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Everfolt

- A rich country with a horrible history of genocide and slavery, multiple revolutions and wars has
formed this country to its glory and beauty today. Races range from your average human, elf, hafling to
your warforged and goliath. separated into 4 regions all with a uniting purpose to keep the peace and to
prosper.
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-Races:
.dominant races: human, elf, hafling, warforged, dwarves, gnomes, verdan vedalken, changeling,
kalashtar, genasi, firbolg, satyr, leonin, tabaxi, bunnyfolk, fairy, goliath, triton, loxodon, owlfolk, tortle,
aasmir, centaur, locathah, shifter
.not so dominant races: (everything not mentioned^)
-Language:
.Astreauon- universal language a mix dialect
.each race of course being able to speak their own language
.majority of inhabitants in everfolt are bilingual

-Government/Livelihood
.each dominant race having a representative in government hierarchy (human ambassador, genasi
ambassador etc.)
.ambassador being the highest of the hierarchy
.each race having their own specialty to bring in government
.each race also have they're version of this system with of course the same species but this is mainly
how the government roles is managed into
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-human, elf, kalashtar, triton, bunnyfolk, vedalken, owlfolk, tortle aasmir- in charge of keeping things
together in the government
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-dwarves, gnomes, genasi, hafling warforged, goliath aasmir, centaur, human, loxodon- industrial
thingys
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-goliath, human, leonin, genasi, fairy, owlfolk, centaur, shifter- military matters
_____________________________________________________________________________________
-loxodon, firbolg, satyr, fairies, elves, gnomes, warforged, aarakocra, centaur, locathah, shifter-
medicine and agriculture
_____________________________________________________________________________________
-elves, changeling, satyr, tabaxi, human, verdan, fairies, aasmir, aarakocra, shifter, genasi -
entertainment industry
_____________________________________________________________________________________

-Underground:
races:????
government/livelihood:???
-Regions x5
.Lusteous: basically a more advanced Vegas

- notable places closer to the water:


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-inns/brothel

sailor's solace - water genasi clerk


fairy fountain - fairy clerk
dalliance damsels - Changeling clerk
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-Restaurants
Clamality
sham's shell house
ishtessure
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-other
Scala Bolshoi

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- notable places closer to land:
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-inns/brothel
Dusty angels - aasmir clerc
Plastic lovers - warforged clerc
fuzz house - shifter clerc
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-restaurants
Chris P's chicken
daily dairy café
Joan's barbeque and foot massage
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-other

lake queen casino


shell shore resort
.Prington: " aka merchants land", where raw materials, magically attuned items are traded within
and out region
- main force for providing materials for the farmers in Bloinia, and "special items" for things in lusteous
- where everyday items are made

- notable places:
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-hotel/inns/bars
Lilypad hotel
Gemstone inn
Milestone bar
dead spire hotel
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-shops/libraries

Rick's restoration workshop


Kits and Wits
Top Gears
terrific trinkets
nap 'n chaps
feather tip library
Knowks' books
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-Restaurants

Happy hornet
trevortrault
Tippingson's
.Blonia: just a massive farming region
- main source of food, water, raw materials

-notable places near land


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-Taverns
Table Tops
Laughing loaf
Fiddler's
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-Others
Bamboo shack bath house
Farmers Market
Yubakery

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-notable places near water
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-Taverns

Salty spoon tavern


sea Angel tavern
Sugar cane crest
Honey comb lake side
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-Others

Sailors Mart

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-notable places in the mountain
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-Taverns

peak side
The moving castle
Star touch tavern
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-Others

High Springs bath house


.Treitan: weapons, robots, bombs, destructive magic this region specializes in all things destruction

- workshops/weapon shops/upgrades

tough guys fix n' mix


shells and triggers
potem's builds and upgrades
shoot n' thrill gun shop
guts and gears
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- taverns

Massive Johns
toss n' toffle
Beetle Bar
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- others

lightning ring

.Astreau: where politics and planning basically the brain of this island where laws and item
approving come from

- Libraries

Hall of the sky archives


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- Resorts/taverns

Godlewis Resort
sky tower resort
The Trelprib
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Keshiemast Islands
-(Keshiemast) Astreaoun word for Original
-Few miles off coast are the home of the indigenous people and those who choose to stay with them
one of the few places in everfolt with high magic readings
-Life here is less technologically advanced but is still protected and under the everfolt empire
Homebrew items
Fire fist: insta kill but you are knocked unconscious and while you are knocked unconscious you
automatically fail 2 death saves with a disadvantage at a the last saving throw (all healing is blocked)
Rail shotgun: shoots 3 lasers 5ft wide each and deals 4d8 damage each laser (4 blasts a day) (2 handed)
God's Hammer: 10ft ranged melee weapon does 10d10 but your movement is halved and cannot
opportunity attack or take reactions and disadvantage on strngth, dex saves and checks with this
weapon (2 handed)
Fire parasol: melee and ranged, ranged attack doing 6d4 and melee doing 2d6 and opponent
must do a consave or take 2d8 fire damage on a successful save is halved (six ranged attack a day) (pc
can choose apply fire damage on 8 attacks)
slow vile: opponent must do a consave or not be able to do actions every 1 round (at lvl 10 opponent
can’t do 2 actions, at lvl 20 opponent can’t do 4 actions)
Angel's tommy gun: does 2d6 piercing and necrotic damage
Laser sword: 2d8 radiant damage
Exosuit of strength: you gain +5 to you strength saves and checks and unarmed strikes with the help of
mechanical exoskeletons you also gain +10 to your movement (must unequip current weapon to
activate)(1 round activation)(2 day charge time)
portal gun: you can teleport anywhere on a flat surface with 120 ft of range
Multi-bow: can change the damage of an arrow to, cold, lightning, fire, radiant, necrotic (must be set
before combat: set time 1hour)
Magnet boot: you can walk on any metal surface (30 min charge time)
Force absorb armor: when you wear this armor you gain +0 to your ac and cannot do actions for 2
rounds and still take normal damage but any melee attack you gains +10 on damage(1time use)(30 min
charge time)
pocket force field: covers a 20 ft wide area nothing can go through the shield while active (has HP of 30,
+5 every 2 lvls)
Nanotech Class1: you can create any simple weapon ex. Pistol, shotguns, rifle, semi autos, dagger,
sword, bow, shield etc.
Walkie talkie: can talk to anyone with the same item within 500ft of range
Materializer Basic: you say what you want to the box and it gives you exactly that except weapons (5
items a day)
Cloaking armor: You blend in with your surroundings adding +15 to your stealth, bags, armor, weapons,
clothes are not invisible (1 use every day)
X-ray goggles: you can see through anything within 15ft
Nanotech class3: you can create any major damaging weapon ex. Miniguns, sniper rifles, grenade
launchers, RPGs etc. (2 handed) (3day charge time)
Cybernetic wings: flying speed of 60ft and +3 to AC (1 day charge time)
Multi-staff: you can do either 4d6 slashing damage, 6d4 bludgeoning damage, or add +5 to your AC
Exploding trading cards: player must do a dex check higher the enemies AC on a successful roll you deal
5d6 fire damage
Tracking device: once a target has been planted with the tracking device you can see where they are
with infinite range
Frying Pan: adds +1 to AC and deals 2d4 bludgeoning damage and 2d4 fire damage (2 handed)
Rocket boots: you gain 20ft of flying speed and +20 to your movement speed (2 day charge time)
Metal seed: once you hit 0 hit points you are covered in a metal case that protects you until combat is
over (once equipped class 1 weapons can only be used)
Bunny ears: You add proficiency bonus to your initiative, gain +30 to movement speed, and you have
advantage on perception checks. (2 day charge time)
Stockings of strength: you gain +20 to dex and strength saves and checks, advantage on initiative, with
+5 to your AC and 2 handed weapon is now 1 handed to you (5 day charge time)
NanoHair: you gain an extra attack using the hair dealing 2d6 + strength slashing/Bludgeoning damage
(1 day recharge time)
Blood tech: you can create any melee weapon with you blood and the help of nanotech but you lose a
number of hitpoints based off the weapon but with every attack you gain temp hitpoints equal to the
damage, on a nat 20 dealing bleeding damage of 2HP a round (light 2d4, medium 4d8, heavy 6d8
amount of hitpoints loss)-modern bloodhunter
Stop watch: when activated you and your teammates get 1 extra action for 1 round (1 day recharge
time)
void Bag: can hold anything and you get a random item every 5 days
Anti-Gravity exosuit: you gain flying speed of 30ft can make 3 objects or opponents 20ft from you fly
200ft in the air on command (must unequip current weapon to activate)(1 round activation)
(1 day recharge time)
Suction Cups: you gain temporary hit points equal to your current health and can climb any surface (you
lose all combat potential and cannot equip anything else unless someone else removes the suction cups)

Materialization Cards: turns your items into collectable cards and turns them back when you need them

immunization Vile: once injected you are immune to all damage for 3 rounds but you are weakened to
the point of dealing halfx2 your damage
Resistance vile: you have resistance to all damage but you deal half your regular output for 2 rounds
Mystery box: you get a random item every 20 credits given
Giganator: makes anything you shoot at big for 30 mins (a lot of rounds)
Mininator: makes anything you shoot at small for 30 mins (a lot of rounds)
objectify: a remote and a sticky receiver placed on another person that turns them into an object and
whoever has the remote controls whenever they turn back
Cloneseeks box: whoever presses the box gets a clone of themselves for 1 hour (max of 2 clones)
Directional Gear: you gain a flying speed of 60ft and opponents cant opportunity attack you for 5 rounds
(only melee weapons can be equipped along with this)(any ranged weapon, pc must succeed a dex save)
Stinky’s gauntlet: you instantly kill an enemy at your will (only activated once you’re at 1 hp)
Universal remote: mechanical opponent must succeed an int saving throw you can control anything
mechanical 30ft from you (recharge time of 1 day)
Blue pills: greatly enhances the mental ability of the user making them be able to do 5d10 points of
psychic damage and giving them the power to levitate, lasts for 20mins (take 20 points of exhaustion
once effects are off)
Red pills: greatly enhances movement of the user giving them 2 extra attacks and opponents cant
opportunity attack, lasts for 10 mins (take 30 points of exhaustion once effects are off)
Lethal’s Great swords: you have 2 massive floating great sword at your sides both doing 4d8 + Int and
you gain a flying speed of 10ft
Beast exosuit: you have a bite attack dealing 3d8 and on a nat 20 dealing bleeding damage of 2HP per
round, you also gain a scratch attack dealing 4d6 slashing damage (must unequip current weapon to
activate)(1 round activation)(3 day charge time)
Blood tech Class2: you gain the ability to attach and dispatch body parts at your will you can deal a
melee attack from 20 ft away from you and you gain flying speed of 10 ft but with each use you lose
2d10 HP (ex. Arm canon, extended kick, headbutt missile, blood heel boost)-modern bloodhunter
Mega battery: Instantly charges a chargeable item (1 use only)
Neutrino Bomb: once activated a massive explosion with a 5000ft radius kills everyone

Cat fox: is it a cat? Is it fox? One things for sure it is your friend
HP: 5d6 + player lvl + dex
Strngth+3 Wis+6 Int+6 Dex+9 Con+8 Cha+9 (roll a d10)
Movement of 30ft
Hurting words: cat fox can make the opponent get -5 on dex saves and checks and wisdom saves and
checks (must be in hearing range)
scratch: 2d4 + strength

Mini Knight: Mini knight comforts and protects you from incoming damage and danger cutely
HP:10d6 + player lvl + Strngth
Strngth+9 Wis+5 Int+4 Dex+9 Con+7 Cha+8 (roll a d10)
Movement of 40ft
Shield: mini knight can push opponents 5 ft away and give you +3 to your AC if 5ft in front of you

Fire Chicken: not what I had in mind when I thought of fried chicken
HP: 4d8 + player lvl + cha
Strngth+7 Wis+5 Int+6 Dex+8 Con+7 Cha+8 (roll a d10)
Movement of 20ft w/flying speed of 10ft
Bonk: 2d8 bludgeoning damage out of nowhere
Bang: ranged attack out of nowhere dealing 2d4 of piercing and d4 of fire damage
Dancing duck: look at her go!
HP: 5d4 + player lvl + dex
Strngth+5 Wis+6 Int+6 Dex+7 Con+6 Cha+9 (roll a d10)
Movement of 20 ft w/ 30ft flying speed and 40 ft of swimming speed
Such dance: you gain +5 to your dex and your charisma (must be within eyesight)

floating Mini octopus: so smol


HP: 5d6 + player lvl + Int
Strngth+3 Wis+8 Int+8 dex+4 Con+5 Cha+9 (roll a d10)
flying speed of 40ft
Puns of knowledge: you gain +5 to charisma (must be 5ft from you)
Elder blast: shoots 1 blast of radiant damage and 1 blast of necrotic damage dealing 3d8 each

A hand: who owns this?!


HP: d4 +player lvl + dex
strength+3 Wis+3 Int+8 dex+4 Con+4 Cha+6 (roll a d10)
movement speed of 20ft
a helping hand: add a d10 to anything you want

Roboc: what a voicebox!


HP: 3d4 + player lvl + strngth
Strength+4 Wis+6 Int+7 Dex+5 Con+4 Cha+7 (roll a d10)
movement speed of 30ft
Music to my gears: adds d6 to anything to 2 of your party member and -6 to 2 members of enemy team

Mini mimic: where’d it go oh wait it’s my hat


HP:5d4 + player lvl + Int
Strength+5 Wis+2 Int+7 Dex+6 Con+6 Cha+3 (roll a d10)
Movement speed of 10ft
where’d you go: adds d6 to stealth
bite: 3d6 piercing damage

Living coat: no one hugs better than me


HP:10d6 + player lvl = temp hitpoints
Strength+0 Wis+5 Int+6 Dex+0 Con+7 Cha+3 (roll a d10)
No movement
Nice fit: you get a +4 to AC
trick up my sleeve: you coat gives you an extra dealing 2d4

Monke: Unga xue hua piao piao bunga


HP: 10d7 + player lvl + dex
Strngth+9 Wis+9 Int+7 Dex+7 Con+4 Cha+4 (roll a d10)
Movement of 40ft
Monkey brain: headbutts the opponent dealing 4d8 damage
Way of the Monke: a flurry of blows dealing 4d10 psychic damage
Eva Bird: it’s… it’s beautiful
HP 10d10 + player lvl + Cha
Strngth+6 Wis+5 Int+7 Dex+9 Con+4 Cha+3 (roll a d10)
Movement of 20ft flying speed of 50ft
Plasma blast: your bird turns into a plasma rifle dealing 5d10 damage and on a failed consave opponent
takes 4d8 fire damage on a successful save they take half
tech’s best friend: anything mechanical on you gains a major upgrade (talk to DM what upgrade)

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