#Everflow

Telse and the region of The Everflow

I’ve had the great pleasure of playing with the alpha test of Fantastic Maps #HexAllTheThings. If you want to break the tool sign up here. The first thing I did to break it was make a larger than expected map of the Western Wildes, or those cities and towns that are primarily influenced by The Everflow.

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

This image doesn’t include the Fog of War functions, nor the ability to see descriptions as part of the labels as the web version does. Thankfully for me, the region is temperate and mostly green trees. So the earliest of releases looks like what I want the area to look like.

You can see the North River and South River coming out from the Font of Two Paths. There is also the devastation at the Ruins of Sheljar. That city didn’t handle the Awakening well. Though it’s only been 21 years the influx of cantrips into this city in the swamps lead to fighting and destruction. The area has been abandoned as many of the bridges, dikes and other bulwarks were destroyed. There are also now massive waves pounding the shores of Sheljar Bay.

Those that followed the story of The Five will see the Glass Tower and the encampment where the Cult of Nak took residence. I used regional shading there to show areas that were effected by the volcano that Scholar Cortez set off. Along the road is the West Gate where Obsondites took over. There is regional shading there as well.

Mira and Qin get some attention, but since their outlying communities are not common knowledge to the people of Telse they get no labels. Three of The Five are from Telse and its environs. Shonee grew up in the town itself. Aamar spent some time in the uplands discovering his faith. Mo hails from Fort Ooshar, a former Sheljar tax collecting town that Telse now controls so that their goods can get to Mira unmolested.

Qin is defined by it’s massive harbor, the lighthouse and the Cannons of Qin. Those two towers at the mouth of the bay prevent attack from the sea. The road through the uplands is hard travel, and many will take the South River upstream on pole and paddle.

Mira has more outlying towns and towers. With it being much closer to the River Crinth it has to use more of its might to prevent invasion and refugees from the Crinth/Azsel wars. There’s also an odd peninsula that I made just to test out how the automatic shorelines worked.

These are fairly simple maps at this point. I used a scale of 24 miles across, because I wanted a moderate day of travel per hex. The scale change and actual gaming forced changes from my first hand drawn map. I’ve now started working on two other regions where other characters originate. Gate (Samul, Behn) is nearly done. The lakes along Crinth where Mansaray is from are still being developed, and may need to wait for more features.

#DnD #DungeonsAndDragons #Everflow #PlayingDD #RolePlaying #RPG #Telse #TheFive

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

Creating a new world

It comes with just a single question. What if? What if I started a new blog? What if we talked about fantasy fiction? What if the stories told coincided with a role-playing game? What if I set myself back two decades and cracked open Dungeons & Dragons again?

Every storyteller needs their tools – a good mug, a notebook (or netbook), a satchel for tokens and memories and a block of cheese maybe some sausage, and a trusty sword.

What if the themes were strong adult subject matter that made for gritty tales of life, death and heroism? What if magic was real? And the gods could talk, but then they stopped?

What if the continents were small, the peoples plentiful and not all human? What if humans didn’t believe in magic because it had disappeared in the only continent they know? How about making it so they are defined more by their cultures than by their phenotype?

Have they stopped believing in themselves, in their gods? Do they see good and evil? How?

Is there slavery? Why? Is there nobility? Can someone be both?

These questions and the cascade of answers start to form more questions. It’s a nearly infinite series of responses. World building, particularly the creation of a world that breathes, is hard. Crafting a world-space that can withstand episodic gaming is harder.

Take chunks at a time. That’s what Full Moon Storytelling will be. Small chunks of content for use in a campaign setting, built around a custom set of rules adapted from 5th edition D&D, but with accompanying tales. If the setting says “The Necromancer is just someone trying to be good” there will be a story that explains how that happened.

As The Worthing Saga took a novella and broke out portions into branch stories, Full Moon Storytelling takes a campaign setting, rule set and crafts micro-fiction, short stories, plotless narrations and episodic adventures within the World of the Everflow.

Maybe that’s where we start, not with a character, but with a story about a fountain that flows from a cliff and diverts along two paths – the Font of Two Paths, the Two-Headed Spring, Pool of Life, Lake of Wonder. The Everflow influences the western peninsula of Kin, is clearly unnatural and …

This is Full Moon Storytelling. It’s a way to share writing, writing process and to think aloud, while words spring forth from tiny digits. Things will happen live, in front of you. Process will be as important as output. Creation is play. Come, join me at this fire under a full moon with clear sky as we look up through trees staring towards the open world of wonder, knowing that behind those trees at your back is whatever reality you can imagine.

#DnD #DungeonsAndDragons #Everflow #homebrew #meta #RolePlaying #RPG #writing

bard-dave
2024-11-12

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2024-11-12

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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.

https://fullmoonstorytelling.com/2024/02/24/children-of-chorl/

#Chorl #DnD #DungeonsAndDragons #Everflow #Lore24 #WorldOfTheEverflow #worldbuilding

2023-05-28

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

fullmoonstorytelling.com/2022/

2023-05-28

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.

#Everflow #FullMoonStorytelling

2023-05-28

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.

#Everflow #FullMoonStorytelling

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 rolls

The 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.

https://fullmoonstorytelling.com/2023/01/22/integrating-social-narrative-into-combat-legendary-points-connected-to-a-dragons-hoard/

#DnD #dragons #DungeonsAndDragons #Everflow #homebrew #Kirtin #legendaryActions #legendaryPoints #UprisingAndRebellion

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