish a new checklist, one that involves two peoples in case her mind wanders again. That’ll start when she’s done shaking.
This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.
Bog-city of Sheljar in abstract paintThe Free City of Sheljar was the result of my first campaign in the World of the Everflow.
Once a city destroyed by dragons and later an empire destroyed from within by The Necromancer with their zombies and Tunneling Nightmares, Sheljar is now a Free City, open to all thinking peoples who respect other thinking peoples. Its leadership is the first group of PCs. A bog-city of a thousand islands each little piece of land offers a place for a family to return, a neighborhood to emerge.
Shelmigarii is one of the Queen’s women, a member of the ratchet guild. She and her husband run the sky-cable gondolas at the Grand Entry with its faster path to the city center or to Chupmolea (the goblin neighborhood) than the thousand-year old steps and ramps down the cliff. Shel is a tiny goblin and her husband a large hobgoblin. They have no companions nor children. They hired mulgobs (bugbears) to operate the ratchets, declining to use alchem nor magicks. Her background would be a cabbie, if playing D&D.
#DnD #DungeonsAndDragons #Everflow #fantasyFiction #FreeSheljar #Goblins #Hobgoblin #Sheljar #skyCableGondola #writing -
An afternoon with Shelmigarii, mistress of cables
It’s a crowded day. New groups from Fort Ooshar are coming, fleeing the Fox and Crow, they are rushed and harried. The journey is not long. The families are large, mixed with halflings, goliaths and humans.
Work gets harder with these large groups. The gondolas are large enough for a few horses, maybe a cart. These families are multigenerational, at times there are dozens of animal companions. One may have only geese, another family with dogs. There was one with oxen — they took ages. The mulgobs don’t like when they need to come up.
Made with rerollBut seeing so many descend into a home without judgement, with an opportunity to build, with an opportunity to meet elves and dwarves with their magicks, with an opportunity to meet women from Mehmd and men from Crinth, the opportunity to meet the ratchets and the alchems and others from the Queen, the opportunity to meet Brewst Grisselle the ale drake and learn that not all dragons are Proctors hoarding knowledge with threats of violence — Brewst hoards alcohols and is getting along quite well with the alchems guild.
Every day there are new people. Every day another conversation.
Shelmigarii and Lukhchizh do not charge for their service. They’ve earned unfurled flags and banners from the Free City. This means the other goblins (all the Kon) in the area support them. Shel’s recent ratchets development and springwerks mean the mulgobs don’t work as hard. Lukh is working on employing some beasts rather than mulgobs, which is only possible because of the Free City empowers all thinkers rather than the caste system the Queen’s Lyfe demands.
At the top of the cliffs, summer heat bears down harsh on the Grand Entry. Those pilgrims working down the ramps and steps will be full of sweat, but not as much fear. These Kin don’t understand the sky-cables. Many shake in fear as they ride down the thousands of feet through the fog into the bog-city past and through the ruins over the brackish waters and abandoned orchards.
Shel never laughs.
She’s scored of all the beasts. The weather and the cables aren’t scary. These are knowable things. These are math.
Beasts and peoples don’t act according to math and strangers aren’t knowable, even known friends aren’t knowable. She loves Lukh, but calling him knowable isn’t accurate.
A long sip of cool coffee. The next gondola up from Chupmolea better bring more. That bean is a blessing, much better than the teas in the Queen’s Land (Tsavancoast). She once again ponders if there is a way that the bean can replace tar-tree pods as fuel — the switch of smells from oily smog to roast would be worth it. She doesn’t have the knowledge. But maybe the lesser power could be made up using gears and springs…
Her mind wanders sometimes. Operating the sky-cables is boring and routine.
Thoughts are for new things… maybe the fruits could become oils. Lukh’s been chatting with another hob freed from service to invention who won’t join the guilds, but is working on new ways to harvest steam.
There’s an unlatched safety bar she doesn’t notice.
Shel keeps thinking about this. Less power, more gearing, some springs, maybe using that fruit that’s waste now, then a steam box, could maybe the airxip props help the gondola and then we wouldn’t even need muls or beasts.
She sends the gondola with a halfling family and their dogs.
The windsock swings fast. An unexpected storm? She checks the broadsheet forecast section. Oh, no. This is on the schedule. It’s going to be a rocky ride for those hin.
She looks as they descend. Notices the safety bar free. Notices the sway. Notices the storm. Notices the danger.
Wandering thoughts are a blessing, except when they are a curse. She curses the queen. She curses herself. She curses the sky and for good measure she curses the gods of this land even though she doesn’t believe in them.
“Urp! Stop loading. See if you can bring that gondola back. Use everything you have.” She rushes to the head wheel to help.
There is a nasty screeching noise as the metal cables halt to change path. Then there is a scream of terror as the gondola rocks off the cables.
Another noise, this time a squawk, rises above the terrors and shouting, the breaking metals.
Panic. It’s all panic now.
Beasts and peoples all learning that their fears are real. The sky-cable isn’t safe (they’re wrong).
None feel empowered, none capable.
That squawk is a massive beast. A raptor the size of an airxip swoops overhead and dives at the sky-car. There’s a tiny man on the bird, hard to judge size at this distance with the massive bird unravelling understanding of perspective.
As the car jumps off the cables the bird rushes to it. The car starts to roll to a side dozens of feet under the cable.
A sharp command, sudden and cutting through the winds and terror is heard. There’s some Kirtin-ish to the tone with a bit of the Crinth rounding.
The immense bird grabs the cart, carries it up to Grand Entry.
Shel doesn’t want more coffee. She wants to hang out with Brewst after she fills out an after disaster report to establish a new checklist, one that involves two peoples in case her mind wanders again. That’ll start when she’s done shaking.
This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.
Bog-city of Sheljar in abstract paintThe Free City of Sheljar was the result of my first campaign in the World of the Everflow.
Once a city destroyed by dragons and later an empire destroyed from within by The Necromancer with their zombies and Tunneling Nightmares, Sheljar is now a Free City, open to all thinking peoples who respect other thinking peoples. Its leadership is the first group of PCs. A bog-city of a thousand islands each little piece of land offers a place for a family to return, a neighborhood to emerge.
Shelmigarii is one of the Queen’s women, a member of the ratchet guild. She and her husband run the sky-cable gondolas at the Grand Entry with its faster path to the city center or to Chupmolea (the goblin neighborhood) than the thousand-year old steps and ramps down the cliff. Shel is a tiny goblin and her husband a large hobgoblin. They have no companions nor children. They hired mulgobs (bugbears) to operate the ratchets, declining to use alchem nor magicks. Her background would be a cabbie, if playing D&D.
#DnD #DungeonsAndDragons #Everflow #fantasyFiction #FreeSheljar #Goblins #Hobgoblin #Sheljar #skyCableGondola #writing -
An afternoon with Prva Metzr caretaker of the Everflow
Prva rows in the heat of a summer swelter. The water isn’t choppy. He’s still struggling a bit. Deep, pulling cuts to get to the Font of Two Paths quickly.
Most of the other font-kids stay in when it’s this hot. Prva knows he can make a few coin, and safely because Vrda his river otter companion will splash through the lake to make it more comfortable.
Most thems with birds and dogs won’t get the splashies. Vrda is the reason Prva can work a day with this sun.
A quick j-stroke stops the boat, right near the Font. He tosses a knotted rope to the otter who chomps a big knotted end. Then the work of getting the jars ready starts.
Already set in order. Lids off. Getting them ready for pure waters of the Everflow direct from the Font as it falls from cliffside. An attempt to stay stable underneath kind of works, mostly because the little otter is pushing the small boat back towards the fall.
Prva bows his head. His lips moving.
That big rush of noise under the fall with the rough waters would obscure his words if anyone was close. No one is close though — the heat.
They wouldn’t hear him anyway. He’s performing, not praying. He learned long ago that Quar didn’t care about prayers or belief. The pure waters heal.
But he still pretends to pray. It’s a job. The performance matters.
All the jars are full. Flip caps are on.
Then the row back to Quar’s dock, where the acolytes hand the harvested Everflow off to the Orthodox Church of Quar. It’s a trip he’ll make a few more times today. There’s a small bonus when he’s willing and other ain’t.
Boat isn’t his. That’s tied off for the next one to do the work, the jar racks now empty.
Vrda crawls up the quay side. Dripping the waters of the lack behind them. They’re off for some fish and a chilled tisane of pine and limon from Daoud.
Legendary magic was big and powerful, life changing. Modern magic is a cold drink on a hot day after heavy labor. Modern magic is also the ability to make oneself just a little big wet during the worst heats.
This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.
Telse and the Western Wildes jTelse was the center of my first 5e campaigns. It is the source of the Everflow, the healing waters that feed into the Font of Two Paths. The Church of Quar controls access to the lake, the Font and the Everflow. That mercantile-faith is the origin of the common tongue in the World of the Everflow.
Once part of the empire of Sheljar, Telse is now a free city like most of the Western Wildes. Both the Orthodox and Reformed Churches of Quar are based in the town. Despite being a small city or large town, Telse has embassies from the other kingdoms and free cities due to its healing waters.
Prva Metzr is an acolyte of Quar with a river otter bonded companion named Vrda. Metzr is a human in their mid-20s. He considers his faith a job more than a duty or calling.
#DnD #DungeonsAndDragons #Everflow #Fiction #microfiction #plotlessNarrative #Telse #WorldOfTheEverflow -
An afternoon with Prva Metzr caretaker of the Everflow
Prva rows in the heat of a summer swelter. The water isn’t choppy. He’s still struggling a bit. Deep, pulling cuts to get to the Font of Two Paths quickly.
Most of the other font-kids stay in when it’s this hot. Prva knows he can make a few coin, and safely because Vrda his river otter companion will splash through the lake to make it more comfortable.
Most thems with birds and dogs won’t get the splashies. Vrda is the reason Prva can work a day with this sun.
A quick j-stroke stops the boat, right near the Font. He tosses a knotted rope to the otter who chomps a big knotted end. Then the work of getting the jars ready starts.
Already set in order. Lids off. Getting them ready for pure waters of the Everflow direct from the Font as it falls from cliffside. An attempt to stay stable underneath kind of works, mostly because the little otter is pushing the small boat back towards the fall.
Prva bows his head. His lips moving.
That big rush of noise under the fall with the rough waters would obscure his words if anyone was close. No one is close though — the heat.
They wouldn’t hear him anyway. He’s performing, not praying. He learned long ago that Quar didn’t care about prayers or belief. The pure waters heal.
But he still pretends to pray. It’s a job. The performance matters.
All the jars are full. Flip caps are on.
Then the row back to Quar’s dock, where the acolytes hand the harvested Everflow off to the Orthodox Church of Quar. It’s a trip he’ll make a few more times today. There’s a small bonus when he’s willing and other ain’t.
Boat isn’t his. That’s tied off for the next one to do the work, the jar racks now empty.
Vrda crawls up the quay side. Dripping the waters of the lack behind them. They’re off for some fish and a chilled tisane of pine and limon from Daoud.
Legendary magic was big and powerful, life changing. Modern magic is a cold drink on a hot day after heavy labor. Modern magic is also the ability to make oneself just a little big wet during the worst heats.
This narrative slice of life was an attempt at Tuesday Afternoon, a technique to test world building to see if the created world makes sense for normal people.
Telse and the Western Wildes jTelse was the center of my first 5e campaigns. It is the source of the Everflow, the healing waters that feed into the Font of Two Paths. The Church of Quar controls access to the lake, the Font and the Everflow. That mercantile-faith is the origin of the common tongue in the World of the Everflow.
Once part of the empire of Sheljar, Telse is now a free city like most of the Western Wildes. Both the Orthodox and Reformed Churches of Quar are based in the town. Despite being a small city or large town, Telse has embassies from the other kingdoms and free cities due to its healing waters.
Prva Metzr is an acolyte of Quar with a river otter bonded companion named Vrda. Metzr is a human in their mid-20s. He considers his faith a job more than a duty or calling.
#DnD #DungeonsAndDragons #Everflow #Fiction #microfiction #plotlessNarrative #Telse #WorldOfTheEverflow -
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.
#ChurchOfQuar #DnD #DungeonsAndDragons #Everflow #feat #homebrew #PlayingDD #WorldOfTheEverflow -
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.
#ChurchOfQuar #DnD #DungeonsAndDragons #Everflow #feat #homebrew #PlayingDD #WorldOfTheEverflow -
This is from Common Knowledge in the World of the Everflow, but I feel like it needs to be a top 3 paragraph on my future campaign one sheets too
#Everflow #FullMoonStorytelling
https://fullmoonstorytelling.com/2022/03/05/common-knowledge-in-the-lands-of-the-everflow/
-
This is from Common Knowledge in the World of the Everflow, but I feel like it needs to be a top 3 paragraph on my future campaign one sheets too
#Everflow #FullMoonStorytelling
https://fullmoonstorytelling.com/2022/03/05/common-knowledge-in-the-lands-of-the-everflow/
-
As magic returned to the world so did dragons, and elves, and goblins with their smog-punk teknology. Magic is real; and the world is not ready for the Born Generation as they age. Some empires fade, others rise, and peoples throughout see the beacon of a Free Sheljar as a new way to govern as the Lands of the Everflow continue to shake under threats for teknology, dragons, and magic.
-
As magic returned to the world so did dragons, and elves, and goblins with their smog-punk teknology. Magic is real; and the world is not ready for the Born Generation as they age. Some empires fade, others rise, and peoples throughout see the beacon of a Free Sheljar as a new way to govern as the Lands of the Everflow continue to shake under threats for teknology, dragons, and magic.
-
I'm polishing my world's basic description. How does this read so far?
Magic is only a generation old in the Lands of the Everflow. Just over one passing of the Dragon (the 4th moon) ago, a born generation came about that all knew minor magics. Just seven years ago the eruption of Cortez broke the barriers of magic. The Lorebook Hunters found the Tome of Divination and the Folio of Necromancy.
-
I'm polishing my world's basic description. How does this read so far?
Magic is only a generation old in the Lands of the Everflow. Just over one passing of the Dragon (the 4th moon) ago, a born generation came about that all knew minor magics. Just seven years ago the eruption of Cortez broke the barriers of magic. The Lorebook Hunters found the Tome of Divination and the Folio of Necromancy.
-
In the World of the Everflow all dragons have hoards. At this point of Uprising and Rebellion the group has met those that hoard books (paper dragons), jewels and fine art (jaculus), animal companions (black dragons) and strife (blue dragons).
Heading towards the final faceoff with the great wyrm blue dragon there’s a desire to connect the size of the hoard in that Wyrm’s sphere of influence to its power – subsequently allowing actions by the players to reduce the hoard.
This will be done by combining the Legendary Resistance and Legendary Action pools. Legendary Resistance will still be a use and lose item while Legendary Actions will be regained at the start of the dragon’s next turn. A pool of physical objects will symbolize the size of the pool. This will represent the intelligence the group learns about the Wyrm.
The Wyrm watches the d20 rollsThe Blue Wyrm currently resides in the mayor’s palace, having thrived off the strife caused by the rebellion and the Mayor’s corruption. But the heroes have shown that their rebellion is built on hope, a less stratified society and a city capable of trade again. Now just three dragons stand in the way of freedom, possibly.
Things the characters could do to reduce strife;
- Healing, feeding Kirtin-on-the-Lake’s residents
- Freeing animal companions bound to Shadow and Darkness, the two black dragons
- Increasing trade of desired goods within the war torn city
- Establishing a popular governance path after the Mayor’s abdication
- Reducing the size of the 7th Fleet encampment outside of the city
- Teaching utility cantrips
I’m certain the party will surprise me with other ideas.
Things that can increase strife;
- War with the 7th Fleet
- Teaching more attack cantrips
- The Mayor reclaiming the seat of government
- Open battle in the streets
They will again surprise me with ideas that create a less peaceful city.
The Wyrm is going to start with five legendary points in the penultimate session for this story arc. The session will be split between the plan to pick the territory of battle (palace, tunnel, cave) and preparations that could include reducing the Wyrm’s power.
This tweak to the standard rules should connect a social session to the grand combat ending the Wyrm’s arc.
#DnD #dragons #DungeonsAndDragons #Everflow #homebrew #Kirtin #legendaryActions #legendaryPoints #UprisingAndRebellion