Empire of Evergarden: Campaign Setting
An Introduction to Evergarden
The Empire of Evergarden is an enchanting realm brimming with wonders and veiled in layers of mystery. Concealed beneath the outward appearance of the humble 'Thimble Lane Community Park,' this extraordinary world is home to insects, toys, and the diminutive bittyfolk. Within their microcosmic existence, Evergarden is a realm of both awe-inspiring might and captivating magicks.
Recently beset by the ravages of war and human intervention, the Empire finds itself grappling with the growing influence of the Bulbian Church, a devoted cult of Sun worshippers. They interpret these harrowing events as ominous signs of their deity's disfavor—The Bulb.
Amidst the turmoil, the diverse factions residing within the Empire fervently vie for control and power within the ever-shifting political landscape of Evergarden. Each faction seeks to navigate the delicate balance of alliances and rivalries, their aspirations intertwining with the destiny of the realm itself.
Tone
Within the seemingly mystical and whimsical world of Evergarden lies a treacherous underbelly of deadly plots and intrigues, waiting to entangle unsuspecting players.
From the insatiable corporate machinations that plague Pavillion to the cunning schemes of ambitious religious orders vying for power, the Empire is a hotbed of plots and conspiracies, mirroring the treacherous landscapes found in other realms and campaigns.
To encapsulate the tone of "The Empire of Evergarden," envision the endearing charm of "A Bug's Life" and "Toy Story" blended with the gritty brutality reminiscent of "Game of Thrones." Expect a world where innocence and danger coexist, and where heroes must navigate a complex web of alliances, betrayals, and unexpected twists at every turn.
It is also worth noting the series that have served as inspiration for this campaign setting and from which lore has been repurposed - Notably, Dimension 20's "Tiny Heist" & "Crown of Candy" - Both well worth a watch
Empire of Evergarden: Character Creation
Mechanics
PC characters are created in just the same way as any other character in Pathfinder Second Edition. However, new ancestries exist for the denizens of the Empire, as follows:
- Ant
- Apoidea (Bees & Wasps)
- Arachnid
- Beetle
- Blattodea (Cockroches & Termites)
- Diptera (Flies & Mosquitoes)
- Lepidoptera (Moths & Butterflies)
- Mantis*
- Ortoptera* (Grasshoppers & Crickets)
*Upcoming
Existing Ancestries still available for use are:
- Leshy
- Gnome (To represent Bittyfolk)[Medium size]
- Ratfolk [Large size]
- Poppets (To represent Toys) [Medium size]
The descriptions of ancestries provided in this chapter offer insights into the cultural norms associated with each group. However, it is essential to remember that these descriptions are not intended as rigid rules that players must adhere to. The beauty of roleplaying lies in the freedom to envision characters that defy the cultural expectations and norms.
In the Empire of Evergarden setting, a rich array of creatures and player options awaits, granting access to abilities that are typically uncommon. For instance, acquiring a fly speed at 1st level is not uncommon within this realm. This choice reflects the inherent natural abilities possessed by the Empire's inhabitants. Mechanically, this balance is maintained through the availability of specific feats.
Ants
Ant Heritages
Though unified through their commitment to Order, each House still manages to carve out their speciality.
Common Ant
Common ants have historically been attuned with arcane flows, which manifests as a natural resistance in you. You gain the Call on Ancient Blood reaction.
Call on Ancient Blood
Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.
Your ancestors’ innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn.
Meadow Ant
You’ve spent most of your days growing up in the cavernous nest of your ancestors. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Formician Ant
You tower over your cousins from the other houses. Replace your dexterity ability boost with strength. You are medium size and gain a Mandible unarmed attack that deals 1d6 piercing damage. Your Mandibles are in the brawling group and has the finesse and unarmed traits.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Strength in Numbers FEAT 1
Frequency once per day
Trigger An ally within 30 feet gains the dying condition.
You honor your ally’s life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls.
Ant LoreFEAT 1
You become trained in two skills depending on your heritage:
Common Ant – Nature and Arcana
Meadow Ant – Nature and Survival
Formician Ant – Nature and Crafting
For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Ant Lore.
Ant Scuttle FEAT 1
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
Royal flight FEAT 1*
Your royal wings begin to develop. You gain a flight speed of 15ft. This speed increase by 5ft at lv 7 and increases by 5ft for every 4 levels above 7
Sharpened Mandibles FEAT 1
Your Mandible unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your mandible unarmed attack, your target takes 1 persistent bleed damage per weapon damage die.
Magical Spawning FEAT 1
Choose one cantrip from the Arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
5th LEVEL
Ankle Bite FEAT 5
Trigger A foe gives you the grabbed or restrained condition using a part of its body.
Whenever someone grabs onto you, you instinctively bite them. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it’s satisfying . Make a Mandible Strike against the triggering foe. On a critical hit, you are no longer grabbed. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Step Lively FEAT 5
Trigger A Large or larger enemy ends a move action adjacent to you.
You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.
Sense AlliesFEAT 5
Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
9th LEVEL
Skittering ScuttleFEAT 9
You can scuttle farther and faster when maneuvering alongside allies. When you use Ant Scuttle, you can Stride up to half your Speed instead of Stepping.
Group AidFEAT 9
Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Apoidea
-St. John Chrysostom
Apoidea Heritages
Though similar in appearance, Bees and Wasps differ vastly in matters of culture and history
Bee
Your time spent around the flowers and pollens of the world has improved your sense of smell dramatically. You gain Scent 30ft
Wasp
Your mere presence and legacy for insults and abruptness makes it easier to intimidate. You gain the Group Coercion skill feat, even if you would not meet the requirements.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Apoidea Lore FEAT 1
Buzzzzz! FEAT 1
Disarming Sting FEAT 1
Courteous Comeback FEAT 1
Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.
Trigger You critically fail a Diplomacy check.
Reroll the triggering Diplomacy check, using the second result.
Mellarian Astrology FEAT 1
Frequency 3 times per day
Requirements You must spend 10 minutes just after your daily preparations examining the patterns of honey.
You recall the Honey’s predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.
5TH LEVEL
BUZZZZZZIER!FEAT 5
Ally's ShelterFEAT 5
Frequency once per day
Trigger You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.
In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.
9th LEVEL
Mellarian DivinationFEAT 9
Once per day, you can spend 10 minutes studying drops of honey in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was “nothing,” you gain the following reaction for the next 30 minutes:
Call Upon the Honey
Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven’t rolled yet
You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.
Guarded ThoughtsFEAT 9
Your mind, honed to detect intrusive influence, foils attempts to read your thoughts. Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up.
Arachnid
Arachnid Heritages
Spiders may seem homogenous, but they differ greatly in species and heritage.
Jumping Spider
You are able to jump long distances with ease and at an incredible speed. You gain the Quick Jump Skill feat, even if you do not qualify. Your High jump & long jump increase by 5ft.
Cobweb Spider
You are adept at wielding your web for a variety of purposes. You gain a ranged web attack that you are trained in. You can use this attack once per day
Frequency: Once per day
Ranged web + (range increment 30 feet), Effect web trap
Web Trap A creature hit by your web attack is immobilized and stuck to the nearest surface until it Escapes (Class DC).
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Arachnid Lore FEAT 1
Fang Sharpener FEAT 1
8 Legs are better than 2 FEAT 1
Webwalker FEAT 1
5th LEVEL
Hunter's Fangs FEAT 5
Venom Resistance FEAT 5
Recognize Ambush FEAT 5
Trigger You roll initiative.
You've spun enough web to recognize when you are in one. You Interact to draw a weapon.
9th LEVEL
Envenom Strike FEAT 9
Frequency: once per 10 minutes
You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your arachnid fangs unarmed attack. If the next Strike with the chosen weapon before the start of your next turn hits and deals damage, the Strike deals an additional 2d6 poison damage.
Web HunterFEAT 9
Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise tremorsense at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise tremorsense can sense that creature at a range of 60 feet.
Beetles
Beetle Heritages
Beetles vary in size, shape and colour from deep red and green varieties, to dull black and grey behemoths. No two can ever be called the same.
Jewel Beetle
You have fetching markings rather than brute strength. You are medium size and swap your strength bonus for charisma
Once per day you can position your metallic wings to reflect light into an opponent's eyes You cast the blindness spell as an innate spell. The Spell DC is equal to your class DC
Stag Beetle
You dwarf your elytran brothers and sisters. You are large size.
You gain a Pincer unarmed attack that deals 1d6 piercing damage. Your pincers are in the brawling group and has the finesse and unarmed traits.
Ladybird
What you lack in size you make up for with focus and perception. You are small sized and replace your strength bonus with Wisdom
Once per day as a reaction you can secrete a yellowish toxin that smells foul to predators. Creatures attempting to attack the target must attempt a Con save [Class DC] each time. This effect lasts until the start of your next turn
Hercules
You match your stag relatives in size. You are large size. You gain a Horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group and has the finesse, unarmed traits and reach 10ft traits
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Horn SharpenerFEAT 1
Pincer: Your Pincer unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your unarmed attack, your target takes 1 persistent bleed damage per weapon damage die.
Horn: Your Horn unarmed attack deals 1d8 piercing damage and loses the finesse trait. If you’re flanking a target, your Horn unarmed attacks also gain the trip trait.
Carapace SavantFEAT 1
You have embraced your natural defensiveness and gain proficiency with shields. You gain the Shield Block general feat.
Beetle LoreFEAT 1
You are knowledgeable in your ancestor's lore and culture. You become trained in Athletics and Crafting. You are also trained in Beetle Lore.
Scamper UnderfootFEAT 1
You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.
Striking Shell FEAT 1
You have particularly striking or beautiful markings on your carapace, making it hard to ignore your requests. If you were to critically fail a diplomacy check to gather information, you instead get a failure. If you were to roll a failure, you get a success.
5th LEVEL
Boulder Roll FEAT 5
Your build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.
If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.
Sheltering Slab FEAT 5
The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't flat-footed against attacks as a result of being flanked. This works even if you are at the outside corner of the wall.
Instinctive Headbutt FEAT 5
Trigger A foe gives you the grabbed or restrained condition using a part of its body.
Whenever someone grabs onto you, you instinctively headbutt them. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it’s feels good. Make a Mandible Strike against the triggering foe. On a critical hit, you are no longer grabbed. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Step Lively FEAT 5
You are an expert at avoiding the lumbering footsteps of larger creatures. You Step to another space adjacent to the enemy.
9th LEVEL
Stone Chitin FEAT 9
Trigger: You are struck by a critical hit that deals physical damage.
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
OvercrowdFEAT 9
Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one.
Blattodea
Blattodea Heritages
Cockroach
You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
Termite
Your time in the dark confides of your colony has left you in tune with the movements of the earth. You gain Blindsense (Vibrations) 30ft
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
CoprophagiaFEAT 1
Royal FLight*FEAT 1
Your royal wings begin to develop. You gain a flight speed of 15ft. This speed increase by 5ft at lv 7 and increases by 5ft for every 4 levels above 7. You must take this feat at level 1 if you are Termite royalty
Blattodea LoreFEAT 1
You gain trained in Crafting and Thievery. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Blattodea Lore.
SpelunkerFEAT 1
Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an Survival check to Sense Direction or an Athletics check to Climb, you get a critical success instead. You're not flat-footed when you attempt to Climb.
5th LEVEL
Blattodeic ReinforcementFEAT 5
You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in Crafting, the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube.
Lab RoachFEAT 5
You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead.
Sheltering SlabFEAT 5
The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't flat-footed against attacks as a result of being flanked. This works even if you are at the outside corner of the wall.
9th LEVEL
DemolitionistFEAT 9
You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.
IrrepressibleFEAT 9
Commitment to your hive drives you, You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Diptera
Dipteran Heritages
Bluebottle Fly
You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease.
Mosquito
You are expert in utilising the fluids of the dying to sustain yourself.
Transfusion
You can revitalize yourself using the blood of the recently deceased. You spend an action to give yourself temporary HP equal to your current level. Your temporary health cannot exceed your level. This ability can only be used on your next turn after the adjacent creature has died.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Acid SpitFEAT 1
You are skilled in lobbing your natural juices at enemies. You gain the ability to use the Acid Splash cantrip at will. You cast this as an innate Primal spell.
Dipteran LoreFEAT 1
You become trained in two skills reflecting your destitute upbringing – Medicine & Thievery. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Dipteran Lore.
Proboscis SlashFEAT 1
You gain a Proboscis unarmed attack that deals 1d4 slashing damage. Your proboscis is in the brawling group and has the finesse, unarmed, disarm and trip traits.
Scavenger's SearchFEAT 1
You're always on the lookout for supplies and valuables. Each time you use the Seek action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area.
TwitchyFEAT 1
You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.
5th LEVEL
Necromatic PhysiologyFEAT 5
Your proximity to death and decay has given you an edge against disease. You gain a +2 circumstance bonus to saves against diseases.
BloodsenseFEAT 5
You gain lifesense as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two.
9th LEVEL
VandalFEAT 9
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.
Sanguine WisdomFEAT 9
You carry droplets of blood from your meals, and can use them to ask for counsel. You can cast augury twice per day as a 2nd-level occult innate spell.
Lepidoptera
Lepidoptera Heritages
Butterfly
You maintain an air of grace and decorum even in heat of battle or intense debate. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Moth
You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an
additional ancestry feat every 4 levels thereafter (at 5th,
9th, 13th, and 17th levels). As an ant, you select from
among the following ancestry feats.
1ST LEVEL
Lepidoptera LoreFEAT 1
Your upbringing has been saturated with your Ancestries specialities. You are trained in Acrobatics, Society & Lepidoptera Lore. For each of these skills in which you were already trained, you become trained in a skill of your choice.
Fascinating AppearanceFEAT 1
Your resplendent appearance makes it difficult for people to avert their gaze. You gain the Fascinating Performance skill feat even if you do not qualify for it.
Haughty ObstinacyFEAT 1
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week
It's so Fluffy!FEAT 1
You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Proboscis SlashFEAT 1
You are familiar with how to use your proboscis in the heat of battle. You gain a Proboscis unarmed attack that deals 1d4 slashing damage. Your proboscis is in the brawling group and has the finesse, unarmed, disarm and trip traits.
5th LEVEL
Natural IllusionistFEAT 5
Once per day, you can cast illusory disguise or item facade. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
Enthralling AllureFEAT 5
The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast charm as a 1st-level divine innate spell.
Over Here!FEAT 5
You've learned how to throw your voice through the winds, tricking others as to your location. You can cast ventriloquism as a primal innate spell once per day.
9th LEVEL
Wing StepFEAT 9
With a sharp flap of your wings, you stay light on your feet as you move. You Step 5 feet twice.
Ferocious GustFEAT 9
Frequency: once per 10 minutes
With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher.