Monday, February 25, 2008

BrewerBarrow and the old ghosts

An hour ago, I posted this as part of another file, but since then I've decided it's better to have it separate so I can reference/link to it directly if I want to. It was part of an Everway Realm called BrewerBarrow that I created.

The Barrows: Those who tread upon the barrows shall have to deal with the Old Ghosts.

Old Ghosts of the Barrow Downs: Dark and nasty life-leeches. These sinister shadows foretell the second death of the universe, and look forward to it with sickening glee.
Air: 7 Earth: 1 Fire: 1 Water: 3
Breathstealing: 1 pt, Major: This attack compares the Air Scores of the Old Ghost and its victim - it’s the only attack they have. The nature of the attack is that it sucks the wind right out of the target. Lungs collapse, the weak suffocate, and it can take days to get your voice back. To make the attack the Old Ghost must surround you, and whether successful or not they become fatigued by the effort and retreat to their crypt afterwards.
Darkening Touch: 1pt, Frequent: Anything touched or surrounded by an Old Ghost loses some of it’s color, turning black or dark grey depending on length of contact and the original color. It’s not harmful or damaging, just a little creepy.

Note that the campaign this was written for was a follow-up to an Amber campaign where Eric rewrote the universe. The old ghosts of BrewerBarrow are the ghostlike afterimages of those who fell upon the black road before Eric’s rewrite.

Empire of Stag & Sovna - Generic NPC Stats

The stats for the Brutesquads in our Everway campaign. This is a file the Players never got to read, of course.
GM Full Disclosure - Empire of Stag & Sovna - Generic NPC Stats


Sovnabearer Nomad: They have cold blue, green or grey skin, sometimes with pale yellow freckles. their bodies are unusually thin and wiry, causing many to underestimate their strength and hardiness. their mouths are wide, and their double-pupiled eyes bulge almost comically.
Air: 3 Earth: 1 Fire: 4 Water: 4
Peripheral Vision: 4 Repel Leaches: 2 Sovna: 5 Hunt In Water: 5
Stagbrother: 1 pt: The Sovnabearer has a strong empathic bond with their chosen WaterStag companion. Whatever one experiences, the other knows. This allows them to hunt as a team, scout and spy for each other, and know what sort of trouble the other is in.
MuckFriend: 0 pt: The Stagbrother breathes air, but can hold his breath for a number of hours equal to his Earth & Water combined. (Typically 4 hours). Swimming does not tire him as it does others, even swimming in thick mud, sludge or other unpleasant materials is easy and fast.


WaterStag: Web-footed amphibious creatures, as tall as an elk by thinner, with great crests of antlers. When agitated they make a loud clucking sound, like a duck but louder and deeper.
Air: 1 Earth: 5 Fire: 2 Water: 4
Long Cluck: 2 Leap From Water: 6 Charge: 3 Stay Motionless: 5
Stagbrother: 1 pt: The WaterStag has a strong empathic bond with their chosen Sovnabearer companion. Whatever one experiences, the other knows. This allows them to hunt as a team, scout and spy for each other, and know what sort of trouble the other is in.
PowerSwimmer: 1 pt: The WaterStag can breathe air or water, and swims faster and stronger than its Earth and Fire scores would indicate.
Antlers: 0pt: Though not particularly skilled at combat, the WaterStag may impale foes on its mighty antlers.


Sovnabearer Leader: The more warrior-leaders wear Sharktooth shirts, and carry an assortment of weapons including Sovnas, Throwing Blades, and Sharktooth swords.
Air: 3 Earth: 2 Fire: 5 Water: 5
Peripheral Vision: 4 Ignore Pain: 3 Sovna: 6 Set Ambush: 6
Stagbrother: 1 pt: The Sovnabearer has a strong empathic bond with their chosen WaterStag companion. Whatever one experiences, the other knows. This allows them to hunt as a team, scout and spy for each other, and know what sort of trouble the other is in.
MuckFriend: 0 pt: The Stagbrother breathes air, but can hold his breath for a number of hours equal to his Earth & Water combined. (Typically 4 hours). Swimming does not tire him as it does others, even swimming in thick mud, sludge or other unpleasant materials is easy and fast.
Sharktooth Shirt: 1 Major: This suit of sharkskin and sharktooth armor prevents minor and shallow injuries, but that’s not it’s primary purpose. Most importantly, it prevents stronger foes from grappling them, and badly injures enemies who try to bull rush or pummel a Sovnabearer.
Allies: 0 pt: The Leader will always be accompanied by a WaterStag and 2-4 nomads or other allies.


Olive Isles Merchant Marine: When pressed to combat, piracy or raiding, the Olive Islanders have these stats to draw upon. They’d prefer to just be left alone, though.
Air: 3 Earth: 3 Fire: 3 Water: 3
Haggle: 4 Rowing: 4 Boarding: 4 Swimming: 4
Bardic Tradition: 0 pt: The Olive-Islanders have a strong tradition of epic poetry. They can recount their genealogy to you in great detail, along with the heroic exploits of their ancestors. They know many parables and fairytales that function as metaphors for the current situation, no matter what it is. They know that one day they will be freed from the tyranny of the Sovna, as has happened in ages past.

Olive Isles (Realm, Occupied Territory)

The Empire of the Stag & Sovna needed to have some recent conquests to illustrate their aggression. I thought it would be cool if their conquests also imposed their Usurper Force on Realms they dominated. With that in the mind, I wrote up this...

Olive Isles (Realm, Occupied Territory)
See Also: The Empire of the Stag & Sovna

10 years ago, the people of the Olive Islands were a proud, happy, ocean-going republic. Today, they are subjugated by the Empire of the Stag & Sovna. Where once there had been the Olive Branch, now there is The Shark.

Usurper Force: The Shark
Normal: Predatory Cunning
Inverted: Unable to Stop or Slow Down

People: The olive-skinned natives of this land have dark hair and green or black eyes. Their Economy has always been built upon the merchant marine vessels, and the crux of their society has been the oral tradition handed down by lyre-carrying poets. The last ten years they’ve been forced to take up onion-farming.

Economy & the Merchant Marines: The fleet of the Olive Islands continues to sail the Sphere of Haven, it’s just much smaller now. Perhaps a third of the ships survived the invasion from the Empire of the Stag and Sovna, and the Stagbrothers have made ship-building illegal. Every ship is required to take a Sovna-bearer officer with it when it leaves port. This officer keeps a ledger of all the business done by the merchants on the vessel, so that they might be properly taxed.
Since the Stagbrothers prefer the hunt to book-keeping, a wide variety of unusual situations have developed. Often the Sovnite hires or forces some other member of the crew to do the book-keeping. Sometimes the Stagbrother sabotages the ship to get out of this boring job. And it’s not unheard of for a Sovnabearer to pressure the crew into the occasional pirate raid on BrewerBarrow, CornDale or Pasture Days.
The merchant ships themselves are wide but shallow vessels with a single sail and lots of oars. Special seats or stages are built upon them for the poets to entertain and motivate the rowers. These days though, those seats are often commandeered by Sovnite overseers.

Economic Opportunity: If you’re looking to make money off an Olive Island merchant, offer to sell him onions. The Stagbrothers go through onions at an alarming rate, and these vegetables fetch big money in occupied territory.

Military: The Sovnites have an impressive force on the Olive Isles, and since amphibious warfare is their specialty, it would be very difficult to liberate or conquer this place. And if they Sovnabearers were ever to force all the remaining merchant vessels into military use, they’d have a terrifying invasion fleet.

Ecology: The Olive Islands were once covered with Olive Trees, their primary export. Now, much of those groves have been torn up for mandatory Onion-planting. This has had a negative impact on the ecology of the islands, as many small birds and animals depended on those trees for food and shelter.

Rose: The native rose was fairly typical, but also not common. It’s also quite possible that this rose is extinct, considering how much land has been torn up for onion-farming and swamp-rose farming.

Let this place be an example: In the year the Olive Islands were conquered, a single petal of the Life Rose in Moon’s Trial was badly damaged. This was reflected in a year of social unrest and bad storms in the Olive Islands, brought to a close by a lightning-fast invasion at year’s end.

Gates & Bordering Realms: It is a short sea voyage to Legs-Of-Ra or CornDale, a little longer to BrewerBarrow or Pasture Days, and a long and arduous trip to Pure Heart.
There is at least 1 Gate in the Olive Isles, leading no doubt to the Sphere of the Stag & Sovna.

Empire of the Stag & Sovna (Culture, Race, & Sphere)

We wanted some potential henchmen and brutesquads for the baddies in our Everway campaign, but didn't want to go with the generic goblins or orcs - I wanted something more exotic and unique. So I designed this Realm/Culture/Race/Sphere/Empire/etc.

Empire of the Stag & Sovna (Culture, Race, & Sphere)

This land is ruled by a fiercely competitive Sultan. His people are thin lizard-like non-human nomads. They ride creatures that are a sort of blend between elk and amphibian. The preferred weapon of the Warrior Caste in this realm is the Sovna, a short spear with a long slashing (as opposed to piercing) blade. their unusual amphibious cavalry tactics make this one of the premiere military forces in the universe.

Usurper Force: The Shark
Normal: Predatory Cunning
Inverted: Unable to Stop or Slow Down

People: The people of this Realm are not human. They have cold blue, green or grey skin, sometimes with pale yellow freckles. their bodies are unusually thin and wiry, causing many to underestimate their strength and hardiness. their mouths are wide, and their double-pupiled eyes bulge almost comically.
But you dare not laugh at them. They call themselves the Sovnabearers, for the ritual weapons that every child of their culture is trained in the use of. They call themselves Stagbrothers for the strange creatures which they ride and spend their lives with, the Water-Stags. They are a fierce nomadic peoples, and they refuse to bow to any but the Sultan of their own kind.

Biology: The Stagbrothers are believed to be cold-blooded amphibians, but they rarely allow themselves to be studied or captured, so little is known of their biology. They must consider Onions a delicacy, as plants of the onion family are always the first thing in captured storehouses to be depleted by the conquering Sovnabearer armies.

Economy: These nomads prowl the swamps of their world, living off the land and sometimes raiding across Realm boundaries or through gates. Most tribes are largely self-sufficient, only needing to raid on rare occasions.
Either some few bands deep in their realm have the necessary metal-working skills to build the Sovna’s which they use as status symbols and weapons, or else they have some other source for the weapons. It could be there’s another Gate in the Empire of the Stag & Sovna that leads to someplace they trade with for metal.

Military: A few times in their history the Sultan has organized his people into a great army and conquered many nearby Spheres. Each time after a few generations his people return to their homeland en masse, leaving the conquered Realms suddenly and surprisingly liberated. Sometimes this results in tribes wandering the worlds instead of heading home.
In battle, the Sovnabearers are vicious and cold. They and their mounts are equally happy on broken ground as well as murky water. They employ ambushes and lightning raids, striking by surprise and then withdrawing before resistance can be organized.
Each Stagbrother is armed with their trademark horselance, the Sovna, and often they carry other weapons as well such as throwing blades and sharktooth swords. They wear shirts lined with sharkteeth into combat to discourage those who would try to close ground and overpower them.

Ecology: This Tropical Realm is mostly flooded and swampy. Sharks prowl the waters, and feed off the weaker members of the Water-Stag herds. The Sovnabearers prey on the Sharks and protect the web-footed herds from which they draw their mount-brothers.

The Swamp Rose: These pale yellow roses have a stinging scent like an onion. The stagbrothers eat the blossoms. They also rub the buds on their skin to repel the leeches of the swamp.

Gates & Bordering Realms: Thankfully, there are only a few Gates to and from the Empire of the Stag & Sovna, all of which have seen the business end of a Sovna in the current generation.

Boundless GM Full Disclosure

Below is Sarah's first draft of the secrets of Boundless, the Realm that infamously filled about half the length of the campaign. The previously idyllic vacation spot was a bit different 28 days later...

Boundless (City, Realm) - GM Full Disclosure

Something has gone terribly wrong here. And recently. One day, a mummy wandered through the gate into town. Within a month, the entire Realm was vacated by the living, and the dead now live here. It started with a young apprentice of a great magician. The two of them lived in the Great Tower of Yew. This young man, Prince of Cups, found the mummy and took him in. His master, Grumpy Yew Pentacle, was away on business. The mummy inspired such great ideas in Prince of Cups, that he felt he had to harness this life-giving magic. He started with pets that had died, moved on to extinct animals within a week (including a kind of ferocious wolf), and eventually brewed up a grand spell that raised all remaining dead things in Boundless. It is a permanent spell, of magic level 10 (Prince of Cups was a level 6 magic practitioner until he achieved this spell). It creates an undead life in anything that dies in Boundless, and the creature then needs to feed on living flesh to maintain what little life it has. Most visitors to Boundless did not get away alive. The few dozen that did, cannot accurately explain what happened.

Prominent NPC’s: Grumpy Yew Pentacle, Life’s Flavor, Flaming Breakfast, Tadpole, Script Bearing Maker of Chocolate

Gates & Bordering Realms: 6 gates.

Boundless (City, Realm)

An Everway Realm created by Sarah.

Boundless (City, Realm)
This is one of those places that everyone talks about, but you’ve just never gotten around to. They have beaches, great cuisine, entertainment, and cheap magic. The residents of this Realm specialize in their professions, but they give away samples for just a few beads. Bring a large strand, and you could have the peninsula to yourself for an evening! Other sights include a great tower that overlooks the entire Realm, right in the middle of the circle of gates in to the Realm. It is said to be one of the most amazing structures ever to see. And don’t miss the largest, most ancient cemetery you’ve every seen! It’s just a breath away from the circle of gates.

Usurper Force: ???
Normal: ??? Inverted: ???

People: The people here love magic and fun. There are not many high level mages, so the few high level teachers that live here, run the place. The population’s main excitements are over-the-top entertainment and great food. People here live each day as if it were special, and enjoy each moment.

Economy: The tourist population is high due to the number of gates here. Beads are the only currency here, and they are spent quickly. As the usual stay here is 7 days, each person, visiting or living here, is expected to work 3 shifts from dawn till dusk, or dusk till dawn and the other 4 days are theirs to do as they please.

Ecology: This peninsula is lightly forested and a little hilly, with a small island off the east coast. The Realm is populated with an incredibly high number of bird species that vary from Storks and Parrots, to Humming birds and Dodos. The peninsula itself has been described by sailors as being ‘beak-shaped’, or ‘like a bird’s beak that is about to catch it’s prey’.

The Death Rose (rose): This beautiful black rose tends to grow over graves, though it has been seen on occasion in other places. It has a musk scent that permeates the immediate area. In times of great loss, the scent can carry quite a distance, reminding the people of Boundless that life is not forever.

Prominent NPC’s: Life’s Flavor, Flaming Breakfast, Tadpole, Script Bearing Maker of Chocolate

Well-known Institutions: The Great Tower of Yew, The Cemetery of Time

Gates & Bordering Realms: 5+ gates.

Foamy Falls (Small Village)

A village (created by Sarah) in an Everway Realm she created

Foamy Falls (Small Village, in the Realm of Grand Pelt)
See also ‘Grand Pelt’, ‘Spider Legs’, and ‘Gorilla Hide’

Foamy Falls is a small village to the NORTHEAST of the great city of Grand Pelt. The only stream that runs through the land starts here and flows from a rocky ledge just 50 feet above the city. Soapberry trees thrive at the water’s edge, constantly growing their branches over the water. When the fruit drops, some fall into the water and a cleansing foam is created.

People: The village has less than 200 people as most of the men are recruited by the leaders from Grand Pelt. Only those who serve poorly are sent home to find brides and have families. The leader of this small village has long been of the opinion that the village suffers as the land does now; however, the villagers are powerless to do anything about it.

Economy: Soap Fruit from the Soapberry trees is a major commodity. It is exported to Grand Pelt throughout the fruit’s season, in exchange for a variety of things including grain, cloth, livestock, pelts, and the very men from the village of Foamy Falls that are recruited each year.

Ecology: The people of Foamy Falls cherish the few animals that live near the stream and when anything is cleaned at the water’s edge, special care is taken to not spook any wildlife. Several trees, bushes and undergrowth grow near the water. Fruit is more common here than in Grand Pelt, but only enough fruit grows to feed the village each fruit season.

Prominent NPC’s: Wise Elk, leader of the village of Foamy Falls

Grand Pelt (Large City, Realm)

An Everway Realm by Sarah...

Grand Pelt (Large City, Realm)
See also ‘Foamy Falls’, ‘Spider Legs’, and ‘Gorilla Hide’

The Realm of Grand Pelt is aggressive, and competitive. These folks see animals as objects to kill and wear. They gut them, skin them, and stuff them, all for the possession of the animal’s attributes, and very nearly their souls. They train their people for wars that will come, even when there is no conflict. Trade is high, as these people only act self-sufficient.

Usurper Force: Aggression
Normal: Passionate Anger
Inverted: Hot-Headed Actions

People: The people of this Realm revere animals and their powers. It is believed that whatever powers the animal had in it’s life, carried over to it’s death and remained in the animals pelt or skull. These people wear animal pelts to gain the power of the animals themselves, often for war purposes or just for status. Every animal has important attributes, from the small frog, to the puma, and none are made fun of.

Economy: This Realm is diverse in it’s economy, as they cannot grow food from the land any more and have hunted nearly all animals to extinction. Most families here have one or two members who are productive members of society, but they all specialize in taxidermy or weapon-smithing. Since the population of this Realm has no way to make weapons from scratch, they have gotten very good at improving existing items. The entire Realm relies on trade with newcomers to the area.

Military: The military here is extensive as most of the young men are drafted into the ranks at an early age, and families are eager to send them off. The military feeds, clothes, and houses it’s own, so once the kids go into the military, they are provided for, and no longer a burden to the family. The level of command you attain in the military is shown by the pelt you wear. The more prestigious the pelt, the higher you are. The pelt chosen for rank would be relative to the job performed. The cook would not wear the same kind of pelt as someone in infantry of the same rank.

Ecology: This Realm is really just one open plain with a hill in the center. That hill has the city of Grand Pelt on top of it. It has been walled in, and is easily fortified, ready to repel any invasion from outside forces. The surrounding plain has been trampled so much by troops learning and repeating formations that it no longer can grow any kind of food. The only trees in the area were cut down years ago to make weaponry of some sort. This is just one hot, desolate plain.

Barbed Beauty (rose): This lush red rose grows large, sharp thorns that run up and down the thick stems. These roses like to climb things, but do so in a tight weave, curling in and out of each other making knots of sorts. Their thorns are tough and sharp, curved at the very end so that if they get caught, they can’t be pulled straight out without injury to victim. Near the base of the rose bud, a cluster of small pin-like thorns can be found that are tightly nestled together. The tips come off easily and bury themselves in skin. The rose itself, has a fragrant scent that can be smelled for miles in a stiff breeze. It is the dominant plant wherever it chooses to grow. Insects flock to them first, and these roses flourish because of it.

Prominent NPC’s: Snake in the Grass, Zebra Stripe, Eyes of Night Wind, Soft Paws

Well-known Institutions: the Claw and Tooth tavern, the Barely Audible Hum of Autumn spear market, Skinner

Gates & Bordering Realms: 2 gates.

The Seeking (Small Village, Realm)

An Everway Realm by Sarah...

The Seeking (Small Village, Realm)
The Seeking is a lush Realm of trees, streams, and deadly purple plants. The people here are calm and meditative, and can offer sage advice for the pure of heart, or the desperately in need. They have quests of inner knowledge and charms that can kill.

Usurper Force: Void
Normal: Guidance
Inverted: Adrift

People: The people here pride themselves on spiritual guidance and visionary quests. Members of the village go on their first quest when they are 8 years old. They visit the largest pond in the land, to the west, just a short distance from the village itself. The child travels alone out to the pond and stays for 2 - 5 days, taking no food or water with him/her. The village is located in the eastern portion of the Realm, close to the coast, but villagers have scattered settlements to the south as well. The village elder makes all decisions for the small population and it’s visitors.

Economy: Lessons in spirituality are given freely, as is simple advice. Calming herbs, Luck charms, and Advice on life changing questions are given in exchange for trade. Prayer carvings are given to any visitor that travels through. A sphere-walker could receive from 1 to 20 carvings in one visit easily. It is speculated that if you visit The Seeking looking like you need guidance, you will get more carvings and advice than if you visit for the weather.

Military: None

Ecology: This is a lush coastal Realm full of tall, full trees, thick grasses, clear streams, and ponds that are so calm that they reflect every detail of the landscape around them. The majority of it’s land gently rolls, never making a mountain or a valley. The only mountains are to the North West and the surrounding areas make this location a valley itself, which makes it a great location for many streams. The sky, when not blocked by storm clouds, is always blue. Summer rains dominate a good part of the year, and winter storms coat the southern tree tops with snow. There aren’t any open fields here, as most locations without trees are dominated by tall bushes. There are no predatory animals here, and nearly all of the plants are edible. Nature has done a strange thing here, in fact. The only poisonous plant life here is purple, and that includes all form of flora, such as moss, lichens, grasses, barks, bushes, and flowers.

Tongue Petals (Rose): This rose is always white, with small petals coated in a fine pollen powder. The primary use of the Tongue Petals is for guidance. The people here in The Seeking, enjoy the taste of the pollen on the petals of this rose, and it is said that the sweetness of the pollen can put a mind in the right frame to receive visions. These roses are cultivated in beds, and grown for this purpose. The magenta-colored pistil and plum-colored stamen of the rose are dangerous, but they make great coloring for charms or can be used on arrow tips.

Gates & Bordering Realms: only one gate connecting to the Realm of Bess’s Nut. Bamboo City is to the North and this Realm can be reached by two major roads from Bamboo City.

Bamboo City (Realm, City)

An Everway Realm created by Sarah

Bamboo City (Realm, City)
This large city is filled with beauty and awe, but none of it comes from the structures themselves. It is the people who live here that provide the beauty you will experience here. Men and women dance by the moonlight, firelight, and sunlight, as they fight their way to fame, fortune, and honor. This is a city filled with fighting. These people have been learning the art of gracefully dueling since they were nearly infants, and they win prizes for it. Everyone here can stand their own ground, and they all know it too. Don’t worry about getting jumped in the street by someone you can't beat though! - that’s dishonorable. They’ll never challenge an outsider unless honor calls for it. Live by their rules and you’ll be fine.

Usurper Force: The Dancing Fight
Normal: Grace and Speed
Inverted: Lack of Coordination

People: Smooth fluid motions and physical strength and beauty are held in high regard. Fighting for honor is important. The most skilled and elegant fighters rule this serene place. Tournaments are held to determine a new ruler, whenever a member of the society challenges the current ruler.

Economy: The economy is based on weapon-smithing, movement lessons, and tournament prizes and titles. Society members can run their entire house and holdings on just their annual winnings in tournaments. Small children have been known to win enough to ensure their entire family doesn’t have to work. Weapons of all types are used in duels, and matches, although none are designed to kill. Bringing death upon an opponent who meets you face to face on the battle field is not honorable. Being able to incapacitate an opponent in one swift, graceful, silent movement is a skill many look to earning a title for.

Military: The military here is extensive. Every member of the large city is taught to fight staring at the age of 6 and some parents start training their children early. All members are taught how to kill if necessary, but to incapacitate their opponent as a first choice. Each member of the city knows 6 simple moves that kill, by the time they are 15. There are currently no conflicts here as all neighboring villages were ‘integrated’ into this one large city, years ago.

Ecology: This mostly flat city, is coated in bamboo trees and wide-open fields. The bamboo tries are grown in small, carefully cultivated forests for weapon making, or grown in the untouched wild. This is where the large, indigenous birds live. They are so large, in fact, that they can be ridden by skilled men of the city. These birds are often tamed and used for scouting.

Bamboo Blossom: These small roses bloom out of the joints between bamboo shaft sections. They are usually a pale yellow, or white, and have a sweet, but subtle scent about them. When plucked from the plant, the sticky sap that oozes out can be used as a sealant on weapons made from the bamboo shafts. The powdery pollen, when mixed with the sap, can be made into a sort of paint for signs or designs. The petals themselves are put in hot water and steeped as a tea. And the insects that favor the Bamboo Blossom, make a delicious delicacy when fried and served in grape leaves.

Gates & Bordering Realms: Just a few Gates - One to the Realm of Night’s Adornment. The Realm of Fossil is to the North, the Realm of Pure Heart wraps from the East down to the South, and the Realm of Enduring Fall is to the West and North West.


Here's two facts from the GM Full Disclosure file that were not in the player's write-up on Bamboo City.

NPC’s: Brimming Scimitar and Sinewy Flight hail from here. They are members of the Order of the Eternal Rose.

Well-known Institutions: The Breathless Training Hall - where Strong Wind teaches how to move like the wind.