Wednesday, December 23, 2015

Merry Christmas and Happy New Year!

I'm going to take off the rest of the year so I thought I'd wish you all a very Merry Christmas, Happy Hanukkah, Happy Solstice or what ever other wonderful holiday you celebrate this time of year!  I hope that all of you and yours are well and have a wonderful new year!

Tuesday, December 22, 2015

Expanded Timeline for After Chaos (AC) Part 44

Year 44 AC
The Grand Meeting happens this year.  The meeting is much larger then it's first time, with villages, towns, and cities sending all sorts, even some from Ariella.  A match is made for one Tharion Thunderhead's younger sister, Christie, (though she will not be married for a few years), to the lord of Landshire.  There is much celebrating and exchanging of gifts.  Tharion is crowned leader of Karoon in practice and he is given many gifts to cement ties through out Taina, since Karoon has the largest standing army in all of Taina.  Much adventure can be found at the Grand Meeting and many a job can be found.

Monday, December 21, 2015

Expanded Timeline for After Chaos (AC) Part 43

Year 43 AC
The Pilgrimage of Faiths reaches Elvenhome.  Though the ancient elves will not tolerate any homage to the dark gods, they do allow small shrines to be set up at the base of their mountain home by the priests of the gods of light and neutrality.  Some of the caravan remained in Landshire, but some were gathered up there as well.  The wagon train is huge so bandits are an issue.

Rumors of an ancient ruin on the tip of northern Taina, north of Sundale, brings treasure hunters and historians.  Bards spread the news and many groups head north in hopes of finding riches or knowledge.

Thursday, December 17, 2015

Expanded Timeline for After Chaos (AC) Part 42

Year 42 AC
The Pilgrimage of Faiths, as it becomes known, has made it to Landshire.  Several shrines have been put in along the way, but the priests decide to put several temples in Karoon. There is at least one planned for each of the different shades, (Light, Neutral, Dark), of faiths, but several other faiths also plan on building temples.  More workers and mercenaries, along with merchants, are called for.

The skeleton of a dragon is unearthed in northeastern Taina and scholars, mages, and treasure hunters converge.  There are scuffles and problems, so guards are called for to not only protect the area from problems between people, but from the native wild life and ogres.

Monday, December 14, 2015

Expanded Timeline For After Chaos (AC) Part 41

Year 41 AC
A pilgrimage of priests from Karoon all the way to the west coast begins this year.  They hope to visit all the holy places in Taina and stop to build shrines or temples along the way.  They are looking for merchants to supply them, engineers to supervise building and mercenaries to protect them.  The pay will be good and the challenges many.

Ogres attack caravans passing over the Tsalagi Mountains.  The call to take them down is issued. Many come to try and save the day while others come to recover the stolen goods for their own ends.

Thursday, December 10, 2015

Expanded Timeline for After Chaos (AC) Part 40

Year 40 AC
After a cold winter and wet spring, the summer harvest is bountiful.  There are many celebrations around Taina and Ariella.  Merchant caravans hire many mercenaries and the guilds associated with agriculture and in high demand.  For the most part it is an uneventful year.

Wednesday, December 9, 2015

Expanded Timeline for After Chaos (AC) Part 39

Year 39 AC
Stephan Thunderhead dies in a battle against the ogres, taking several of his trusted advisors with him.  His oldest son, Tharion, is only 13 and Stephan's mother, Sarah, becomes regent.  Stephan's advisors that are left also serve as a council, but they want some outside protection since they are concerned that others may try to kill Tharion and take Karoon for themselves.  Mercenaries and men at arms are in great need.  Caravans are also looking for mercenaries to help protect against bandits, since they appear in droves with Stephan killed and all the confusions about who will end up on top.

Monday, December 7, 2015

Expanded Timeline for After Chaos (AC) Part 38

Year 38 AC
The monks begin a printing press this year and start making a small quantity of books with plant and animal information, crop information, moon phases, and Gods.  Only the rich can really afford them, but they start to spread across both continents.

The small fishing village of Calabay saves the princess of the sea elves from ogre slavers.  The rumors as to how this was accomplished varies, but the sea elves are grateful to the small village, strengthening the bond between land and sea.  With the treasure they are given, Calabay hopes to hire tutors, engineers and ship builders.

Thursday, December 3, 2015

Expanded Timeline for After Chaos (AC) Part 37

Year 37 AC
A magical lightning storm strikes the savannahs of southern Ariella. The area becomes a dead zone, but locals try to brave the area to gather dead, but cooked, animals.  They report strange blue forms and magic, so many don't make it in very far.  Priests of Targon make their way to the area and hope to hire mercenaries to protect them as the study the magical phenomenon.

Wednesday, December 2, 2015

Expanded Timeline for After Chaos (AC) Part 36

Year 36 AC
A snow fall so heavy this winter in Taina causes even the plains to the south and the coastal areas have a foot of snow.  Travel and trade are at a stand still and some cities begin to starve.  Anyone who can get supplies through to other places will be hailed a hero and paid handsomely.  Merchant caravans try, but many of them fail and find only death.

Monday, November 30, 2015

Expanded Timeline for After Chaos (AC) Part 35

Year 35 AC

A typhoon strikes the Dwarven Islands.  Though most of the dwarves in the area survive, the infrastructure is damaged and trade from the island to the mainland slows greatly, causing hardships not only for the island economically but the mainland as well.

The priests of Vates found two temples this year, one near the monastery in Ariella and one near Karoon.  Both temples will take years to make, but bards from all over come to be part of the event.

Tuesday, November 24, 2015

Expanded Timeline for After Chaos (AC) Part 34

Year 34 AC
Rumors of an abandoned dwarven mine in north east part of Taina bring hundreds of treasure seekers in search of riches.  Fights and killings happen and the local law is over their head.  They call for help and are willing to pay well.

A drought in southern Ariella causes all sorts of bandits to prey upon the unsuspecting and many predators to go farther north then they usually do in search of more prey.  The Akicitia travel only in large groups and caravans to hire more guards.

Monday, November 23, 2015

Expanded Timeline for After Chaos (AC) Part 33

Year 33 AC
Akicitia in Ariella gather to decide on hunting rights and territories, hoping to avoid bloodshed.  Some elders worry that the younger generation may cause issues, especially those from tribes in less then ideal hunting grounds.  The elders are looking for peace keepers for during the meeting, mostly other Akicitia, but the elves and humans in the area would work, as well.

Wednesday, November 18, 2015

Expanded Timeline for After Chaos (AC) Part 32

Year 32 AC
There is a gathering of druids and rangers in the southern reaches of the forest on the southern tip of Taina.  They speak of issues with ogres and other evil creatures, diseases and sicknesses running through the animal and plants in the area, and other issues of nature.  They exchange ideas and elect a body who will communicate with the farmers, cities and hamlets to help ease tensions between those who wish to live with nature and those who want to conquer nature.  There are those who think that such matters will not help, but many think they can make a difference.

Tuesday, November 17, 2015

Expanded Timeline for After Chaos (AC) Part 31

Year 31 AC
The canyon in which Blackcrow's army was stopped is rumored to be full of undead as well as treasure.  Many adventuring bands have gone to investigate, as well as clerics to put down the undead, but none have returned.  The allure of all the treasure or the thrill of being a hero for the church brings many to the area.

Wednesday, November 11, 2015

Expanded Timeline for After Chaos (AC) Part 30

Year 30 AC
Blackcrow's army is bottled in large canyon of Tslagi Mountains near the main pass of the range.  They fight back, bringing many casualties upon the collation army, but Blackcrow's army is brought down to the last man by the end of the battle.  The cities still under Blackcrow's lieutenants' control are besieged in the hope of ridding the world of those problems.

Sea elves are seen off the western coast near the northern bay of what is now known as Calabay.  A small fishing vessel is saved from a storm by the sea elves.  The residents take it as a sign of good, leaving gifts upon the shores and promising to not over fish but live in harmony with the sea elves for as long as Calabay stands.

Wednesday, November 4, 2015

Expanded Timeline for After Chaos (AC) Part 29

Year 29 AC
The city of Thornhide, in the northern part of the middle of Taina, is overrun by Blackcrow's men.  Women and children are taken as slaves and all men over 15 are put to the sword.  The coalition army is but half a day behind the conquest and are able to take some of Blackcrow's army, but the army is still disheartened by the aftermath of the battle that killed so many.

Dwarves mining in the Tsalagi Mountains find a rare vein of metal and are hiring people to protect the area, to serve the people's needs while they work and to bring caravans.  It is a good place to make money and meet dwarves.

Monday, November 2, 2015

Expanded Timeline for After Chaos (AC) Part 28

Year 28 AC
What becomes known as the Blackcrow Wars begins as the civilizations around his "Empire" fight back, trying to save slaves and take down Blackcrow.  Thousands dies, crops burn, and cities fall.  Mercenaries are needed to help bolster the numbers of those who fight Blackcrow, though Blackcrow hires mercenaries of his own.

A hurricane hits the reaches in Ariella near the monastery.  No one dies, but it leaves a lot of damage and cuts off villages from supplies.  Merchants are needed to get supplies to these out lying areas.

Thursday, October 29, 2015

Expanded Timeline for After Chaos (AC) Part 27

Year 27 AC
A warlord named Blackcrow takes over a large area of north eastern Taina and claims it for his own.  He makes those who will not bow to him slaves and those who bow to him pay outrageous taxes for their lives.  There is an underground movement trying to take him down, but they are under funded and have little coordination.

Wednesday, October 28, 2015

Expanded Timeline for After Chaos (AC) Part 26

Year 26 AC
There is a major mine collapse on the Dwarven Islands.  Hundreds are lost.  The call for mages to help move the rock and debris quickly without harming any possible survivors is sent out.  There is call for the mine inspector's head and he goes into hiding.

Dragons are seen in the Tsalagi Mountains and the locals hope their sightings will bring good luck.  There are Clerics of Catiana who make pilgrimages to the mountains in hope of seeing her children in the skies.  Caravans ask for protection and bandits abound.

Tuesday, October 27, 2015

Expanded Timeline for After Chaos (AC) Part 25

Year 25 AC
A bard is wandering the countryside spreading tales of a fabulous treasure hidden deep in the Tsalagi Mountains by greedy dwarves.  He will sell the map to this place and explains there are magical traps, pit falls and monsters baring the way.  He believes there are magic items and gold hidden deep in the mountain by the dwarves and is willing to sell the map because he knows he can't do the dungeon delving on his own.  In the mean time he wanders from town to town singing and wooing women.

Thursday, October 22, 2015

Expanded Timeline for After Chaos (AC) Part 24

Year 24 AC
A grand meeting occurs this year on the east side of the Tsalagi Mountains near the middle of Taina.  Merchants come to sell their goods from every corner of Taina and even from parts of Ariella.  Powerful marriages are arranged, treaties are made and lines of ownership are drawn.  The meeting lasts for an entire month and many people come and go during that time. A meeting of such grand scale is purposed for every ten years in the future.

Wednesday, October 21, 2015

Expanded Timeline for After Chaos (AC) Part 23

Year 23 AC
A man named Thurman Farmerson, claims to see Aiyana herself in his field as he struggles with a way to ask his sweet heart to marry him.  She supposedly blesses him and he leaves his field to ask his sweetheart to be his.  Hundreds come to his field, hoping to be blessed, but along with the pilgrims there are con artists and bandits.  Thievery and murders abound and the local sheriff is looking for strong arms to help him solve the bandit issue.

Tuesday, October 20, 2015

Expanded Timeline for After Chaos (AC) Part 22

Year 22 AC
Stephan Thunderhead has become the ruler of Karoon and the surrounding areas.  His father's loyal men have now become his and the region is now settled down into a somewhat stable situation.  There are bandits attacking caravans from the Vale Lake, the port to the east and the from Goodport.  Stephan wants to secure his trade and calls on mercenaries to secure the routes by taking out the bandit groups.  He offers good rewards for such endeavors.

Fire sweeps across the plains in central Taina.  Though not highly populated, whole herds of animals are wiped out and many wandering tribes of people are displaced.  The ogres left in the area take advantage and are trying to enslave the displaced people.

Monday, October 19, 2015

Expanded Timeline for After Chaos (AC) Part 21

Year 21 AC
The cliffs near the Vale Lake in eastern Taina gain residents.  Though they are refuges from the plains, driven out by competition, they are fierce and want to finally find a place to live.  They begin to haul soil up to the terraced hills and build defensible homes to keep out invaders. They are looking for mages and men at arms to protect them while they build and our paying as best they can.  The shaman of the group of refuges has maps to nearby ancient cities and is willing to part with them if anyone can stay for a bit and protect them from other humans and humanoids alike.

Thursday, October 15, 2015

Expanded Timeline for After Chaos (AC) Part 20

Year 20 AC
Lumbermen near the northeast side of the Tsalagi Mountains are reporting strange creatures prowling in the woods and picking off lumber men.  The logging boss is looking for someone to look into the matter.  He is paying well and says that any treasure will be theirs.  He thinks it may just be fairies playing tricks on them, but some think it might be werewolves.

Tuesday, October 13, 2015

Expanded Timeline for After Chaos (AC) Part 19

Year 19 AC
The siege at Karoon ends, with Stephan taking the city.  He frees his father, who is in very bad condition, and kills the city's council before telling those of the city they can live under his rule or leave.  Most stay, but some leave and head east to the coast to set up a fishing and farming village.  The village needs guards, caravans, and businesses and are willing to hire those they can get.

Monday, October 12, 2015

Expanded Timeline for After Chaos (AC) Part 18

Year 18 AC
The ruins near the future Brightwater are excavated and the monks discover a language no living person seems to know.  There are artifacts of simple use, such as magical stones that glow and water that flows through a fountain that had been buried for centuries.  The monks are looking for protection, some one to decipher the writing, and any other local knowledge such as legends or myths that might help them figure out what civilization use to be there.

The siege at Karoon continues.  The city suffers, many leaving voluntarily and Stephan lets them leave.  Some of the men of Stephan's army complain that they have been pulled from farm and family and are getting no where and not getting to sack Karoon.  There is dissension in the ranks and his trusted advisors worry for Stephan's life.  The city council still will not give over Stephan's father.

Thursday, October 8, 2015

Expanded Timeline for After Chaos (AC) Part 17

Year 17 AC
Ruins are unearthed by a winter storm near the coast where Brightwater will someday be.  The monks from Ariella rush to the site in hopes of uncovering some ancient civilization.  They are looking for labor, protection for the site and protection for the wagon train to east to the ports that will lead home.  They are also looking for ships and crews to take the artifacts home to their monastery.

A sixteen year old Stephan Thunderhead appears outside the gates of Karoon with an army and demands the release of his father and the return of the city which should be his. He besieges the city as people join his cause.  Both sides are looking for help, though the city is finding it harder to find help then Stephan.

Wednesday, October 7, 2015

Expanded Timeline for After Chaos (AC) Part 16

Year 16 AC
A large storm off the west coast causes several cargo ships and their escorts to crash into the cliffs near what will one day be Greenthorne.  The company is hoping for some salvage from the ships since they were carrying gold items and other expensive items.  They are looking for a group willing to do so and return to the merchant headquarters with what they have recovered.

There are rumors Sarah Thunderhead and her son, rumored to be named Stephen, are plotting to get Carter out of custody.  It is also rumored that Carter is even more mentally unstable.  Neither rumor can be proved one way or another.

Tuesday, October 6, 2015

Expanded Timeline for After Chaos (AC) Part 15

Year 15 AC
There are rumors of sighting of the Lord of Magic near the southern most tip of Taina near the growing city of Watercress.  Mages and Clerics of Targon flock to the site in hopes of seeing the Lord of Magic or talk to someone who has seen him.  Charlatans abound and supposed artifacts of Targon are for sale.  The clerics want to know why he appeared, fearing they have done something wrong since he didn't show himself to the clerics there.  Answers are needed and many temples are willing to pay well for them.

Thursday, October 1, 2015

Expanded Timeline for After Chaos (AC) Part 14

Year 14 AC
Ogres attack farm villages near the east side of the Tsalagi Mountains.  Most are human villages, but a few are also elven villages.  They kill those of the villages, except for the ones they take off as slaves, steal anything they can and then torch the villages.  The humans of the area are trying to find mercenaries to take out the ogres and protect the villages.  Elves have started their own hunting parties, but would take any help they can get, as well.

Wednesday, September 30, 2015

Expanded Timeline for After Chaos (AC) Part 13

Year 13 AC
Mysterious ships are seen off the east coast of Taina but never make contact with the natives.  The ships have sweeping lines, are bigger then any ship made in Taina or Ariella.  Rumors follow about wizards of powerful magic, of lost Gods, and raiders from a far off land.  The monks in their cave complex on Ariella are looking for any information on these strange ships and are paying well.

Tuesday, September 29, 2015

Expanded Timeline for After Chaos (AC) Part 12

Year 12 AC
Karoon is rocked by the ruling council being killed during a closed meeting, along with all their guards.  Not a one escapes and no one knows who did it.  Many believe it is Sarah and her supporters trying to free Carter or at least send a message.  The city is in chaos, some sections burn and warehouses are robbed.  A large reward is posted to find who killed the council.

Monday, September 28, 2015

Expanded Timeline for After Chaos (AC) Part 11

Year 11 AC
An earthquake rocks the Dwarven Islands and refugees land near Goodport in hopes of gathering supplies to help rebuild on the island.  Some of the humans do not like the hard bargaining dwarves and talk against them, causing there to be some harsh interactions.  The dwarves are also looking for help to take down predators that were disturbed by the earthquake, both two legged and four.  They are paying well and don't care if you are  human or dwarf.

Wednesday, September 23, 2015

Expanded Timeline for After Chaos (AC) Part 10

Year 10 AC
A dragon attacks a caravan on the plains of eastern Taina.  No one takes the rumors seriously, because dragons are the children of Catiana and would never attack unprovoked.  But there are also rumors the caravan had stolen dragon eggs and had slaves.  One man, by the name of Slate, says he was a slave in the caravan and the dragon saved him, but he won't say one way or another about if there were eggs or not.  Many of the nearby cities are trying to find the dragon to find the truth.  They are unsure of what they will do if they have to guard against a dragon or if the rumors are true.

Tuesday, September 22, 2015

Expanded Timeline for After Chaos (AC) Part 9

Year 9 AC
The next spring most of the fields are able to be tilled, but the farm land near the volcano, (which later becomes known as Varanath) is still unworkable.   Those who had managed to escape the area resettle to the southeast, over the small mountain range to the south.   Because of the volcano eruption some predators have been displaced and begin to hunt humans.  The villages in the area hire mercenaries to hunt them down so they don't lose anymore villagers or livestock.

Wednesday, September 16, 2015

Expanded Timeline for After Chaos (AC) Part 8

Year 8 AC
The large volcano near the northwestern coast, but about 200 miles inland, explodes.  Ashes fall everywhere, even on the east coast.  The weather becomes colder and crops start to fail.  The winter is harsh and many people, mostly old and young, die.  Brigands become common and mercenaries and fighting men are needed to protect villages and cities so people don't try to steal crops and livestock.

Tuesday, September 15, 2015

Expanded Timeline for After Chaos (AC) Part 7

Year 7 AC
A group of monks gather at a small cliff riddled with caves near the northern coast of Ariella.  They wish to build a library of knowledge from all over Taina so there is a center of learning.  They bring their extended families to farm and supply them with food, clothes and timber, along with other crafts they need.  Many of the nomads of the area avoid the area thinking the monks are mad.

The caravan from Goodport to Karoon is lost to bandits, though some escape and some of the goods are saved.  An attempt to retaliate against the bandits is planned and many mercenaries and the like are hired.  Mages are also hired, even though many in Goodport don't trust them.

Thursday, September 10, 2015

Expanded Timeline for After Chaos (AC) Part 6

Year 6 AC
A northern bay in the upper western reaches of Taina is settled by a group of nomads.  They are forced to settle there because of dry season reduced the herds they were following and they decide to try their hand at fishing in the deep bay which is friendly to small fishing boats.  There are only a dozen families led by a man named Hern Calabay.

Goodport puts together their first wagon train to Karoon to trade with the mighty city state and see if it is something they can do profitably.  The wagon train is huge and heavily protected.  Mercenaries are hired from all over and paid well to protect the train.

Wednesday, September 9, 2015

Expanded Timeline for After Chaos (AC) Part 5

Year 5 AC
There is chaos in the organization of the city of Karoon.  Some of the lieutenants think they can lead, while others back returning Carter to leadership.  Nothing is resolved, but the city stagnates and trade drops a bit.  There is rumor that Sarah had a son, but the rumor can not be confirmed or denied.

Goodport is attacked by undead and a Wizard.  Many are killed and some of the city is destroyed, but the Wizard is eventually killed.  Those who use magic are looked upon with disdain and hate and will not be welcome openly, if not at all, in the city for some time.

Tuesday, September 8, 2015

Expanded Timeline for After Chaos (AC) Part 4

Year 4 After Chaos
Carter Thunderhead is taken into custody by his lieutenants for acting irrational.  He was taking fights to Ogre enclaves far a field and risking lives for little gain.  He swears revenge upon his so called "friends" as he is locked up for his own good and the good of the nation.  Sarah escapes with some of Carter's still loyal friends and is pregnant once again.

On the southern tip of eastern Taina a small group of people found the port of Goodport. With good farmland on the plateau to the north and east of the natural cove, the people of Goodport think they can be self sufficient.  They are looking for farmers, fishers, boatwrights, mercenaries and teamsters to help with building the port city.

Thursday, September 3, 2015

Expanded Time Line After Chaos (AC) Part 3

Year 3 After Chaos
A group of ogres smashes their way into the Thunderhead compound, trying to kill the leader and his wife.  The ogres are stopped, but Sarah miscarries her baby from a trauma to the stomach.  Carter retaliates and takes out an ogre stronghold in his rage, losing many of his men, but killing ever last ogre.

Elvenhome is finally finished after years of building.  There is great celebrations for over a month and dwarven and human leaders alike are invited.  They are treated more like barbarians, but the Ancient Elves think they are being kind by allowing these lesser beings into their sanctuary.  Some people believe this may cause issues between the races later.

Wednesday, September 2, 2015

Expanded Timeline for After Chaos (AC) Part 2

Year 2 After Chaos
Carter Thunderhead is married to Sarah Karoon.  The two and their followers settle in the south east corner of the east coast and prepare to gather troops to wipe out the rest of the ogres in the area.  Merchants make the long trek across Taina to sell them goods and the longest traveled trail to date.

An explosion of pixies in Tsalagi Mountains near the north coast occurs.  The nights are lit up with the dancing of firefly like lights and magical occurrences happen to those who are near by.  No one is sure why they have gathered in such numbers, but most rational people steer clear of the area.

Tuesday, September 1, 2015

Expanded Time Line for After Chaos (AC) Part 1

So I did an expanded time line for just 100 years before the time of the High King's Sword, which is great if you want to be in that time period, but I thought I'd work on some time lines for earlier, so you can have a campaign at every time, just not near my hopefully to be published some day books.  So let us begin.

Year 1 After Chaos
The Ogre and Human War has just ended.  The ogres have been relegated to areas the humans and elves do not find good for farming or logging.  They still attack human settlements and elves still attack ogres trying to rescue slaves.  Some humans help the elves in this endeavor.  Dwarves come to the mainland of Taina in search of new mines and trade.  They help to start expanding the port of Stonecliffs to hold the big belly traders so they can bring in more trading ships.

A human, named Carter Thunderhead, is gathering as many humans together on the plains near the future city of Karoon as he can, in hopes of building a civilization that will hold against the ogres if they attack again.  Carter and his leaders feel it is only a matter of time before the ogres try and attack again.

Monday, August 31, 2015

A Living Campaign

As hard as it is to get an adventure put together, sometimes it's great to go the extra mile.  Sometimes, as you are putting that adventure together, you and your players forget that the characters are part of a bigger world.  So here are a few ideas I have to make your players feel part of a bigger world.

1) Rumors.  Have the bards in the near by tavern your characters frequent talk about the goings on in the nearby, and not so nearby, areas of the world.  This is a good way to sneak in an adventure hook, but also a good way to get your players knowledge of the world.

2) Town criers and newspaper.  Printing presses are rare, but in bigger cities they will be available.  Some of these cities will have local news in small papers.  They won't be like normal papers you see today, (certainly no comics or piles of advertisements), but they will definitely let you get some information out.  Same with the town criers sitting on a corner and shouting the newest news of the day.

3) A primer before you start.  Sometimes you can just give a list of major events that have happened since the last adventure in the world.  A king was crowned here, a kingdom taken down there.  This may give the players a wish to go somewhere new and give you more adventure ideas.

Happy Gaming!

Wednesday, August 26, 2015

When Gaming Becomes a Chore Part 3

My last thought on making gaming not a chore, but fun, like it should be, is to keep it simple.  I like great story arcs, spanning lots of adventures.  (Thus the writing thing.  Who would have guessed?)  But you don't have to be so elaborate.  Sometimes, just smashing some orcs or saving a group of slaves is enough.  I know when we prepared for exams in college, smashing orcs was always a good way to blow off steam.  I wouldn't recommend this sort of adventure every time, otherwise you're just playing a video game only slower, but on those weeks when you realize you don't have time to really work on a great adventure, throw a couple of random encounters in as the party goes from one point to another.  This is a rough time.  There aren't police and there are lots of bandits in those wide open wilds.  Use that to your advantage!

Happy Gaming!

Tuesday, August 25, 2015

When Gaming Becomes a Chore Part 2

A quick, easy fix to getting a roleplaying fix in a busy life is to cheat a bit and get a pre-generated adventure.  I know, I know.  I hear the groans from here.  A lot of those pre-generated adventures are awful.  I totally agree.  We refused to use them when we were in college and had tons of time on our hands, (granted we didn't know we had tons of time on our hands at the time...), to work on adventures.  But as time is so valuable, now, they look a lot more viable.  And the pre-generated adventures are a lot better put together, now.  I believe this is because people are willing to spend more money on good adventures and game makers are listening more to their customers to see what works.

Here's an example of what I mean.  My husband is running Rise of the Runelords by Paizo in the Pathfinder system and it is awesome.  Even NPC's that are in there for like a blink of the eye are given great backgrounds and reasons to be where they are.  If you really are into the roleplaying aspect, it's great.  And descriptions and flavor text are awesome.  I haven't got to look at a lot of it, since I'm not the GM, but what we've adventured through has been well done.  The best part is, my husband just has to read the adventure, tweak it a bit to fit our level (since we didn't start out at the start level), and make sure he is ready for any curve we might throw his way.  My daughter is playing a dwarf paladin and she wanted a mount.  There happens to be a lovely war horse, (mistreated, but still alive) in the goblin lair.  So my husband just made sure she was the one who got in there first to talk the horse out of the enclosure it was trapped in.  Instant Paladin mount!

All the XP awards and treasure are all there, (though a good GM makes sure there is treasure appropriate for his player characters), so there is very little work on the GM's part.

More on making things easier tomorrow!
Happy Gaming!

Monday, August 24, 2015

When Gaming Becomes a Chore Part 1

With the way my life is going I feel as if I'm going in five (or more) different directions at once.  When you were in college or single, there was time to game and do everything else you wanted to do.  With kids, jobs and volunteer activities, your life get's crowded and busy.  But if you are like my husband and I, you really want to game, as well.  The hard part is finding time to do so and not feeling as if it's just another chore on your list.  Let's discuss some things we do to still have fun and not feel like we are obligated to play roleplaying games.

My first advice is to try and make a little time every day to work on an adventure if you are the GM.  I don't always take this advice, sorta like I don't always write every day like I should, but if you try and spend ten or fifteen minutes a day on setting up stuff, it won't feel like a chore.  One day I might do a room description, the next make up a main bad guy or his minions.  If you take it a step at a time, it doesn't seem like a time a sink.  I usually do this in between my real chores or volunteer activities, so it feels like fun, versus a chore.

Tomorrow some ideas to help make planning easy.

Wednesday, August 19, 2015

Game Aide Hints for GMs Part 4

Food!  Gaming just wouldn't be gaming without food.  So here are a few ideas.

1) Have chips/nuts/other snacks on hand.  Soda or other drinks are always a good idea.  Maybe you take turns bringing it or maybe there is a money pool to buy it for the group. For those of you who like coffee, having someone bring creamer and you supply the coffee is always a good idea.

2) Potluck!  This is a good thing to try.  Everybody has to bring something and you can try different and new foods.  During my writing group days we would have potlucks and I learned to like a lot of different oriental foods made the traditional way, not Chinese restaurant ways.  Plus, it gives you lots of food to snack on for the four plus hours you may be playing!

3) Order in.  This isn't a good idea every session, but if you are capable, it is fun.  If you live in the sticks, like we do, then this option may not be so available.  When we were in college we'd order the midnight special from Dominos for 5 bucks and everyone would be ready for another few hours of play.  It does break up the play, but sometimes you need a break to gather your thoughts, whether a player or the GM.

Happy Gaming!

Tuesday, August 18, 2015

Game Aid Hints for GMs Part 3

Notes are always a good idea.  You have no idea how many times I've run a campaign and one of my players have remembered some obscure detail and I'm stumped.  So here are a few things I've done to help me remember the small things that sometimes aren't so small.

1) Keep a spiral!  Get the big highlights down, for sure, like NPCs you have to make up on the fly, spectacular fight highlights, and names of buildings you add in.  Anything else you can get down is gravy.  After an adventure, I always re-write my notes, whether in another spiral or on a running word document.

2) Have handy a cheat sheet of character stats.  Hit points, AC and saves are a good thing to have on hand so you can fudge if you need to, (though I know Hackmaster fans always let the dice lay), or roll those sneaky attacks or saves as needed.

3) I also keep a running list of ideas or items I need to expand on.  My daughter got side tracked with a disembodied voice in a ruin she wanted to "save" and named Bob, (for all those Jim Butcher fans).  So I kept a note on that and brought the voice in later for some other adventure.  Little things like this show the players you are paying attention and want them to have fun.

4) Cheat sheet of rules.  Most system have a GM screen with the need to know rules, but if not, make your own sheet up.  Simple things like DC for commonly used skills, common feats, and common battle options, (such as attacks of opportunities or attacks/spells that spawn attacks of opportunities), are good to have on hand.

Tomorrow the all important food.

Monday, August 17, 2015

Game Aid Hints for GMs Part 2

Physical aids are also very helpful when running a campaign.  Depending on the genre the aids may change a bit, but most should be consistent.  Here a few we use.

1) Hex mat and miniatures.  We actually have a square mat, but hex mats would probably be best, since that is easier to see diagonal alignments.  All good game stores sell these and if they don't have them in stock, should be able to get you one.  Miniatures can also be gotten at game stores.  There are a lot of pre-painted miniatures, now, so you don't have to paint them on your own, but games stores will also have non-painted ones and paints to make them as you like.  It's fun, after playing a character for a while, to pick a new miniature out for them.  This is a handy aid so players can see where they are in relation to other players and the bad guys and there is no confusion as to where they placed that fireball.

2) Hand drawn maps.  My husband loves drawing maps for ruins and areas, when he has time.  He use to do so when we were college to add spice to where we were going and we loved them.  Granted, you can always mislead, (on purpose or accident), your players with such maps, but they are fun to add.

3) Scrolls and other written material.  Ransom notes, notes on that secret treasure trove, the secret note to the rival noble, all these are fun to get in physical form and not just described.  It adds depth to what your discussing and if you do it enough, sometimes the players may not actually know for sure what is the important part and what is flavor text so you can keep them on their toes.

Next: Notes for the GM

Thursday, August 13, 2015

Game Aids HInts for GMs Part 1

We've talked in the past about aids some one could use as a GM to help enhance the gaming experience. Let's start with music.

Music can really set the tone for a battle or an intimate meeting.  Why do you think video games spend so much money on having actual orchestras to play their music?  So here are some of my suggestions:

1) For battles, if they are big and epic, or even small ones.  I recommend music from Lord of the Rings, many video games, or other fantasy genre movies.  A lot of classical music is awesome for this as well, (In the Halls of the Mountain King, comes to mind). You can put them on loop for a long battle or pick a huge selection to make sure you have enough.  (We've had a single battle last 5 hours, so be prepared.)

2) For a certain area the party comes upon.  Wouldn't some creepy music for an old tomb be mood setting? Or light, airy music when they come upon a grand old forest housing the ruins of a fabled city?

3) Theme music.  I've mentioned this before, but having a "theme song" for each character is actually a fun idea.  Play it softly in the back ground while they are doing something awesome or character developing!

I know this puts more pressure on the GM, but your players will love the effort!

Next: Physical Aids

Tuesday, August 11, 2015

Magic in Martapa

Magic systems also differ from game system to game system.  Again, we prefer Pathfinder.  We like the time it takes to cast the spells, the possible concentration checks, and the power levels.  If you use my world, there will be some mixing and matching of spells, (such as for the Clan Warriors who have both mage and clerical spells), but that can be done with any system.  Don't get wild and crazy, making the class more powerful by giving out all the powerful spells for both classes to one class, but adjust as you see fit.  It's your campaign and you should have a say in how it runs.  Book rules are great starting grounds for everyone, but after some time behind the GM screen, (or years in my husband and I's case), you get a feel of what will work and what won't!

Happy Gaming.

Monday, August 10, 2015

Combat in Martapa

The combat order, and how it runs, will really depend on what system you are using.  Like I've mentioned in the past, my husband and I use Pathfinder and like it's combat system.  But that doesn't mean you couldn't use any combat system you like.  Some systems have a good, believable rule where if you sustain so much damage you have to make a constitution check, (or something similar), to see if you stay on your feet.  This makes for dramatic effects if fighting a major bad guy, and although he has lots of hit points a PC makes an awesome hit and the fight is still on.  It makes the battle memorable!  Pathfinder has an optional rule where if you fail your save if you take half your hit points, (50 point minimum), you actually die.  Hackmaster has a rule where if you fail the save you are out of combat for a certain amount of time.  I like a nice mix, (the 50 hit point minimum, but no instant death).  Having this rule in play is definitely up to your group, since it is very altering in the outcome of the game.  My point is, any fantasy combat system should work just fine for my world of Martapa setting.

Happy Gaming!

Thursday, August 6, 2015

Alignment in Martapa

Most game systems have an "alignment" system, to say if a character is evil, good or in between.  If you want to do so while playing in the world of Martapa, keep a few things in mind.

1) There are races that are inherently good, (Ancient Elves), and races that are inherently evil, (ogres), but that does not mean they can't harbor individuals that are of a different alignment.  Good ogres and evil ancient elves are not unheard of.  Roleplaying may be difficult and the character may be hated by otherwise good characters or npcs.

2) Best to have characters with Good or Neutral alignments.  While it is possible to play evil in a campaign, it makes it difficult if not everyone in the party is evil.

3) Try to play to your chosen alignment, but don't let it pin you in.  If you are Neutral Good, don't let that box your character in if you think doing something considered evil would be a good character development point, just be prepared for the consequences.  But also remember if you continue to do such things, your alignment should be changed.

Wednesday, August 5, 2015

Equipment for Martapa

For the most part, what ever equipment your RPG system uses, should be good.  The only difference, as a GM, you should worry about is the money system.  On Maratpa the money system is as follows:
2 Half Pennies = 1 Copper Penny
5 Copper Pennies = 1 Silver Eagle
5 Silver Eagles = 1 Gold Ducats
5 Gold Ducats = 1 Steel Knights
10 Steel Knights = 1 Platinum Dragon

To translate into your money system, Gold Ducats would equal Gold coins in any other game system.

Tuesday, August 4, 2015

Feats of Martapa Part 4

Two Arrow Shot
Allows you to shoot two arrows at once.
Prerequisite: 13th level, class that uses range weapons, Deadly Aim, Rapid Shot
Benefit: This allows a character to shoot two arrows at once.  Each arrows attack roll is rolled separately with a -4 to hit for each arrow.  Damage is done as normal.

Thursday, July 30, 2015

Feats of Martapa Part 3

Bonded Mount
Allows you to have a special mount.
Prerequisites: Clan Warrior, Knight, Griffon Rider or by special permission of the GM and level 5.
Benefits: This allows for a 5th level Clan Warrior, Knight, Griffon Rider or special character to have a mount that is a little more above and beyond the normal mount.  The mount, which should be approved by the GM, will have above normal Intellect, be able to mentally communicate with their rider, (which may be spoken language or just mental pictures), and have extra abilities.  I would use the abilities for a Druid Animal Companion in Pathfinder, without the shared spells but with the Paladin's ability to call mount. The mount will be appropriate for the class.  So unicorn or wolf for Wolf Warriors, Griffon for Griffon riders, charger for Knights and so on.  Do not allow exotic mounts unless for a very good reason.

Wednesday, July 29, 2015

Feats of Martapa Part 2

Cast on the Run
You can cast long casting spells in a single word.
Perquisites: Clan Warrior, Intellect of 15, applies only to spells on Clan Warriors must have list.
Benefit: This is the ability for Clan Warriors to cast spells that would normally have a long casting time or a material or somatic component to be cast in one word.  This is a standard action, but the cast time is only the spell level versus the actual cast time.  This feat only applies to the Clan Warrior list, not any other spells the Warrior may know.  This is a bonus feat for all Clan Warriors and they receive it when they can start casting spells.

Tuesday, July 28, 2015

Feats of Martapa Part 1

Many of the RPGs have Feats, or something that augments a character.  My husband and I have always played Dungeons and Dragons and are now playing Pathfinder.  I would recommend, if using my world for your campaign, to use the usual Pathfinder Feats, since there are so many feats in either system.  My world will not have monks, so any "monk" feats would not be available.  The next couple days I'll go over a few extra feats I would add to make my game come alive.

Monday, July 27, 2015

Skills of Martapa

Most of the new, (and even old), RPG systems have skills that allow characters to do certain things, such as craft items or pick locks.  So what ever system your using, most of the skills will fit on Martapa just fine.  Here are a list of skills I would recommend definitely having for Martapa:

Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge skills
Language
Perception
Perform
Pick Lock
Professions
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device

I would also add in Religion, History (Martapa), History (Tridon), History (Ariella), Nobility (Tridon) and Nobility (Ariella).  Your RPG system may have Knowledge skills with similar abilities, but these would be more world specific.

Tuesday, July 21, 2015

Classes of Martapa Part 34

Clan Warriors Part 5:
The Aniwahiya is a code of conduct that all Clan Warriors live by.  It is as follows:

 Above all else a charge's life must be a saved.  A Clan Warrior must not turn on his fellow warrior.  A Clan Warrior will always worship the Gods of Neutrality.  If a warrior worships the Gods of Evil they will be banished and their powers stripped from them.  Death by one's hand is more honorable then the loss of one's charge.  A Warrior's own pleasure comes after that of his charge and must never interfere with his charge's life.  A wolf warrior will be like a shadow to his charge.  (Later, after Moonshade, the charge was never allowed to know their protector because of complications she brought by revealing herself to her charge.)  A Warrior's charge can be taken if the High Council, (all the Clan Leaders), believes the charge or Warrior is deemed unworthy.

Grievous crimes are punished by banishment or the Penitence.  During a Penitence the one charged is tied to a pole and nine arrows are shot into him, one for each Nine major Gods.  If he still lives, they leave him or her to die.

Leaders are chosen by a test and purification. Three days of fasting, blood purification and offerings to Catiana and Targon, then the judging.  The people stand facing the Sunstone and Catiana through the stone will pick the Leader.  This must happen on the fourth day or it must be done again.

Monday, July 20, 2015

Classes of Martapa Part 33

Clan Warriors Part 4: There are 7 clans which a warrior can belong to.  They are as follows:
Wolf
Dragon
Unicorn
Griffin
Pegasus
Lynx
Lion

The Wolf Clan is, by far, the leader of all the Clans, since this is the one Veo Sunstar founded himself.  They are in mid-Taina and range through the Tsalagi Mountains and a little of the lands on either side.  The Dragon, Unicorn, Griffin and Pegasus were the next tier of Clans, founded by Veo's children and spread through out the continent of Taina.  The Griffins are more in the north east, while the Pegasus is more in the south east of Taina.  The Dragons are more in the north west of Taina, while the Unicorn was more in the south west.

The Lynx and Lion clans are in Ariella, with no distinct lines as to where they roam.  They were founded by Veo's grandchildren.  All Leaders of all the Clans, even to the current age in the time of the High King's Sword, are descendants of Veo Sunstar, and have red hair.

In the Clans' height there was  a meeting every five years, taking place at the "capital" of a different clan each year.  This large affair, called the Week of Worship, and as many clan warriors as could tried to make it.  Clans were ruled by a Clan Leader, who was protected by the High Guard, and usually didn't have a Charge of their own.  Under these two groups were the rest of the warriors.  Their position in elven society was above the commoner and even the nobles, though they gain little wealth and spend most of their time either training or protecting their Charge.

Tomorrow The Aniwahiya and the bonding of Charges.

Wednesday, July 15, 2015

Classes of Martapa Part 32

Clan Warriors Part 3: The Warriors on Martapa also receive the benefit of a magical mount at some point after they have become a warrior and have proven themselves.  (I would recommend 5th level or beyond.)  This mount depends on the clan, (which I will detail tomorrow).  If they are from the Wolf Warrior Clan or Dragon Clan they receive a wolf, (with exceptions), the Unicorn Clan receive unicorns, Griffin Clan receives griffins, Pegasus Clan receive pegasi and Lynx and Lion Clans receive lions or Tsula.

For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair).  Then they receive unicorns from a special line.  They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.

Dragon Clan also receive wolf mounts except for a special few who bond with dragons.  This is a special bonus, and should only be given for something specially done.  I would not give this out as a mount unless the character is at least 15th level.

Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur).  They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own.  I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat.  Otherwise they can have a lion mount at 5th level.

Tomorrow the 7 clans.

Tuesday, July 14, 2015

Classes of Martapa Part 31

Clan Warriors Part 2: The base spell list is as follows.  The Warrior has to have these spells, but can fill his other slots, (sorcerer progression), with other wizard spells.  The Warrior picks the order they receive the spells, but these spells have to be taken first.

0th level
Light

1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb

2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements

3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow

4th Level
Polymorph Self

*Call Dragon
*Create Dancing Sword

*These spells are ones not found in Pathfinder/D&D type settings.  Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons.  The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level).  These do not take spell slots but can only be used once per week.  If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.

Monday, July 13, 2015

Classes of Martapa Part 30

Clan Warriors: This class might be termed a "prestige" class in some systems.  Clan Warriors are from 7 clans, which will be reviewed shortly, and are warriors who use swords and magic to protect someone of great importance.  Not all Clan Warriors have a "Charge", but all are trained to protect someone.  They can wear leather armor and the weapons they can use vary depending on which Clan they belong to.  Most use swords or bows, and are usually trained in more then one.  They also have small amounts of magic to help heal and protect.  They are more ranger like then fighter like, but aren't necessarily very in tune with nature.

They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow.  They gain diplomacy and a free language of their choice as extra skills.  They do not take a penalty for casting spells in leather armor.

Thursday, July 9, 2015

Classes of Martapa Part 29

Mages and Wizards:  These are technically two different classes on my world, but are set up pretty much the same way.  They are people who study the arcane and wield magical energies like some people wield swords.  They can wear only cloth armor, anything else will hinder their spell casting.  They use staves and daggers, but not many martial weapons.  They gain all the knowledge skills as class skills with a +3, (though they have to pick what their local knowledge would be at).  Some have familiars, creatures who help them with their magic, but they do not need them to be the most powerful they can be.

The major difference between mages and wizards comes from where they gain their power.  Targon rules the mages, and so most mages use only good or neutral energies to cast their spells.  They do not drain life energies or work with undead.  Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy.  In game terms wizards would be necromancers, while mages would be all other arcane schools.  Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others.  Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list.  Any necromancy spell uses a spell slot one level higher for a mage to cast.  Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast.  (Has to be cast using a spell slot one level higher).  Wizards are always some sort of evil, where mages can be good or neutral.

Wednesday, July 8, 2015

Classes of Martapa Part 28

Rogue Class: These people are out for adventure, wanting to see what is around the next corner, in the next hallway, in the next room.  They are good at finding their way into in accessible areas, unlocking doors and disarming traps.  Any race may hold one of these adventures people, though Akicitia are less likely to be rogues since they are a very open and honest race.

Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind.  They gain the skills of remove traps and pick locks, (or the equivalent).  They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus.  Otherwise just stick to your base thief class for your system.

Tuesday, July 7, 2015

Classes of Martapa Part 27

Rangers: These people are men and women of the woods.  They know how to traverse the wilds, how to find food, water and good paths to get where you are going.  They aren't always the most friendly of people, but if you want to know how to deal with a certain threat from a predator or humanoid, they are the people to go to.

Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes.  They don't usually wear more then leather armor, but they can wear mail if they want.  Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3.  Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners.  (Depending on the system you are using they may or may not be allowed the animal companion.  If they can, just use the rules given in your system.)

Monday, July 6, 2015

Classes of Martapa Part 26

Paladin Class: On Martapa the Paladin Class would be Knights of Tridon.  This is usually a hereditary position, where the father, (or mother in some cases) was knighted before the would be paladin.  There are exceptions, such as if the King or House Leaders knight a new and deserving member of society.  If players want to be a paladin, but not from a House, they had better have a great back story reason for such things.   Paladins fight against the darkness of the world and try to right the wrongs of the world.  They uphold the Balance and the sanctity of Kingdom of Tridon.  They normally where platemail, though many in history have been known to use just mail, such as Richard of Varanath and Eric of Calabay during the Time of the Chosen.  They can use any martial weapon, but prefer sword and shield or axe in shield in the northern reaches.

Most Paladins will be humans, though there have been elf and dwarven Paladins.  They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3.  Spells are based off Charisma.  They are allowed access to all the same feats and skills as fighters, as well.

Thursday, July 2, 2015

Classes of Martapa Part 25

The Fighter Class: This class is about fighting for fame and wealth, maybe even helping out their friends or fighting for a righteous cause.  They learn to use their weapon as extension of their body.  They excel at martial combat and can take a beating, if need be. Groups usually have one or two of these muscular men and women to keep the healers and mages from being attacked by blades and bows.  Fighters can be found everywhere and in every race, even the peace loving Winged Elves.

Fighters can wear every type of armor and use any type of weapon.  They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level).  They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.

Tuesday, June 30, 2015

Classes of Martapa Part 24

The Druid Class: Druids are creatures of the forests and the wilds.  They commune with nature, trying to be part of it, not separate.  They usually have more animal friends  then they do humanoid friends, but will brave the more civilized areas of the world if the need is great enough.  They prefer more natural armors, so wood and leather, and weapons that deal more with nature and growing things, just as slings, spears, sickles, staves and daggers.  They will always have an animal companion, no matter where they are, and if they don't, you can make the conclusion that something bad has happen to their friend.

Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent).  They are usually neutral, though lawful neutral and chaotic neutral are very acceptable.  They hit almost as well as a fighter and have an animal companion appropriate to your campaign.

Monday, June 29, 2015

Classes of Martapa Part 23

Clerics of Wesa:  Clerics of Wesa are charged with helping animals and to help people see how to properly use and care for animals.  They will usually live in the wilds or near farming communities.  Most will heal farm animals, if they are in need, and heal the animals of the wild.  They can heal humans and the like, but it is harder for them to do so.  (In game terms healing a person as a cleric of Wesa drops the spell effectiveness by one level.  So a second level heal spell will act like a first level spell of the same name on people.)  They may wear robes, by most wear the garb of huntsman, so they can wear leather armor.  They have no issues using animals for food and clothing, they just don't want animals to be exploited, for using animals is part of nature.  They often have staves, bows and slings.  They get all nature skills as a class skill with a +3 bonus.  They also get healing (animal) as a free skill.  If they want healing (non-animal) they have to pay for it.  They can use healing (animal) on people, but with a minus 5 to their roll.

Clerics of Wesa are Neutral in alignment.  They bare the symbol of a roaring lion.  Their colors are greens and browns to blend in with nature.

Thursday, June 18, 2015

Classes of Martapa Part 22

Clerics of Vates: Clerics of Vates, the God of Bards, are charged with bringing music and story telling to the masses.  They keep the histories and spread the news both far and wide.  Their temples are usually places of learning for bards and take anyone in, even non-clerics, who wish to learn to play music.  Clerics of Vates receive any knowledge, profession and craft skill to do with music and history as a class skill with a +3 bonus.  They also receive Diplomacy or like skill as a class skill with a +3 bonus.  Clerics of Vates must know how to play the harp or the pan pipes.  Rapiers are weapon of choice and they can wear leather armor.

Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation.  If you need an alignment they would most certainly be Chaotic Good.  Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.

Wednesday, June 17, 2015

Classes of Martapa Part 21

Clerics of Tinaka: Clerics of Tinaka are charged with bringing healing and aid to those who need such things. They are also supposed to train others to be able to help others in their times of need. Their temples are usually places of healing and learning of healing. They turn no one away, save for the very evil.  Even Clerics of evil faiths will not harm Clerics of Tinaka.  Clerics of Tinaka receive healing as a class skill with a +3 bonus.  Any Knowledge skill doing with healing is also a class skill.  They use staves and wear cloth armor.

Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim.  They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger.  Even then they may help.

Monday, June 15, 2015

Classes of Martapa Part 20

Clerics of Sominare: Clerics of Sominare are charged with bringing bad luck to those around them.  Maybe they do this by spreading lies, by causing buildings to be robbed or burned, maybe wagons stolen.  They tend to use magic that changes the outcome of things to the bad, or into their favor, especially if it harms someone else.  Clerics wear dark, somber clothing, usually robes and use daggers.  Clerics of Sominare gain the ability to reroll one of their attacks a day if it helps them and harms someone else.

The Clerics of Sominare bare a symbol of a coin with a frowning man upon it.  They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".

Thursday, June 11, 2015

Classes of Martapa Part 19

Clerics of Sircarius: Clerics of Sircarius are charged with training assassins and thieves and acquiring wealth.  They are to spread the fear of death in the night and having your most precious items stolen from right under your nose.  They can wear leather armor and prefer daggers and short swords.  They have all thief skills (such as pick pocket and sneaking).  They also get appraisal skill as a class skill with a bonus.

The symbol of Sircarius is a mask with a dagger and a pouch of gold.  Their clothes are usually dark in color, to blend in with their surroundings.  Temples are usually very dark and brooding and filled with traps.  If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.

Tuesday, June 9, 2015

Classes of Martapa Part 18

Clerics of Shade: Shade's clerics are charged with spreading martial training.  They set up battle schools in most large cities and have their largest in Stormvale.  They take anyone who is willing to work hard, even those of the poorest beginnings. They often hire out as mercenaries, if the cause is right.  Clerics of shade are proficient in all martial weapons and armor.  They receive any skill related to war.  They also can take Blacksmithing or metalworking as a class skill.

Shade's clerics bare a symbol of two knights charging at each other.  Clerics wear chain or platemail and carry either two handed swords or a sword and shield.  They do use some magic, mostly healing to keep the battle going.  Knights and mercenaries usually follow her.  If you need an alignment, they should be true neutral.

Thursday, June 4, 2015

Classes of Martapa Part 17

Clerics of Molestus: Clerics of Molestus are charged with bringing pain and misery to the world.  Most torturers are clerics of Molestus.  They often spread misery by stealing from the poor, saying they are healing a person but actually making it worse, poisoning wells, etc.  They wear leather armor, carry a cat-o-nine tails, along with a very sharp knife.  Bluff, Diplomacy, Intimidate and Survival skills should be class skills with a bonus to their skill.

Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.

Tuesday, June 2, 2015

Classes of Martapa Part 16

Clerics of Iktomi: Iktomi's clerics are charged with helping the natural world stay in balance.  They allow hunters and loggers to use forests, but not over use them  They help with growing crops, help wounded animals and cure diseased areas if it overburdens the people/animal populace.  They maintain small shrines, but no temples (save for the one in Stormvale), often living solitary lives near small villages as druids and hermits.  They usually use rough cloth or leather armor.  They use staves and wooden clubs.  They receive survival skills with a bonus, along with any nature related skills.

Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors.  Clerics of Iktomi often have animal companions.  Their alignment is true neutral, since nature is neither good nor evil.  rangers and druids often worship him, even if they do not serve as clerics.

Thursday, May 28, 2015

Classes of Martapa Part 15

Clerics of Furere: His clerics are charged with spreading ill weather.  They number few, but are powerful. There are few temples, though sometimes sailors will carry a cleric of Furere to pray to the storm god to not bring on bad weather.  Usually an older cleric will take in a younger cleric to teach the ways of weather and replace him when he finally passes.  Clerics of Furere get seamanship as a skill free.  Anything weather related they also get as a class skill with a bonus.  They usually wear light leather armor or sailors outfits and carry long daggers or cutlasses.  Survival is also a class skill with a bonus to anything sea related.

Clerics of Furere bare a symbol of a lightning bolt and are usually chaotic neutral or chaotic evil.  Sailors and some druids may pay heed to him, while humans and minotuars are usually his clerics.

Wednesday, May 27, 2015

Classes of Martapa Part 14

Cleric of Aiyana: Aiyana's clerics are charged with protecting innocents and spreading love, though not carnal love. They love to revel in joyous occasions such as marriages and births, they bless marriages with special blessings, and they protect run away brides who are in love with another as if they are their own children.  Their places of worship are usually bright and cheerful with lots of gardens.  It is said only those of good or love can enter the temples.  They train in the staff, but do not often use them. Their spells lean more toward enchantments, but not forceful ones, and protections.  They also heal, but rarely use offensive spells.  Diplomacy is a free skill with a bonus and they gain a +2 (or equivalent) to their Charisma.  They wear only cloth robes.


Clerics of Aiyana bare the symbol of a unicorn, sometimes with a rainbow, and women usually keep flowers in their hair.  Their alignment should be Neutral Good, for though she is good and pure, they may have to break some laws to make love come together.

Tuesday, May 26, 2015

Classes of Martapa Part 13

Cleric of Tymara: Clerics of Tymara are tasked with understanding the elements and explaining what they are about to the lay people. They are also to protect all winged creatures, whether intelligent or not.  Most cast spells only of elemental nature, though they are able to heal some what in a limited way.  They dress in light colored robes, never anything heavier.  Their favored weapon is a mace, usually of some bright metal.  Any knowledge which covers elements they get for free and with a bonus.  They also get survival skill (or similar one) as a bonus skill.  At higher levels they become immune to one type of elemental damage.  (I would do around 15+.)

Clerics of Tymara are usually Chaotic Good or Chaotic Neutral.  They bare a symbol of a bright sun, usually woven into their robes.  Their temples often have much gold gilding and have griffons roosting in their towers.  Winged elves, griffons, all intelligent fliers (save dragons) and intelligent elementals may be followers of Tymara, though maybe not clerics.  Elves and humans are usually the most common clerics of Tymara.

Thursday, May 21, 2015

Classes of Martapa Part 12

Clerics of Taniger:  Most Clerics of Taniger are dwarves, though there are humans and minotaur who follow him.  His clerics are charged with finding knew ideas for crafts and trades. But their greatest responsibility is healing dwarves on patrols or missions, along with fixing armor and weapons.  Their temples are always equipped with a blacksmith.  Clerics of Taniger get the blacksmithing profession for free with a class bonus, even though they might not normally.  Clerics of Taniger can use axes, war hammers, shields, and wear plate armor.

Their alignment should be Lawful Good, for if there was ever a God that followed the rules, it is Taniger.  Temple wear is that of a blacksmith, right down to the heavy leather apron.  Their symbol is a war hammer, and because Taniger favors the war hammer, most priests use a war hammer.

Wednesday, May 20, 2015

Classes of Martapa Part 11

Clerics of Pezuta: The Clerics of Pezuta are charged with spreading good luck, in the form of advice on how to handle ventures, since Pezuta only deals with good luck.  She often houses seers in her temples so people can receive their futures if they so choose.  Her temples are often huge, marble affairs with carvings of dancing joyous people.  Clerics of Pezuta can be found everywhere.  They dress in leathers, thus able to wear leather armor, often using as staff, dagger, or short swords. Once per day a cleric of Pezuta can call a mulligan and reroll any roll he wishes.  Clerics of Pezuta also get a bonus to perception, thieving abilities (which they can use as a thief) and use magical item.

Clerics of Pezuta bare a symbol of a gold coin with a ladies head upon it.  Alignment wise clerics can be chaotic good or chaotic neutral.  Some non-clerics that would follow her would be merchants, rogues and fortune tellers, though everyone has prayed to her one time or another.  She has no particular color, just bright and jubilant ones, except for those who specialize more in the thieving abilities.

Tuesday, May 19, 2015

Classes of Martapa Part 10

Clerics of Dasa: Clerics of Dasa are charged with breaking any innocent's heart, while gaining pleasure from the act and reveling in the thrill of the chase.  They also bring dark dreams, by use of spells and sweet words, to those around them.  Temples are often simple houses of ill-repute, though they do actually build temples to Dasa which are gaudy and impressive.  Clerics usually wear very little, though enough to just cover up the most important features, often in silks and sheer materials.  Because of this, they often have magical rings and bracers to give them armor.  They use daggers, get a bonus to persuasion as well as a bonus (+2) to Charisma.  Any spells are based off Charisma, not Wisdom.  The one exception is that Clerics of Dasa have a very limited spell list, mostly illusions and enchantments.  Other spells are very hard for Dasa's clerics to use, but can be done by using a  slot one level higher.

Clerics of Dasa bare the symbol of a black rose wrapped seductively around a red rose.  Colors are bright and colorful for their bright, sheer robes.

Thursday, May 14, 2015

Classes of Martapa Part 9

Cleric of Lokar: Clerics of Lokar are charged with bringing dignity to death, bringing power to Dark Magic, and bringing appreciation of the night.  Few clerics of Lokar wander far from their temple, unless tasked with easing the death of a great hero or leader. They also often serve as the undertakers in villages.  Though respected, they are also feared because they deal with death.  Cleric of Lokar should gain all Knowledge skills, and gain a bonus in any thing where the anatomy of the body would give them an advantage.  Clerics of Lokar usually carry a sickle and wear cloth robes.

Clerics of Lokar are usually Neutral Evil, though they can be true Neutral as well, since death is neither good nor bad.  The image they wear is a black skull with green flames encircling it.  Their robes are black with silver trim. Non-clerics who would follow Lokar are vampires and liches, along with necromancers who do not follow Kahalla.

Thursday, May 7, 2015

Classes of Martapa Part 8

Clerics of Kahalla: Clerics of Kahalla are to spread death and destruction, though the use of necromancy and power.  They are to work against the Balance and all the other Gods when ever they can.  His clerics are also to create chaos and create undead of any kind.  Clerics use small, ceremonial daggers as weapons, the better to draw blood for incantations. His Clerics should get all Knowledge skills as class skills, as well as diplomacy, perception and intimidation (based on Charisma, not Strength).  They can only wear cloth armor, and may carry staves.

If your system calls for alignment, Clerics are very chaotic evil, though some can be lawful or neutral evil.  The symbol of Kahalla is a skull with a sword through the top.  They always wear black robes lined with red.  Non-clerics would included really only Wizards of Shaniko.

Tuesday, May 5, 2015

Classes of Martapa Part 7

Clerics of Targon: Targon is the God of Magic, Arcane Lore and elves.  He is also considered the trickster God.  His clerics are supposed to spread the word about magic, how it works, and discover more arcane lore.  They wear only cloth armor, use staves, longswords, and daggers.  They should have access to all Knowledge skills, but have the regular "to hit" with weapons of a cleric.  They also have a goodly chance of using unknown magic items. They can use "detect magic" at will.  There is no limit, even if your system gives a limit for uses per day.

His avatar is a swashbuckler Wolf Warrior named Skaska Blademaster, an avatar he loves to be a lot of the time.  His symbol is a flaming, outstretched hand.  If your system has an alignment system then he is definitely Chaotic Neutral, as our his clerics.   Non-cleric followers include Warriors, wood elves, and mages.

Thursday, April 30, 2015

Classes of Martapa Part 6

Clerics of Sarjon: Sarjon is the God of War. He soes not take sides in war since he is neutral and revels in a good fight, a good battle.  He loves the intricacies of strategy and may inspire his followers with unsought strategies if they are putting their hearts into a battle.  He loves to delve into battles and prick out one individual skirmish to watch.  His favorite avatar is Jet Stonecrusher, an instructor at the battle school in Stormvale.  The man his huge and bares a two handed sword.  In his immortal form he is a human in full field plate, carrying a two handed sword named Foebane.  Clerics of Sarjon should be allowed to wear any armor, use any weapon and shield and get strategy, (or similar skill), for free.  They should get a bonus to perception and other battle related skills, but lose any bonus to knowledge skills, if not battle related.

Sarjon's symbol is a flaming sword pinning a map. If alignment is called for in your system his followers must be some sort of neutral, though probably leaning to chaotic since battles are always chaotic.  Non-clerics that follow Sarjon include any one who battles, such as mercenaries and soldiers.  His clerics are charged with spreading weapon training, strategy, and the history of war.

Wednesday, April 22, 2015

Classes of Martapa Part 5

Clerics of Catiana: Clerics of Catiana are the keepers of wisdom and knowledge, the keepers of the Balance. They are also dispensers of justice, and thus are often called upon to act as judges.  Clerics of Catiana should be well versed in magic, (so no restrictions on magic spells or spell levels), general knowledge, (so all knowledge skills so be available), and also good at negotiations.  Clerics of Catiana wear no more then robes, so they wear no armor.  Robes are usually blue in color with gold trim.  They can use staves and daggers.

Catiana's symbol is a perfectly balanced set of scales.  Her non-cleric followers include human sages, Clan Warriors, some mages, and some seers. If your system calls for alignment, her followers would be neutral.

Tuesday, April 21, 2015

Classes of Martapa Part 4

Cleric Class: The cleric class is a little more complicated then some of the other classes, since there are so many Gods involved, which changes the class depending on the God.  A cleric is devoted to his God and his God's ideals.  Any race, even ogres, can be clerics, though magic is dependent, in most systems, on wisdom.  So low wisdom races will have issues as clerics.  Some Gods give benefits to weapons, some to magic, some to tracking.  Use your base cleric class, making sure that they have the ability to heal, cast magic and some ability to match their God.  You may allow them to use any weapon or armor, but it must match their God.  Sarjon's clerics should be able to wear plate, though Tinaka's clerics should only wear cloth.  In the following days I will talk about the clerics for each God

Wednesday, April 15, 2015

Classes of Martapa Part 3

The Bard Class: This class is of great use in a campaign as a DM character, if you want to introduce a lot of world lore.  Even as a Player Character a DM can bring in all sort of lore, as well.  Bards are the keepers of knowledge, spreaders of news and gossip, and finders of the obscure.  Bards should be able to sing, dance, or play an instrument. Or they can do all of the above.  Not all bard classes, depending on system, have magic, but for Martapa, a bard must be able to sing/dance/play an instrument to cast their magic.  They are some what proficient in small and light weapons, such as sabers and daggers, but wear little armor.  They also know how to break into places with a little practice.

Depending on  your system, magic should be based on charisma more then intellect, and agility should also be a good second main stat.  They should have magic spells, be able to wield a light weapon, and pick locks.  They shouldn't get as many spells per day as a mage, nor should they be able to hit as well as a fighter.  Humans and elves make good bards, but other races can harbor their kind.

Tuesday, April 14, 2015

Classes of Martapa Part 2

The Barbarian Class:  Though really a sub class of fighters, many of races, such as Ogres, Akicitia, Minotaur and dwarves could use this class.  These are fighters who become one with their weapons when the battle lust is upon them.  They prefer large, two-handed weapons over shields and a weapon.  They are very chaotic in nature, though, there are exceptions. (My Krom comes to mind.  He is very lawful, but still chaotic when it comes to combat.)  Barbarians prefer heavy leather armor, though chain is alright, as well.  They have the ability to not feel pain, and may remain on their feet, even when they should be dead.

For particulars on the class, you will have to rely on your own roleplaying system.  They should have a fighters ability to hit, with above average hit points, and are little hard up on intellect based skills.  Everything should be focused on the fight.  Adjust accordingly.

Thursday, April 9, 2015

Classes of Martapa Part 1

There are many classes in the many roleplaying systems, but here are the classes I will be going over that fit well into my campaign world.  The basic classes, of course, are represented: Priest, Mage, Fighter, and Thief.  But other classes I will touch on are Barbarian, Bard, Druid, Paladin, and the special classes of Wolf Warrior and Gryphon Rider.  We will just talk about basic aspects of how they fit into the world, generalization of skills and how to fit them into your various systems.  We won't spend much time on particular "feats" or "skills" but rather what they should have so you can fit them into your campaign world.

Wednesday, April 8, 2015

Races of Martapa Part 73

Dragon Society: Dragons live in caves and amass large amounts of treasure, though most of the treasure is really just presents from mortal friends they made through the years, which may or may not be worth a lot later on.  They love to collect magic the most, for magic fascinates all dragons.

Dragons mate for life with an undying sense of love for said mate.  They clutch every fifty or so years, with four to five dozen eggs laid at a time. They live with their children for nearly two decades, then those who survive find their own lairs.  (Survival rate is not good, so that is the reason for so many eggs.) They are in all sense immortal, though they can die from accidents and attacks just like any other being.

Dragons were lost to the mortal realm  a few decades before the War of the Gods.  When the Chosen were searching for the pieces of the Gift of the Gods they came upon Fire Flash, a baby dragon Targon, God of Magic, saved from the last dragon clutch hatched. A little known fact is that eight dragons are needed to open the Gate of the Gods.  So the remaining seven dragons were created by the Gift of the Gods by ripping a part of the souls of the Chosen from them.  These Dragons, the Gate Dragons, began the dragons of Martapa once more.

Tuesday, April 7, 2015

Races of Martapa Part 72

Dragon Descriptions: Dragons are the oldest of the monstrous intelligent races.  They were created by Sarjon and Catiana and are the symbols of justice.  At least that is what they should be. Dragons are huge beings, as long in body as 20 draft horses, with tails and wingspans to match.  They come with or without horns, in many colors and differ in attitudes as much as any human might.  But because they are so large they have the ability to shape shift into any other humanoid or animal form they wish. This is painful and melds what ever equipment they have on them into their body.

Dragons can breath fire, are immune to most magic, can cast magic in limited amounts and obviously they can fly.  They help those who would maintain the Balance, though there are some dragons who go their own way.  (This is why they SHOULD NOT be used as a player character race...they would very much unbalance your campaign.)

Thursday, April 2, 2015

Races of Martapa Part 71

Skieg Names:  Skieg names depend really on where they are from. If they are around humans, they tend to have more human names.  If they live in skieg enclaves then they are more likely to have names that refer to engineering type objects, such as "Torque" or "Crescent".  If they are taken by ogres they take a primitive type name, mostly to confuse the ogres, since most ogres can't tell skiegs apart.

Wednesday, April 1, 2015

Races of Martapa Part 70

Skieg Adventures: To use the Skieg race, I would take your base monster goblin race and give a bonus to Intelligence and Wisdom, but take from Strength and Constitution.  They make good thieves, mages, and priests.  Also, if you have a class in your system which is good at tinkering, these would be a good race for this.  If engineering is a skill/proficiency give them to Skiegs for free.  If you do this, though, weapon proficiency/skills should cost double, since they use their brains more then bronze.

Tuesday, March 31, 2015

Races of Martapa Part 69

Skieg Relations: Skiegs don't really get along with other races, but they don't go out of their way to avoid other races, except, perhaps ogres.  They will try to swindle anyone they can, if they think they can make a buck.  They are willing to work for anyone, as long as the money is right.  Dwarves and the skiegs get along the least, (minus ogres), since they try to fill the same market areas.

Thursday, March 26, 2015

Races of Martapa Part 68

Skieg Society: Skiegs have numerous offspring, but the family is very close.  Usually a clan of skiegs are all related in one way or another, the women usually moving to their husband's clan when marriage occurs.  They live for about forty years, having six to a dozen children.  Children are raised to think, but are also trained with small arms to protect themselves.

When not bullied by ogres they live in small farm villages with blacksmiths and workshops. Though not as talented as minoutars and dwarves with blacksmithing, they are very crafty and have created a lot of conveniences which magic can not do.  They live mostly in the eastern part of Taina and southern part of Ariella.

Tuesday, March 24, 2015

Races of Martapa Part 67

Skieg Description: Skiegs are equivalent to most goblin races, at least in appearance. They are around three fete in height, are green with bulbous noses, large ears and stubby fingers. They dress in fine clothing, carry daggers or short swords, and have sparse, black hair. Men usually wear their hair short, woman as long as they can. They speak in cultured tones and are exceptionally smart.  Often they are engineers or accountants, depending where they are. There are skiegs who are ruled by ogres who don't seem to be that bright, but they have learned not to appear smarter then their masters.

Monday, March 23, 2015

Races of Martapa Part 66

Ogre Names: Ogre names tend to be short, one or two syllable sounds, such as "Grog" or "Tarn".  Half-ogres may have more ogre names and ogres that hire on with humans may have more human names.  There are  no last names, though if an ogre who is proud of his son, he may allow his son to call himself "Grog son of Tarn", as an example.

Thursday, March 19, 2015

Races of Martapa Part 65

Ogre Adventures:  I would think hard on letting someone play an ogre.  They are evil and could over balance a campaign.  Saying this, give them a bonus to Strength and Constitution, with a big hit to Intellect and Charisma.  They should get the spear proficiency for free.  Languages should cost twice as much.  Half Ogres should get a bonus to Strength and Constitution, but at half.  Same with losing Intellect and Charisma.  Fighters, or fighter classes, are about all they are good at.

Wednesday, March 18, 2015

Races of Martapa Part 64

Ogres Relations: Ogres do not get along with any of the other races, but bully everyone.  They usually keep skiegs, (my version of goblins), as slaves.  They think everyone is below them, yet everyone thinks they are better then them, so ogres have to beat them into place.  They especially don't like Akicitia and Minotuars since at one point, when they were talented and smart and ruled most of eastern Taina, they kept them as slaves and both Akicitia and Minotuars try to kill them on sight.

Tuesday, March 17, 2015

Races of Martapa Part 63

Ogre Society: Their language is halting and they do not have a written language. They have little technical ability so they usually use sledges or rickety carts to move things unless they have stolen a cart or wagon. Same goes for much of the other things humans would take for granted.

Ogres breed like rabbits.  Once one is born the next one is in the oven.  Because of this, though, they have shorter life spans, maybe forty years if they are lucky. There is no family structure.  The make takes no part in raising the children, though he'll take credit if his son does something impressive, and often rival males might come into a camp and kill the offspring and steal the women.

They live in mud and grass huts in crude villages with wooden fences.  They keep wolves for pets. They do not plant crops but hunt and raid.

Wednesday, March 11, 2015

Races of Martapa Part 62

Ogre Descriptions: Ogres are huge creatures close to seven foot tall and shoulders to match. Their skin is green in color, ranging from light to super dark green.  Hair is black and rarely a different color.  Their eyes are small, almost beady and usually black in color, though brown is not unheard of.  They are very strong, able to lift twice their body weight without breaking a sweat. Even the young are incredibly strong and thus deadly. Their noses are bulbous, their jaw and brow jutting out just a bit.  Their ears are tapered, but large.

They wear simple clothes if they make such items themselves, usually made out of leather and cloth, sometimes mixed. Sometimes their clothes are of better quality if they have been made for them by other races. They scavenge weapons and armor pieces, so they never match unless the ogre in question has been hired by some other race for protection.

Tuesday, March 10, 2015

Races of Martapa Part 61

Minotaur Names: Minotaur names are distinct.  They are in the old tongue, used very little by the minotaurs, since they communicate a lot with humans.  Names often mean something like "Strong One" or "Curled Horns".  Using Greek or Roman names or even Latin, would be good.  Or you can string together your own names.  I like Vetch'doran, a name I just strung together, as an example.

Thursday, March 5, 2015

Races of Martapa Part 60

Minotaur Adventures: Minotaurs make good warriors and paladins.  This isn't to say they can't be the other classes, but this is what the minotuars, as a race, train for.  I would give them a +2 to strength and constitution, while taking a -2 to wisdom and dexterity.  They should have direction sense (or the equivalent) and gain a rank every level in this, since they never get lost in a maze.  Also blacksmithing should be free to those who would like it and two handed axes, axes and any weapon that might be an axe should be available to them for free.

Wednesday, March 4, 2015

Races of Martapa Part 59

Minotaur Religion and Alignment: Minotaurs are always some sort of lawful, though they can be lawful good to lawful evil.  Most are lawful neutral.  They follow Catiana and Sarjon, along with Taniger.  Taniger, though is the most revered, for he is the God of Blacksmithing.  They will not follow dark gods, even when they are lawful evil in alignment.

Wednesday, February 25, 2015

Races of Martapa Part 58

Minotaur Relations: Minotaurs are not trusted by the humans of Tridon, the elves, the dwarves, or the ancient elves. The Akicitia, though they do not like them, will trust them because they are honorable and because of their mutual hatred of ogres.

Monday, February 23, 2015

Races of Martapa Part 57

Minotaur Society: Minotaur families are very patriarchal, but women have important rolls in society as well.  (If you haven't noticed I have a very sexist free world here, for some reason.  Not to say there aren't pockets of sexism....)  Houses usually have only a single family in them as well as any apprentices.  Blacksmithing is very important and blacksmiths are revered by the minotaurs, and their skills are only rivaled by dwarves.  To harm a blacksmith is a heinous crime.  Same goes for healers.  Healing is usually a female dominated career and blacksmithing is usually a male career, though either sex can do either.

Minotaurs are so adapted to serving a certain sect of humans they have adopted a lot of their city lay outs and thus live in very orderly cities of wooden and stone buildings.  Minotaurs live to around 60 years and have a single child about ever 5 years once they are married and have come of age.

Thursday, February 19, 2015

Races of Martapa Part 56

Minotaur Description: Minotaurs stand around six and a half foot tall with broad shoulders and fury.  They bare a cow head, males having large horns, females having small ones.  They have cloven hooves and legs which are joined like the back legs of a cow.  Their fur color and patterns can vary just as widely as real cattle, so be creative.  To add character I would also pick the direction and conditions of the minotaur's horns.

Minotaurs wear clothes similar to humans since they are around humans so much.  They prefer two handed axes or swords, but single handed weapons and shields are not unheard.  Minotaurs are people of their word and one their word is given it is a deal which will be followed through on.  Unfortunately, for the last three thousand years or so they have been used, and used badly, by the Black wizards of Shaniko and so the other races outright hate them.  They are codependent upon the Wizards because they have given up so many aspects of an agricultural life to train in the martial.

Wednesday, February 18, 2015

Races of Martapa Part 55

Half Elf Names: Half elf names really depend on where they were raised.  If they were raised in an elven community, they will have elven names.  If they were raised in a human community they will have human names.  Often, if they are raised in a human settlement, the elven parent might very well give them an elven name as well.

Tuesday, February 17, 2015

Races of Martapa Part 54

Half-Elf Adventures: Half-elves are good in any class.  If they are raised by elves they most likely will be mages or rangers, while if they were raised by humans they will be warriors, mages or even thieves.  Allow the half-elf pick one good and bad stat from each parent. If they are raised by elves they may use bows as a free ability no matter their class.

Thursday, February 12, 2015

Races of Martapa Part 53

Half-elf Religions and Alignments: Half-elves can follow any of the Gods, it just depends on how they are raised.  Most half-elves follow the Gods of Light and Neutrality, but they may follow Gods of the Dark.  Alignment can be anything from Lawful Good to Chaotic Evil, since their lives are so hard, being outside of society as they are.  Most are Chaotic Good or Neutral Good.

Tuesday, February 10, 2015

Races of Martapa Part 52

Half-Elf Relations: Half elves are looked upon with pity and fear in elven circles, while curiosity and hatred in human circles.  On an individual basis, people can get along with half-elves just fine, but elves pity half-elves because they will not live as long as themselves and will not harbor the magic they do. Humans envy them for their longer lives and use of magic, but are also curious about them.  Half-elves find themselves often ignored or alone.  Depending on the culture they are raised in, whether human or elven, will decide how they get along with other races, though they may be more open to other races since they are so lost as to their own roll in society.

Thursday, February 5, 2015

Races of Martapa Part 51

Half-Elf Society: Half-elves grow up in a similar manner as their parents, depending on whether the couple lives in a human village or an elven village.  Even though this a mixture of human and elven DNA, if the woman is elven, she will only have a few children.  In human society they are viewed as a curiosity and in elven society they are looked upon with pity since they won't be as "good" as elves at things and won't live as long.  They usually adopt the ways of the world of which ever society they live in.

Tuesday, February 3, 2015

Races of Martapa Part 50

Half-Elf Description: Half-elves are normally a human/elf cross,  but they can be any race crossed with an elf. In truth, there are other races which could cross, but this would be the most likely.  They can look human, elf, or  a mixture of both.  normally their ears are slightly tapered, but can look round like a humans as well.  Hair color can range wildly, since elves have such outlandish hair colors  like purple or silver and humans have black and brown, as well as blond.  Here is where we get tricky.  Some humans have red hair, but elves of only the Sunstar line can have red hair, thus half elves can only have red hair if they are of the Sunstar line.  Eyes can also range, though human colors usually dominate.  Eyes are slightly almond shape, but not as big as elves.

Thursday, January 29, 2015

Races of Martapa Part XXXIX

Tsula Names: Tsula names are two fold.  There is the name they say in their native tongue, which sounds like braying, clicks and snorts.  This is the name they give to another Tsula.  But there is also the name they give to all non-Tsula.  This can be anything from Long-Horns to Vania, depending on what group of people they are near.  If they are near elves, they most likely will have flowing names or nature names.  If they are near dwarves, more stone like names. 

Wednesday, January 28, 2015

Races of Martapa Part XXXVIII

Tsula Adventures: Good classes for Tsula are warriors for the males and clerics or mages for the females.  Barbarians are also a good choice if you have that option as a class.  Tsula should get a bonus to Constitution and Strength, but take from Dexterity and Charisma.  Their run speed should be the same as a riding horse for movement.  They speak their own language and rarely know the High King's Speech.  If they are associated with a Clan Warrior they will know elven.  They should also be given a trample attack if your campaign world allows such a thing.

Tuesday, January 27, 2015

Races of Martapa Part XXXVII

Tsula Religion and Alignment: Tsula are lawful in nature, despite following Targon.  Few, if any are evil, though Lawful Neutral is not unheard of.  They follow Wesa and Iktomi as well as Targon as a whole.  Lawful Good and Lawful Neutral Gods, such as Taniger and Catiana, may be followed, but not many Tsula will follow them.

Thursday, January 22, 2015

Races of Martapa Part XXXVI

Tsula Relations: Tsula keep to themselves and are very wary of strangers.  They are very friendly with Warriors, but if they don't know any other group of people, they will try not to interact with them.  They might listen to what is going on, but they probably won't do anything about it if it has nothing to do with them.  They are wary of the Ariellen humans, and humans in general.  They respect the Akicitia and elves of the area they live in, but even these people they will try to avoid.

Wednesday, January 21, 2015

Races of Martapa Part XXXV

Tsula Society: Tsula travel in small herds, one male with several females and their get.  A lot of their culture is similar to horse herds, where males are run off when they reach a certain age. There are bachelor herds and the males only hold herd leadership as long as they are able to fight.  The females usually stay with their herd their whole life unless their herd gets too big and the herd is split.

The Tsula were originally created by Dasa, but she didn't take care of her creations and Targon has taken to watching over them, thus why the are associated with the Clan Warriors. They are nomadic and are vegetarians.  They use the spear well, along with the shortbows.  Swords are used, but harder to use.