Welcome To The Evereach!
Welcome To The Evereach!
Grab your rucksack and sword! And get ready to set sail for the endless horizon!
Welcome to The Evereach, a world of vast seas, ever expanding horizons, and endless
adventures.
The Evereach is an oceanic world created and expanded in the wake of The Maelstrom, a
colossal interplanar storm bringing The Calamity Event to countless worlds before depositing
their remains in The Evereach.
These deposits usually take the form of Islands, fragments of various worlds to be explored and
harvested for crucial resources and or possibly forgotten secrets. Or even for the people of The
Evereach to colonize.
This world is populated by the creatures and people from as many worlds as The Maelstrom has
torn through. Some come with the fragment of their world, others simply appear on existing
islands from The Maelstrom’s chaotic magic.
The world is divided into the four cardinal directions: The Northern Ice, The Eastern Sea, The
Southern Ice, and The Western Sea.
The Maelstrom is found to the west, and the closer you get to it the newer the islands are and
the seas get more chaotic and dangerous, but the ambient magic is also found to be stronger.
Reachfolk refer to the western part of their discovered world, The Western Sea. A border that
changes and is decided by The Council of Towers, a network of mages in traveling arcane
towers that they relocate to their island of interest. The only known location of any tower at any
given time is in The Eastern City, Solis.
The border is decided by where The Maelstrom’s magical influence is reduced to a set amount.
Marking the point to where the seas start to become exponentially more chaotic.
It is said that somewhere to the east is where The Maelstrom first began, but no one has found
it yet.
Otherwise The Eastern Sea is typically regarded as the safest sea because of the lack of chaotic
magic causing storms and other anomalies. The Eastern Sea has the most colonies as well as the
largest city in the world; The Sunrise City, Solis.
Solis is the largest and most prosperous civilization in the world. Many successful colonies were
instigated or funded by the city. The Sun Sails of Solis also serves as the largest alliance of ships
in the seas.
The City of Solis seems to have their hands in everything, sending out the most ships to
discover islands, the most people to harvest resources, and the most money to buy the resources
other settlements produce.
Solis is the creator of the world’s most recognised type of coin, and their outposts typically have
means of converting other types of coin found.
The types of coin they make are as follows; Strom [Platinum] , Sol [Gold] , Lun [Silver] , and Petia
[Copper].
Among traditional resources, Solis also pursues the greatest variety of research and offers the
most funding toward such endeavors if they think they will yield results.
Solis is also the only place most people know of to pursue an academic life, due to Solis’s
number of schools and their connection to The Council of Towers.
And lastly, most discovered riches find themselves sold to Solis, directly or through outposts,
and most valuables are bought through Solis as the middleman. Making the city and their
outposts the best place in the seas to procure hard to gain items and resources.
As well as they’re the only ports that maintain the Arcane Port network, a system of massive
portals meant for the teleportation of whole ships, greatly decreasing travel between discovered
islands at a very steep price.
To the north and south are The Northern and Southern Ice. Massive Glaciers that wall in The
Eversea. Within are great fragments cast off and frozen by The Maelstrom. No one knows if the
horizon of ice ever ends, and the few explorers that have returned say that the further you go,
the colder it gets.
Many companies specialize in purely harvesting and scavenging through the ice. There are even
entire settlements dedicated to ice harvest. Some are raft homes that float on the seas, or they
are a community of family owned ships that travel around to points of interest, and some build
straight on the ice, or even on the ice wall if it is stable enough.
Newfolk and Reachfolk
People born on other worlds who are taken to The Evereach are called Newfolk by the
inhabitants of The Evereach. Typically Reachfolk, natives, tend to regard them as naive or
somehow inferior to those who were born and raised in The Evereach. They typically don’t like
folks who insult The Evereach, earning for their own homes.
While the circumstances and worlds of origin change between Newfolk, they all have one thing
roughly in common; No Newfolk can fully recall memories of their old world. Usually their
dreams are of places they do not know, but find familiar. These are assumed to be the memories
of where they come from.
People born and raised in The Evereach are known as Reachfolk, they’re usually better suited to
the world and are a strong people, physically and mentally. Most Reachfolk do not believe in
gods, and most believe that gods die with their world.
Reachfolk take adversity in stride and nearly all yearn to make a stable home for themselves.
In this campaign, you’ll choose if your character is Reachfolk or Newfolk, and get a free unique
starter feat from the options below to reflect your heritage.
Newfolk Feats:
Newfolk Researcher:
You are new to this world, and the dreams of your old home have inspired you to learn more
about it and the world you find yourself in. You want to find the reason your world was
destroyed, or perhaps where its fragments went, or maybe you hope to use this information to
find others from your home world.
You gain proficiency in 3 languages of your choice and the History, and Investigation skills. You
have advantage on Investigation and History checks that have to do with Otherworld
knowledge.
Choose two of the following Otherworld Artifice categories:
- Stone and Rune
- Steam and Alchemy
- Steel and Stim
- Flesh and Chem
- Crystal and Light
You have a bonus to History, Investigation, and Insight rolls to do with the history around
worlds that possessed these types of artifice. This bonus is equal to your Level + Proficiency
Bonus.
—--------------------------------------------------------------------------------------------------------------
Newfolk Artisan:
You are new to this world and, despite your memory loss, your bones remember the quality of
your craft. You are one of the few people in this world who may have a greater chance of making
use of the technologies that are found in some ruins.
You gain Proficiency and Expertise in 2 tools of your choice as well as proficiency in the Arcana
skill. You have advantage on understanding, deconstructing, and reconstructing Otherworld
Artifice of two of the following Categories:
- Stone and Rune
- Steam and Alchemy
- Steel and Stim
- Flesh and Chem
- Crystal and Light
You have proficiency in using whatever you create that falls under these categories.
—--------------------------------------------------------------------------------------------------------------
Newfolk Soldier:
You are new to this world, but you can feel the instincts of someone familiar with combat.
While you don’t remember learning, you carry the instincts of someone who had proper
education in warfare, or perhaps a greater amount of experience than anyone in The Evereach
has the chance to get.
You gain proficiency in 1 armor type and 2 martial or simple weapons. You have 2 Superiority
Dice [d8] to use on the following Maneuvers while you wield either of these weapons:
Precision Attack - When you make a weapon attack roll against a creature, you can expend one
superiority die to add it to the roll. You can use this maneuver before or after making the attack
roll, but before any effects of the attack are applied.
Sharpened Attack - When you damage a creature with a weapon attack, you can expend one
superiority die to add it to the damage roll. You can use this ability after rolling damage. If the
attack causes the target to make a Constitution saving throw to maintain concentration, it has
disadvantage on that save.
You learn proficiency with weapons in these categories in a third of the time it would normally
take. And you can use weapons in these categories without proficiency, even if the weapon
requires proficiency to operate. You can use your superiority die with weapons you are
proficient in belonging to these categories .
—--------------------------------------------------------------------------------------------------------------
Newfolk:
You are not any extraordinary remnant of your world, or perhaps the memory loss hit you
harder. But you will possess innate knowledge useful to your situation.
Convenient Recall: When you fail a Skill Check or Saving throw, or miss an Attack Roll, you can
use your reaction to add a bonus to the roll equal to your Proficiency Bonus. You can only use
this feature once per turn.
You can use this a number of times equal to half your Proficiency Bonus (rounded down), and
you regain all uses of this ability when you complete a Long Rest.
You learn proficiency with any weapon in these categories in half the usual time, and you have
advantage on reading books on these categories.
Reachfolk Feats:
Reahfolk Sailor:
You know this world and have experience with the Everseas, or perhaps you were taught by
such a person.
You get a +1 to STR or DEX
You have proficiency with Navigator’s Tools, and Water Vehicles, and the following Fighting
Style:
Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming
speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Reahfolk Artisan:
You know this world and have experience with crafting and designing things around the
availability of resources and needs of Reachfolk.
You get a +1 to DEX or CHA.
You gain proficiency in 2 tools of your choice and the Arcana skill.
During a downtime work period, you can enter an overdrive state. Once per Long Rest, you can
reduce a downtime work’s period by a number of hours equal to your CON modifier (to a
minimum of 1 hour), if you work with tools you are proficient in.
Reahfolk Scavenger:
You know this world and have a knack for harvesting and scavenging the resources or the seas,
islands, and ice.