Friday, December 22, 2017

Merry Christmas and Happy New Year

Merry Christmas to everyone!  With the coming of the new year and the hectic pace of holidays I'm taking a few days off until next year.  I hope you and yours have a Merry Christmas and a Happy New Year!

Tuesday, December 19, 2017

The Vase of Katzu Part 17

The Vase of Katzu
The third room on the right is bare.  There is no furniture or trappings, not even bones. There is a small scorch mark in the middle of the once fine carpets where there was an intense fire.

For the GM, this was the nursery of the two youngest children, one and three. The master, before the curse took him completely, wanted to spare the babies the pain of the curse so he killed them then burned all their belongings and them in a hot, magical fire, so he would not be burdened by his deed.

Monday, December 18, 2017

The Vase of Katzu Part 16

The Vase of Katzu
The second room on the right hand side has been ripped apart. Once fine furniture is busted into dozens of pieces. Silk drapes are in shreds.  Vases and sconces are smashed.  Blankets are strewn about, dotted with blood. The room holds many skeletons and rotted corpses, some of which come to life at your entrance.

For the GM this is one of the daughter's room who has gone completely insane. When the party begins to fight the undead, she will appear and attack the party.  She is slightly higher level then the party, but level can be adjusted as needed.  If they by-pass her room she is in the sitting room with her brother.

Thursday, December 7, 2017

The Vase of Katzu Part 15

The Vase of Katzu
The first door on the right is unlocked, but the door is shut.  Inside is a large sitting room with an adjacent sleeping room and a bathing room.  The doors for those rooms are wide open.  The room's furniture is in good shape, books sit on the tables as if in the process of being read, and lamps glow, illuminating the room.  There is a small chest to one side, which is locked.  The bathing room has a large tub, (big enough for two people to stretch out in it), and towels and rugs.  The bedroom has a well made wood framed bed, with lots of lovely blankets upon the bed, along with a clothing closet with clothes that are actually in good shape but centuries out of faashions.

For the GM, the occupant of this room, one of the sons, named Peter, is in the sitting room, at the moment, reading a book.  If the group makes enough noise he will come investigate.  The chest has some good, a few magic rings, and some books with spells. The lock is a medium challenging lock.

Monday, December 4, 2017

The Vase of Katzu Part 14

The Vase of Katzu
The second floor is just as large as the floor below.  This floor is clearly bedrooms and seems to be fairly dust free.  The hall way is very large and ends in an open sitting room.  The doors are closed, except for the one nearest the sitting room.

For the GM, most of the rest of the family are up here, though you can adjust the number as needed.  The only one not on this floor is the master of the family. He is up stairs, in the master suites.  There are six bedrooms, three of which have occupants.  Jarvis does come up stairs and dust and clean on occasion, so it's not to dirty up here.  There are some fresher corpses up here and a few live victims that have not been drained yet.

Wednesday, November 29, 2017

The Vase of Katzu Part 13

The Vase of Katzu
From the kitchen one can reach what must have been a dinning or ball room.  There is door on the far side of the ballroom that leads to what appears to be a coach entrance, so guests don't have to come in through the house.  The ballroom is unlit and enormous.  Hundreds of people could fit in the room, easily.  There is not furniture, though there are a few broken tables and chairs here and there.

This is where the twin boys, Zac and Toren stay much of the time.  They have gone completely insane and seem to have lengthy conversations with skeletons, (which were once their betrothed ladies).  If the skeletons are attacked, (or just approached) or if they are attacked, they will attack back.

Tuesday, November 28, 2017

The Vase of Katzu Part 12

The Vase of Katzu
The kitchen is trashed, though it appears that the hearth has been used recently.  All the pots and pans are cracked or thrown around the room.  There is no visible food, not even any rodents scurrying about.

For the GM, the hearth was used by one of the family members to roast one of their victims. If the group digs through the ashes, they will find human bones.  Those cursed usually just suck out the victims blood, but a few have taken to eating their flesh, as well.

Monday, November 27, 2017

The Vase of Katzu Part 11

The Vase of Katzu
The end of the hallway ends in a door, which is unlocked.  If opened, it squeaks only a little, and leads to a stairway on the left and a door to the right.  The stairs do not appear dusty and looks used, but it is hard to see as the stairs reach into the dark.

The stairs are a hazard. Though Jarvis has done a good job at dusting and keeping things clean, he has not been able to keep things structurally sound.  There are three steps to the next floor that will break if stepped on.  Roll a D6 for each person on each step to see if they fall through or at least get stuck until you have three broken (there are 16 steps total) or they make it to the next floor.  The door leads to a kitchen, which I will detail tomorrow.

Wednesday, November 22, 2017

The Vase of Katzu Part 10

The Vase of Katzu
The second door on left opens up into a library, who's contents are untouched by time.  The tables and shelves are dust free, the drapes, in perfect condition, are drawn back to let the light in and no critters scuttle from the light from the doorway.  No one, whether alive or dead, appear to be in here.

For the GM, the moment the group enters they will draw the ire of the master of the house.  He will not appear himself, but send his son to deal with the group.  They have a while to search the room before he enters.  Treat him like a vampire of slightly higher level then the group.  If you need more of a challenge, bring a few skeletons with him.  The master has left this room untouched because it is the one place he can remember being human and he comes here to relax when need be.  A single difference between these people and vampires is that sunlight does not affect them, (if that is a rule in your campaign), so the window being open will not hurt them.  Jarvis comes in here to dust on occasion and tidy up, as well.

Tuesday, November 21, 2017

The Vase of Katzu Part 9

The Vase of Katzu
The first door on the left is a storage room, with shelves, coat racks, and even some brooms to sweep up after any messes.  A single skeleton, dressed in a shredded uniform, rises as the group enters.  But he doesn't attack, he simply extends his bony hand, his jaw working as if he is talking.

For the GM, this skeleton, though affected by the curse that grips all those killed by the family to feed their need for death and souls, the butler did not become a brutal killer.  He is forever devoted to his task of welcoming guests and making sure their gear is stored.  Though he can not talk, (since he's missing his larynx), he is ever polite, even if the group attacks him.  If there is a priest that puts him to rest, his soul will thank the group, tell them his name is Jarvis, and that most of the family has closeted themselves through out the building, only coming out to find some unfortunate soul in the surrounding area to keep them self alive an somewhat sane.

Thursday, November 16, 2017

The Vase of Katzu Part 8

The Vase of Katzu
The second door on the right is a smashed up parlor.  There are several skeletons in this room, strewn with broken furniture.  Mice scurry from the light, disturbing the skeletons, causing them to rise, weapons in hand.

For the GM this room has little in the ways of treasure, other then in a corner, under the floor board, is a small treasure one of the family hid from the others in one of his moments of clarity after the curse was brought upon them.  The skeletons are the same as the others, but they have breast plates that elude magic, giving them a +1 to armor. (Or the equivalent in your game.)

Tuesday, November 14, 2017

The Vase of Katzu Part 7

The Vase of Katzu Part 7
The first door on the right is locked, but once opened leads into a small study.  There is large, mahogany desk, bookshelves, beautiful tapestries, candle holders and fine rugs.  Strangely, they are all in fine shape, as is a young woman who wakes up at their approach from where she sits in the chair behind the desk.  She speaks at your entrance.

"You can not break the curse that father brought upon this family and killed the lovely city of Katzu without killing us all.  He always wanted too much.  If you don't, you will become our source of power or become part of the curse."  She pauses and sighs sadly.  "Or both.  I don't know which is worse.  I've lived too long like this.  I want it all to end."

For the GM, Sarah Katzu appears to be in her mid thirties, though clearly she is centuries old.  She is the youngest of five children born by Kasey Katzu and her husband Theodore Katzu.  They are the ones who brought about the curse to save their oldest son.  It only affected their oldest son, Sam, at first, but eventually the whole family was brought into the curse as the dark power grew.  Sarah will answer any question the party asks honestly, for she truly does want the curse to end and the natives to be able to reclaim their island without fear.

Monday, November 13, 2017

The Vase of Katzu Part 6

The door from the greeting room leads to a hallway which ends in a set of double doors.  There are two single doors spaced equally on each side.  All the doors seem to be intact.  When you go into the hallway the light stones come to life on their own, showing a hallway with a dusty carpet, niches with small statuettes, and broken furniture along with skeletons strewn along it's length.

For the GM, these skeletons are the same as those in the greeting room, but with no weapons to attack with, just claws.  The doors are all locked and are protected by strengthening magic, thus they can not just be busted in easily.  The statuettes are just what the collector is looking for and have a small taint of dark magic upon them from the curse.

Thursday, November 9, 2017

The Vase of Katzu Part 5

The Vase of Katzu
The greeting room is about ten by ten feet.  Strangely there are still rotting tapestries and furniture, along with two skeletons with long swords at their side and pikes still in hand.  They appear to have been attacked without giving fight and with their flesh gone, it's hard to say exactly what killed them.  There are some vases and other fine decorations, which if they are cleaned up, would be exactly what your patron is looking for.

For the GM the two skeletons are harder then normal skeletons, because of the curse, but they were killed by the royalty of the manor who had run out of people to kill for their life saving blood and souls.  The guards didn't know what hurt them and since they were not really affected by the curse before their death, but created as undead because of the way they died, they are only nasty, non-reasoning skeletons.

Tuesday, November 7, 2017

The Vase of Katzu Part 4

The Vase of Katzu Part 4
The trip to the giant mansion in the middle of the ruins takes some time.  Small villages could fit in this building.  Strangely, no plant life has taken over the ruins and it seems to be completely intact, compared to the other buildings.  The main doors are a set of double doors and all the ground floor windows are shuttered, though some of the other floors have windows that are open.  The building is 3 floors tall.

For the GM this building has a curse upon it, as well as the people who once lived in the building.  In the later years of the city the leaders of the city were performing blood sacrifices of innocents to keep their youth so they could live for ever.  The manor will be filled with ghosts, undead and other creepy fellows.

Wednesday, November 1, 2017

The Vase of Katzu Part 3

The Vase of Katzu
The ruins of this city rise out of the jungle all of the sudden. A lot of the buildings are intact, though the walls and the roofs are slightly holey. The jungle has grown up on the roads and through the buildings which are painted in once beautiful frescoes that have faded with time.  There doesn't appear to be any people, but there are sounds of wildlife from inside.

For the GM the ruins are huge, so you can have as many, or as few intact buildings as you wish.  The ruins will hold all sorts of pottery, day to day objects, some statuettes and even a few coins here are there.  There is also a lot of wildlife, so you can have as many, or few, encounters as you want or need. In the center of the ruins is a mansion of huge proportions, (which I will describe in the following posts), and this is where the fun will begin.  You should also be rolling for a small chance for encounters with the "natives".  They are descendants of the people who lived in the city, who do not want anything to do with the ruins but don't want anyone else disturbing them.  Until they group goes into the ruins, the natives will not harm them. But if they go into the ruins, the natives may follow and attack the group.

Tuesday, October 31, 2017

Happy Halloween!

Well, another Halloween!  As the kids run around in their costumes, getting charged up with all sorts of sugar, and parents hand out candy and scare little kids, I hope you all have a fun and a safe day!
Happy Halloween everyone!

Monday, October 30, 2017

The Vase of Katzu Part 2

The Vase of Katzu Part 2
The island itself is overgrown with tropical trees, underbrush and strange wildlife.  When the group lands, (or crashes as your GM decides) the group finds traces of a very old paved road.  The paving stones, for it isn't smooth, are missing in places, or trees and other plant life have burst through the road way, though the group can see where it was once traveled heavily.  There are heavy ruts in places where the stones are still in place, so heavy freight traffic must have once run on this road.  It heads east from where the group lands/crashes. 

For the GM, on the way to the ruins this would be a good time for the group to be attacked by the local wildlife and you can hint, subtly, at the possibility of people on the island. More on the "natives" to come.  There is plenty of fruit trees to gather food from, but you should have the party make gathering rolls to ensure they know, (or don't know) the fruit is good for them to eat.

Thursday, October 26, 2017

The Vase of Katzu

The Vase of Katzu
The vase the collector found has a map to an island off the eastern coast of Taina and north of the Dwarven Islands.  This island is supposed to hold a city that has been forgotten to time, though it does not say why it was abandoned or who originally lived there.  The collector wants to send an expedition there to see what can be found.  Though he's sure there is all sorts of treasure, he would like those he hires to bring him back precious items such as vases, weapons, or other sort of mundane items.  The gold coins and the like are of little interest to him.  He plans on paying for any equipment a group may need and the boat that needs to be hired to get there.

For the GM you can have the party make it without issue to the island or be attacked on the boat ride by all sorts of monsters or pirates, that's up to you.  There is always the option of smashing the ships when they reach the island too and having them have to figure out how to get back home.  More to come on the island itself next post.

Wednesday, October 25, 2017

Timeline for After Chaos (AC) Part 246

Year 246 AC
Water flows out of the banks of many rivers this spring because of the good snow pack and very warm spring.  Some areas are unable to plant crops and food, though not scarce, is not as easy to come by for winter supplies.

A vase is bought by a collector and he finds a map wrapped tightly inside.  It supposedly leads to an ancient city who was known for its magic.

Monday, October 23, 2017

Expanded Timeline For After Chaos (AC) Part 245

Year 245 AC
A migration of griffins brings scholars, mercenaries, trappers and elves to the central plains of Taina as they fly from the mountains to the sea.  Thousands of the animals migrate to the cliffs of the eastern oceans  for their ten year breeding event.   The need for mercenaries to protect nobles and scholars is high and paying good.

Wednesday, October 18, 2017

Expanded Timeline For After Chaos (AC) Part 244

Year 244 AC
This year's Gathering is almost three months long, instead of the month it had been in previous years.  Several small villages on the way to Gathering has almost as much custom as Gathering, because of the sprawl of the participates.  The largest, and most lavish, event is a marriage between Hector of Notitia and Serena, daughter of the line of Karoon.  The wedding is three days long, thousands of gold pieces are spent on presents, food, and wine, and treaties are cemented by the wedding.  With so many presents, there is a need for mercenaries and guards to make sure they make it to the ships awaiting them near Landshire.

Tuesday, October 17, 2017

Expanded Timeline for After Chaos (AC) Part 243

Year 243 AC
Rabbits decimate crops in south eastern Taina, causing famine in that area during the winter.  Some villages are able to trade for food, but those furthest from trade routs and shipping lanes fare poorly.

A strange vision of Tinaka appears in a glade filled with willows and other healing herbs in western Taina.  The vision says nothing, but thousands of healers make their way to the glade to pay respects.  A small temple is erected, making sure not to kill any of the healing plants, to have caretakers permanently take care of the grove.

Thursday, October 12, 2017

Expanded Timeline For After Chaos (AC) Part 242

Year 242 AC

An entire village's children disappear over night after a wizard demands payment for protection.  The village assumes the wizard has stolen them and are pleading for help to find their children.

Tuesday, October 10, 2017

Expanded Timeline for After Chaos (AC) Part 241

Year 241 AC
Dragon's Fire opens up a small outlying school in Karoon to teach the basics such as reading and writing to those who wish it, from rich to poor, since they think that will make life better for everyone.  It is not accepted by everyone, but many of the poor love the idea.

Storms near the Dwarven Islands land lock the Islands from the mainlands for most of the year, making anything dwarven made very expensive and putting food hardships on the islands.  Those who can make it through all the storms with cargo are richly rewarded.

Monday, October 9, 2017

Expanded Timeline For After Chaos (AC) Part 240

Year 240 AC
A pack of wolves runs rampant through small villages near the Tsalagi Mountains.  Many think a werewolf leads them.  Aid is called for, but few heed the call.

A troop of bards and gypsies crossed Ariella criticizing Notitia's leadership.  Notitia tries to find the troop to take them out, but they always seem to disappear before being caught.  Those who agree with their thoughts dub them the "Ghost Caravan" and their legend grows.

Wednesday, October 4, 2017

Ruins of Tymara Sea Part 6

Ruins of Tymara Sea
The room beyond the solid locked door is a huge auditorium. There are hundreds of pews, (all of which seem strangely intact) with more murals of elementals and suns along the walls.  Columns intermix with the pews and the room is lit by what appears a diamond sun set in the ceiling.  Clearly that is magical.  There are also five angelic looking guardians standing between the door and the room that extends for such a long ways in all directions.

For the GM the angelic figures are warrior class, (or a fighter class that has some magic use) with the angel/holy template.  They can be reasoned with.  They don't have to be fought, which of course is up to your party.  They are the guardians of the temple and are protecting the remains of the temple along with a major relic important to the priests of Tymara.  They will not hesitate to kill the party if they try to take the relic.  They will give the relic to the group if they promise to take the relic to the nearest temple of Tymara, (especially if the party harbors a priest of Tymara), where they would be greatly rewarded.  If the party does attack them (without being provoked), you might think about adjusting their alignments, if they are good or lawful good or stripping any priest of Tymara of their powers.

Tuesday, October 3, 2017

Ruins of Tymara's Sea Part 5

Ruins of Tymara's Sea
The grand hallway leads to a solid door which looks to be in very good condition.  The door has all the elemental symbols upon it circling a large sun.  The door is locked and blocked by some sea debris.

For the GM, the door is magically warded and locked.  The lock is difficult and the magical ward is also a difficult level of dispelling.  Not unlocking the door just doesn't let the group in, but the magical ward will bring two guardians of elemental nature to attack the group if not dealt with.  The elementals are random and the hardest level possible for your group.

Monday, October 2, 2017

Ruins of Tymara's Sea Part 4

Ruins of Tymara's Sea
The grand hallway heads south for a hundred yards, with large, stone archways every ten yards on each side.  Each doorway is blocked by large, warped wooden doors, and many are blocked by sea debris from years of being underwater.  Each door, after much study, has a different element stamped upon their faces, along with a large sun.  They are locked, but they do appear to be so broken down because they were under water that they may be kicked in, as well.

For the GM each room was dedicated to one of the major elements.  There were libraries within each, and there is soggy messes of what once might have been books, but there are also some items used to study each element that have survived.  There are also protectors in each room which are summoned when a rune on the floor is stepped upon.  So the fire room would summon a fire element, the water room would summon a water elemental, etc.  The disarming of this trap is difficult, but may be aided by the wear and tear caused by the water.

Thursday, September 28, 2017

Ruins of Tymara's Sea Part 3

Ruins of Tymara Sea
Beyond the gate is a grand atrium, which, at the moment, is covered in sand, rock and debris.  Strangely the glass is still intact and each is tinted a different color, making the tiles on the floor different colors.  The picture on the floor, if cleared off, is that of a giant sun with little symbols dancing around the edge in a circle.  A grand hall way leads south from the gate, though what lies beyond can not be seen further then the light the group carries.

For the GM this use to be the greeting area for the priests where worshipers were directed to the area  they needed to go.  Light, both sun and moon, would filter through and illuminate the sun on the floor or the symbols that encircle the sun.  If a symbol was struck by the sun or moon light that elements' elemental would dance in the air near the ceiling of the atrium.  There isn't anything of value here, other then the magical runes and there is a lot of debris covering them.

Wednesday, September 27, 2017

Ruins of Tymara's Sea Part 2

The Ruins of Tymara's Sea
The gate into the ruins is rusted in areas, with lots of sea life dead or dying upon the gate.  Gems, which are fist size, litter the gate in a seemingly random pattern, but it's an outline of Tymara's constellation.  Each of the gems are steeped in magic, with each color gem aligned with an element.  Each gem, if taken out of the gate, can be used to cast a damaging spell to align with the element. So a red gem, usually a ruby, will cast a fireball.  It can only be used once a day in such a way.  If they are left in the gate they act as wards to prevent any who do not carry the key from opening the gate.  Disabling the trap takes a very hard disarm traps roll.

Tuesday, September 26, 2017

Ruins of Tymara's Sea

Ruins of Tymara's Sea
This ruins use to be a large temple complex devoted to Tymara, Goddess of the Sun and the Elements.  The small sea that spreads out before the gateway was once called Tymara's Sea, though now it's just referred to as the Northern Sea.  The priests of Tymara were fishers and boat makers and taught the locals how to store fish and how to fish more effectively.  They also studied the tides and how it was affected by the moon, but they couldn't have factored in the affect of Godly magicks upon the water, which swallowed their ruins.  It was abandoned around 10 AC and in quite a hurry since the tide swallowed the opening gates quickly.

Monday, September 25, 2017

Expanded Timeline For After Chaos (AC) Part 239

Year 239 AC
With a good harvest season this year, many farmers and their families are able to afford a few luxuries, which causes the economy to pick up in Taina and Ariella.  With more merchants there is need for more mercenaries to guard the caravans.

A ruins is found along the northern coast buried in a cliff side and sand.  Scholars scramble to the area and so do adventurers for the gates themselves are covered in arcane symbols, gold and gems.

Thursday, September 21, 2017

Campaign Uses of Froth's Empire

As a GM if you want to use the events of Froth's short lived Empire, here are a few things you could do:
1) Be a mercenary that is hired by Froth, or even Notitia.
2) Be a member of the villages who are with Froth and want to expand his Empire.
3) Be a member of villages who are with Froth and don't want to expand.
4) Be part of the army to come take back Froth's Empire.
5) Or just be an independent person, (or group) that just gets caught up in the action.

Wednesday, September 20, 2017

Expanded Timeline For After Chaos (AC) Part 248

Year 248 AC
A huge force is sent from Notitia to take over Froth's "Empire" and take back the land lost to him.  It's not a complete massacre, but the militia is wiped out and the land is reclaimed for Notitia.  The people of the "Empire" are heavily taxed for the next few years to pay for the expense of bringing down Froth's "Empire".  Froth himself was killed in a last stand near his fort.

Tuesday, September 19, 2017

Expanded Timeline For After Chaos (AC) Part 247

Year 247 AC
Trevon Froth, with a bigger militia, pushes the boundaries of his "Empire" out further from his small group of villages, by force.  Most of the area is just farms, so the farmers just go on with their lives, but two military posts are also taken and Notitia prepares to wipe out Froth's "Empire" come the next spring.

Thursday, September 14, 2017

Expanded Timeline For After Chaos (AC) Part 246

Year 246 AC
Trevon Froth manages to put a small militia together which begins to raid small villages near his "empire".  The authorities in Notitia are notified, but because they are on the fringes of the Notitia's bounds they aren't overly concerned and only send a small group of mercenaries and soldiers to take care of the problem.  This leads to the death of the whole expedition and more serious action is discussed in Notitia.

Wednesday, September 13, 2017

Expanded Timeline For After Chaos (AC) Part 245

Year 245 AC
Lavender, though not a spectacular crop, has a bad year and effects the economics of potion makers, soap makers, and herbalists.  Though it doesn't seem like much, at first, it does have ripple effects through the economy.

Trevon Froth tries to carve out a small empire in Ariella.  He takes about 1000 square acres and begins to gather followers, building a small fortification, and planting crops.  Notitia ignores him for the time being.

Tuesday, September 12, 2017

Expanded Timeline For After Chaos (AC) Part 244

Year 244 AC
This years gathering is huge.  Not only in the growing city of Gathering packed but there is almost 100 acres of tents and compounds around the city.  Delegations from the dwarves, wood elves, winged elves and even Ariella come to the meeting.  So many treaties and trading pacts are made, that they honestly have to scrounge for parchment to write all the copies they need.

Monday, September 11, 2017

Expanded Timeline for After Chaos (AC) Part 243

Year 243 AC
A coup in Landshire leaves the leader of Landshire, his most loyal and his entire family quite dead.  The new leader, Velan Whipshire, and his cronies impose harsh taxes, take what they want, when they want and oppress all those who do not pay them.  Those who want to take the city back are building a resistance to take him and his private army down.

Thursday, September 7, 2017

Expanded Timeline For After Chaos (AC) Part 242

Year 242 AC
A band of brigands runs rampant through western Taina, robbing merchant caravans and stealing city taxes. Help to find these brigands is called for.

Wednesday, September 6, 2017

Expanded Timeline For After Chaos (AC) Part 241

Year 241 AC
The School of Dragon's Fire has a open forum for all mages, even those who had not come to the school to study, to come and discuss the uses of magic and how to use it better for the betterment of all the people of Martapa.  The numbers of mages, and their parties, who come, brings lots of trade for the villages and cities around Dragon's Fire.  Mercenaries also are in high demand to protect against the brigands and monsters that seem to flock to the area.

Tuesday, September 5, 2017

Expanded Timeline For After Chaos (AC) Part 240

Year 240 AC
Karoon and Landshire sign a mutual protection pact that ensures that both will protect the others merchants and peasants if the need arises.  Ogres have been seen in too many places, and neither cities' leaders want to chance that the ogres can take out their trade, the life line for many places between Karoon and Landshire, not to mention those two cities.

Monday, September 4, 2017

Happy Labor Day!

On this day to celebrate the hard working men and women of America, I wish you all good fortune and happy lives.  Without hard working Americans, this country would not be what it is.  And while we celebrate the three day weekend let us send our thoughts, and our aid, to those not only suffering from the floods in Texas and Louisiana, but to the people affected by the forest fires that are affecting the west.  To all of you, hang on.  It looks bad now, I know, but you are alive and you have your families.  Everything else, despite what you are thinking right now, I'm sure, is replaceable.

Wednesday, August 30, 2017

Expanded Timeline For After Chaos (AC) Part 239

Year 239 AC
Flooding along the south coast reveals an old city once the waters recede. There is a magical barrier around the area, which can only be reached by boat, since it is surrounded by steep cliffs which form a small cove.  Mages and priests from all over are trying to break through the barrier to see what may lie inside.

Thursday, August 24, 2017

Expanded Timeline For After Chaos (AC) Part 238

Year 238 AC
Smoke covers the valleys on the west side of the Tsalagi Mountains as fire rage in the forests in the mountains and along the western coast.  People have troubles breathing, monsters and creatures are on the run from the fires, causing confrontations, and people are losing their homes in some places.

Tuesday, August 22, 2017

Expanded Timeline For After Chaos (AC) Part 237

Year 237 AC
This year is punctuated by an eclipse.  Scholars flock the mid part of Taina along a long path of 2300 miles to see the event.  The strangest part is a beautiful flower that blooms in the short amount of time of darkness.  Mages and priests come to collect and study the flower for its possible magical components.

Monday, August 21, 2017

The Eclipse!

I don't know if everyone will be afforded the view today of the eclipse as me and my family will, (right out our back door, really), but I hope you all get a chance to see it live.  If not, NASA will be live feeding the eclipse and I'm sure the networks will, as well.  Our little town is throwing a party, providing goodies, a live feed from NASA and lots of glasses to share with neighbors.  Though the eclipse itself will be awesome, the fact that it is bringing our community together to do something fun is even more awesome.  So go out, enjoy this fun astronomical event, and say hi to your neighbors!

Thursday, August 17, 2017

The Ruins of the Wood Elves Part 2

The city, buried beneath all the forest debris, holds about two dozen houses, a large temple, a large manor, a small school and what was once a large stables for unicorns.  To unearth any building will take a week each, at the least, and that is not complete uncovering them, unless they have moving magic.  The buildings, made of stone, are unnervingly well preserved.  So much so that there is still food on the table as if they citizens are getting ready for a meal.  The strangest bit is the people, perfectly intact, in a frozen state in those buildings.

For the GM, the village was put under a curse by a powerful wizard.  He wanted the unicorns the village bred for his own nefarious purposes and the village would not relent.  Thus he sacrificed several of his apprentices, and inadvertently himself, to put the whole village in a sort of stasis.  There is a way to return the village to the living, which requires great magic and the search for great items of power.

Wednesday, August 16, 2017

The Ruins of the Wood Elves

These ruins are barely visible through brush, second growth and falling trees.  A broken pathway of paving stones can be seen here and there, though which road it originally came from, is unknown.  The broken path way comes to the remains of an iron gate, which seems unusual for an elven city.  Beyond the gate are mounds, which in themselves don't seem unusual in a forest, but are covering a city of perhaps thirty or so buildings.

For the GM this city is perhaps a half mile by half mile and years of growth and settling have caused the ancient city to sink into the ground.  Most of the buildings, strangely made of stone, are intact under the mounds, but will require some digging.

Tuesday, August 15, 2017

Expanded Timeline For After Chaos (AC) Part 236

Year 236 AC
A disease wipes out large flocks of sheep and thus affecting not only meat, but wool available around Taina.  This causes cloth to become expensive for quite a few years.

An abandoned elven city is found in the Tsalagi Mountains and scholars head there to search for answers and clues as to why it was abandoned, who was there, and how old it is.  Of course, they are also searching for magic and magical items.  Mercenaries are needed and many independent people not attached to the Dragon's Fire College head toward the area in search of the knowledge.

Thursday, August 10, 2017

Expanded Timeline for After Chaos (AC) Part 235

Year 235 AC
Trade is good this year, with many merchant caravans traveling every inch of road, and self-made road, to ply their trades.  Mercenaries are in high demand this year.

Mages at Dragon's Fire have to deal with a few rogue mages who want changes at how fast a mage is taught things, saying the leaders of Dragon's Fire are keeping the knowledge to themselves so they can hold all the power.  A few mages die from fighting and a few of the ring leaders of the opposition are banished. They flee east to start their own cabal of mages.

Wednesday, August 9, 2017

Expanded Timeline For After Chaos (AC) Part 234

Year 234 AC
This year's gathering is punctuated by a feud between two major families from the west side of Taina.  The Westens and the Timbers.  They are fighting over a stretch of forest land and have come to the Gathering for justice.  Knifings and fights are common between the two families and their supporters, with several deaths.  The council rules in favor the the Timbers, who claimed to have been protecting and harvesting the stretch of land for generations before the Westens appeared. The Westens leave in anger and the council is concerned they may cause trouble.

Tuesday, August 8, 2017

Expanded Timeline for After Chaos (AC) Part 233

Year 233 AC
Dairy farmers in midwestern Taina come up with, aided by magically moved ice, a treat called ice cream.  It becomes very popular with farmers and is adopted by many of the rich in the cities.  Small creameries near larger cities are suddenly overwhelmed with requests from richer individuals for the sweet treat.

A group of small villages near the base of the Tsalagi Mountains west side band together to protect the pass so trade and travelers can move freely.  Headed by a man named Devon, they offer protection, a place to stop over for the night, and a place to trade so the traders on either side don't have to travel very far into the other part of the continent, which can prove expensive.  They are hiring mercenaries to become full time guards and mages to help protect caravans and the small stop over.

Monday, August 7, 2017

Expanded Timeline For After Chaos (AC) Part 232

Year 232 AC
The leader of Karoon adopts a sand cat as a companion.  Dogs had been companions for quite sometime, but few had tried to adopt cats.  The leader is very popular and suddenly hundreds of sand cats become pets for those who can afford them.  Farmers also trap them and train the young to catch the mice and rodents eating their grain.  After some time, years down the road, every good farm and warehouse has cats to rid of vermin.

A storm blows the sand away from an abandoned city in Ariella.  Scholars go in search of answers to who it belonged to and if they can find any lost knowledge.

Monday, July 31, 2017

The Beginning of an Empire

The battles and struggles near Notitia would be good if you, as a GM, wish to have your player characters in on the beginning of the Empire.  Both sides, those with expanding the holding of Notitia and those who are not, are looking for mercenaries and any aid that can be given. Possible ideas if they want to help expand is to be scouts, provide protection or magic or run assassinations.  If they want to stop the expansion they can help with ambushes on supply caravans or ships coming into port, stop people from coming to aid Notitia or even try to rally outlying villages to not join willingly.

Thursday, July 27, 2017

Expanded Timeline For After Chaos (AC) Part 231

Year 231 AC
The troubles in Notitia escalate further.  There are clashes and some deaths, armies are being gathered and the people of the area are scared a war will erupt.

A large wild fire sweeps through the plains of Ariella, killing lots of wildlife and threatening many distant villages.  Mages are brought to the area in hopes of using magic to slow down and stop the fire.

Wednesday, July 26, 2017

Possession of the Mind

The ship wrecked off the coast of Taina was attacked by sea elves and mermaids that have been possessed by demons, who are in turn controlled by wizards.  They are hiding out in an underwater cave near the crash site and are trying to gain treasure and power so they can take over the nearby population and rule.  As the GM you can add the number of wizards, demons and elves as needed to make sure it's a challenge for your party.  The cave entrance is underwater, but the cave is good for air breathers.

Tuesday, July 25, 2017

Expanded Timeline for After Chaos (AC) Part 230

Year 230 AC
There is a clash of wills in Ariella.  The current leaders of Notitia want to expand the holdings of the country, while others want to stay where they are at with land holdings.  There is mostly a clashing of words, but there are some clashing of swords as well.

A ship goes down off the southern coast of Taina.  A survivor swears they were attacked by sea elves and mermaids and can not be dissuaded, despite the fact that these two groups have never worked together and sea elves normally don't attack ships.  There are expeditions sent out to search for the wreckage and attackers, but neither is found.

Monday, July 24, 2017

The Guards of the King

The female elf who stumbled into the human village was a guard for the prince's detachment of guards.  They were attacked and the prince was kidnapped.  He is a young man, but still untested and knows only a little magic.  The group that kidnapped the prince wants to ransom him not for money but for the king to abdicate the throne in favor of his cousin, who they support.  If a group were to follow the clues and rescue the prince they would find favor with the King of the Elves.

Wednesday, July 19, 2017

Expanded Timeline For After Chaos (AC) Part 229

A huge crop of berries in south western Taina not only helps with feeding the masses, but brings in wildlife.  Druids are called in to reroute bears and the like from villages so there are no confrontations.

A female elf stumbles out of the forest baring what is the signet of the King upon her body.  She can't remember who she is before she dies and the humans who found her can't find any elves to return her to. They hope someone with knowledge of elves will help them return her body so nothing bad befalls them.

Tuesday, July 18, 2017

The Village of Star Thistle

The village of Star Thistle is being over run by ogres and their kin.  The villagers are not sure why, but when the ogres do attack they take off with a few supplies and a few people.  The village is unsure of the fate of the people.  They just want the ogres stopped so they can go on with their lives.  They have little they can give in return, but they hope some people will help them.  They have gathered 100 gold to give their heroes, and their rescuers are welcome to pick from the horses of the area.

For the GM the ogres and their kin are working for a necromancer who is holed up in a series of underground caves nearby.  The necromancer needs supplies to survive and people to try his dark magics on.  He has a stash of treasure and magic, but he also has a large army of ogres and their kin.

Monday, July 17, 2017

Expanded Timeline For After Chaos (AC) Part 228

A small village near Karoon is being attacked by ogres and their kin and plead for help.  Few want to make the trek for their are a poor village and have nothing of value.  But they hope for help, none the less.

The largest pod of whales ever seen is spotted between the Dwarven Islands and Taina.  They cause some shipping hazards and druids are brought on the sea voyages to talk to the whales so they don't smash the ships.

Thursday, July 13, 2017

The Ruins of Shar-Lin Part 9

The Library of Shar-Lin was a small retreat for scholars from Janesh.  They studied geology, botany, history, local magic and even the interactions of different groups of people.  The last Headmaster of Shar-Lin was a man named Kang.  He was happy, for the most part, but wanted more time to finish his study of the world.  So he researched a way to do so, coming eventually to the need to become a lich.  But he didn't want to rot away to a skeleton so he studied more, and found if he sacrificed other people, as well as a few other things, he would keep his body for the ages as well.  So he sacrificed all those scholars at the Library and shut the building up so he could continue studying through the ages.  Over the centuries he's gone slightly mad and can't be reasoned with.

Wednesday, July 12, 2017

The Ruins of Shar-Lin Part 8

The last floor was once the headmaster's rooms.  There is a bathing room, a study, and a bedroom.  The bathing room has a tub similar to the ones below, and a basin which is full of water.  The bed and wardrobe are in several pieces, which isn't explained by time.  The study is locked and the door looks pretty sturdy.  In the bedroom is a man dressed in robes laying on the broken bed, with several human skeletons scattered around the room.  The man in robes looks to be intact and appears to be taking a nap.

For the GM the key for the room on the entrance floor is on the lich laying on the bed.  The lich, the former headmaster, performed a ritual which not only turned him into a lich, but allowed him to keep most of his flesh.  (He does have imperfections here and there.)  The skeletons are from former adventurers who breached the building.  His study on this floor is trapped with a magical lock of moderate ability.  Inside is a small library of books which are still intact, a desk with a ledger and a history of the ruins.  There is a small strong box of gems, gold and jewelry.  There are several magic wands, some magical robes, a magic dagger and a magic staff in the room, as well.  If the door can not be unlocked, there is a key to bypass the magic on the lich. The bath is magical like those below and the basin is magic, creating water when needed.

Tuesday, July 11, 2017

The Ruins of Shar-Lin Part 7

The next floor of Shar-Lin is bathing rooms, storage rooms, a small kitchen and spans the whole floor, (it doesn't open up to the library below).  The kitchen and pantry takes up about a third of the floor, the bathing rooms another third and storage rooms the rest.  The tubs are completely intact, the storage rooms are scattered with debris, though there are some salvageable items in them.  The floor is also infested with dog sized rats.

For the GM the tubs are magically enchanted to warm any water put in them, and the stove in the kitchen is magic so it doesn't need wood to cook.  The giant rats have the demon template and are equal level with your player characters.  There is a secret niche in one of the storage room with a good amount of coin and gems.  This is where the scholars kept the money they earned so they could buy supplies.  It is a moderate search with a dispel magic to rid of the trap upon it.

Monday, July 10, 2017

The Ruins of Shar-Lin Part 6

The floor above the entry level is also circular, wrapping around the open library below.  These rooms are larger then the ones below and have quite a few lightstone and lamp niches.  Some of the rooms have broken beds, clothes chests, and desks.  Litter of personal items are strewn everywhere, as are books in various states of decay.  One room has a completely intact and locked chest, while another has a bloody dagger plunged into the floor, though the blood looks more like rust then blood.  Sitting in the corner of the bloody dagger room is a skeleton with scraps of robes left on the old bones, with bits of leather (like a belt and boots and maybe a purse) in places.

For the GM these are the rooms of the lesser scholars.  The rooms are about 20 by 20 in size, with old mosaics on the floor, though they are covered in dust.  There are a few personal items that are salvageable, but most of the items have been lost to time.  The room with the chest in it actually harbors a mimic that found it's way in somehow and couldn't find it's way out.  It's been dormant for some time and is just waiting for any meal that comes by.  The room with the dagger in the floor is actually the site of a murder before the building was abandoned.  The man in the corner dragged himself there after pulling the dagger from his chest.  Using the last bit of magic and breath he cursed his murderer, causing him to wander the world as an undead forever.  Unfortunately, he caught himself in the curse and when the door is opened the skeleton will come to life.  You can make this a simple skeleton or something on par with a lich, depending on your party's level and what challenge you'd like to send their way.  In the pouch is a magic ring.

Tuesday, July 4, 2017

Happy 4th of July!

Happy 4th to everyone and especially to the men and women in uniform all over the world.  As we celebrate the 4th with fireworks, barbecues and get-togethers, lets remember that freedom isn't free and that what we have always has to be protected.  So to those brave men and women who do just that, we thank you!

Happy 4th of July!

Thursday, June 29, 2017

The Ruins of Shar-Lin Part 5

The floor below the library is just as large, with few light stones, all of which are near the stairs.  Inside this room is stacks and stacks of books, scrolls, maps and other bits of knowledge.  There are also strange, small contraptions of unknown uses, at least at first glance.  There is only one desk with a large ledger, which is falling apart.  There are rotting tapestries lining the walls, and though they were once beautiful, they were most likely to just keep out the moisture, which they aren't doing so well at the moment.

For the GM this room is the storage for the library, mostly doubles of what is, or was, above.  Some of the books are actually legible and do not fall apart at the touch.  There is little light down here so not to ruin the books.  The ledger is a list of the books in the storage, as well as the contraptions in boxes.  Some of the contraptions include a bug statue that if tapped correctly will move on it's own, a flying bird and music boxes.  There is also 3 ghosts in here.  As long as the party respects the items in the room, they will not attack, but if they try to take the items from the room or throw books or items, the ghosts will attack.

Wednesday, June 28, 2017

The Ruins of Shar-Lin Part 4

The stairs down lead to large library with chairs and tables scattered around between the bookcases.  All of the furniture in a poor repair and most of the books, though they look whole, are falling apart.  There are niches between the larger book cases which hold glow stones and small statues of women and men with beautiful wings in different poses. The lighting is poor on it's own and the room spans the whole circle, as well as under the balcony/hallway from above.

For the GM, most of the books are destroyed after centuries of disuse and abuse, but there are some knowledge books that can be salvaged.  The small statues are small stone golems, in effect.  If any who are not neutral good (or your games equivalent) come within a few feet of them they will come to life and attack.  One of the niches to the north also harbors a secret door behind the golem, (a moderate search will find it).  This leads to a small room, only about five feet by five feet.  This room harbors a trove of books and scrolls that have been magically sealed in and are in perfect condition.  These books hold a lot of ancient magic, but old maps, old history, or even family records can be inserted here.

Tuesday, June 27, 2017

The Ruins of Shar-Lin Part 3

This floor of the ruins has small rooms off of the circular balcony like hallway.  Opposite the hallway from the main door is a winding stairway made of tempered metal that runs up as well as down.  Each room is around 5 by 10 feet with a single desk, niches for lights and shelving which seem to be for holding books, parchment and ink wells.  Most of the furniture is destroyed and decayed, and only a few have a lightstone or two in the niches that still work.  Next to the staircase is a locked door.  It is the only room which is locked.

For the GM.  The rooms can hold what ever bits of info you would like to add, or even a random dungeon encounter.  Most, if not all, the parchment and books are beyond usable but you can always add in a lore or magical book if you need to.  The locked door is of moderate ability and is trapped.  The trap is magical, not mechanical, and must be dispelled or the key for the door must be used.  The key is on the lord and master of the ruin on the top floor of the ruins.

Monday, June 26, 2017

The Ruins of Shar-lin Part 2

Once inside, the hall runs beyond the light of the torch.  It is a stone hallway with large stones perfectly fitted together. Pictures of women and men studying books, walking in gardens, and practicing magic are etched into the walls and painted, covered with a fine film of dust, as if no one has walked the halls in centuries.  The floor is covered in tile mosaics of random, beautiful patterns.  The hall slowly slopes downward, but how far it goes or how steep it gets is unknown from the doorway.

For the GM.  The whole complex is protected by stone guardians the size of human, dressed in fancy armor and carrying swords. Treat the swords and armor as magic and you can adjust their pluses as needed.  As long as the party doesn't try to take anything they will not activate in the area they are in.  They are spaced with at least one in each major room, and then randomly placed in niches in the hallways.  You can stick them in as needed.  This hallway runs for about 50 feet, slowly sloping downward and ending in a "T", where the end of the hall stops at a balcony over looking an open room below that also runs upward, though it's hard to tell how many levels.  (You, will know, it is 3 levels higher and two levels down from where they stand on the balcony.)  The hallway runs right and left, curving around the center room, with other rooms branching off from there.

Thursday, June 22, 2017

The Ruins of Shar-Lin

The doors, though metal, of this ruin are not rusted and the lock is huge, almost eight inches tall.  So tall, the tumblers are visible it one looks inside.  The statues that protect the door are in perfect conditions, even though the road and the mountain side around them look eroded by time, wind and rain. The statues are looking at each other, with one arm around the the top of the door and the other pointing out toward the incoming road.

For the GM the door is locked, (moderate difficulty for your game), and can be picked like any other lock, though the rogue will need to use his hand or very large sticks, because normal picks will not work.  The door is also trapped, (also moderate difficulty).  If the lock is not unlocked or picked correctly, lightning will shoot between the two statues.  It is a magical trap with a trigger.

Wednesday, June 21, 2017

Expanded Timeline For After Chaos (AC) Part 227

Year 227 AC
A ruins is found the mountains in southern Ariella.  What makes this ruins strange is the magic wards upon the entrance are still in place and the entrance is completely intact, with no debris blocking the way.  The entrance way is a large set of metal double doors that lead into the mountain side.  On either side of the door stand stone statues of beautiful women in flowing robes, though their facial structure is far different then any other human on Martapa, with small, oval eyes and delicate features, more elven then  human, but clearly human.  They protectively wrap their arms around the doorway, though their eyes are upon those who would enter.

The next few days I'll be exploring this ruin for you to use in your campaign.

Tuesday, June 20, 2017

Expanded Timeline For After Chaos (AC) Part 226

Year 226 AC
Crops are good this year, as are the discovery of several new gold/gem mines on the Dwarven Islands and in Ariella.  Trade is good this year so the need for mercenaries to protect caravans is high.

Monday, June 19, 2017

Expanded Timeline For After Chaos (AC) Part 225

Year 225 AC
Bandits plague the highways between the village of Brightwater to the city of Landshire.  Trade is slowed or halted all together and people refuse to travel the road.  A call for help is sent forth with rewards offered for the death or capture of the bandits.

Thursday, June 15, 2017

Expanded Timeline For After Chaos (AC) Part 224

Year 224 AC
The year of the Gathering arrives.  This year is busy and many pacts and trading treaties are made, no major weddings are done, though a city mayor from the city of Jaren, south of Karoon, finds a "foreign" bride and they have an elaborate wedding with lots of guests.

Wednesday, June 14, 2017

Expanded Timeline For After Chaos (AC) Part 223

Year 223 AC
Ships disappear between Notitia and the port near Karoon.  No one knows what is happening, but adventurers and militia go to investigate.  They believe it may be a freak weather pattern or sea monsters.  The disappearances affect trade between the two cities and prices for those items they ship between ports soar.

Tuesday, June 13, 2017

Expanded Timeline For After Chaos (AC) Part 222

Year 222 AC
A lunar eclipse is visible from the northern reaches of the Tsalagi Mountains.  Scholars from all over come to observe, while the priests of Iktomi come to study nature at her finest.  Mercenaries are in high demand to escort the priests and scholars to and from the location.

Monday, June 12, 2017

Expanded Timeline For After Chaos (AC) Part 221

Year 221 AC
Magical rods that allow people to shout over a long distance begin to be used by the standing militia of Ariella.

A landslide reveals an old temple of some sorts in Ariella.  Those who find it are unsure which god it is dedicated to, but hope to find out who made it and why.

Wednesday, June 7, 2017

Expanded Timeline For After Chaos (AC) Part 220

Year 220 AC
A cub named Mahatalo is born to the Grandfather Owl Clan.  The wise men of the tribe agree that there is something special about the cub and he will be trained not only as a warrior, but a future leader and wise man.

A village trying to rebuild after being burned to the ground during the Karoon and Landshire war finds a small cave complex under what use to be there village meeting hall.  Explorers are called upon to see what lays within before they rebuild.

Tuesday, June 6, 2017

Expanded Timeline For After Chaos (AC) Part 219

Year 219 AC
A strange tree is found in the deep forests of the Tsalagi Mountains.  The tree is supposed to be able to speak and cast small healing magicks. Many people try to find the tree, once again, in hopes of having incurable ailments healed.  Many hucksters take their money and run, but many seekers hire adventurers in the hopes of finding cures for themselves or their loved ones.

Wednesday, May 31, 2017

Expanded Timeline For After Chaos (AC) Part 218

Year 218 AC
A small set of battles ensue between Karoon and Landshire.  They were fighting over trade routes, how far their influence and governance extended and the gathering of taxes.  Hundreds die and many villages, and even a city or two, fall to torches and raiders.

Thursday, May 25, 2017

Expanded Timeline For After Chaos (AC) Part 217

Year 217 AC
A disease runs it's way up the eastern coast causing stomach cramping, rashes and high fevers.  One in ten die, mostly from misunderstanding on how to treat the disease.  Magic healing halts the disease in individuals, but there are so few magical healers they can do little.  The young and old are effected the most.  Blockades of ships from the area occur, even adventurers and nobles are stopped from leaving the cities affected so as not to spread the disease..

Wednesday, May 24, 2017

Expanded Timeline For After Chaos (AC) Part 216

Year 216 AC
A prince is born to the King of the Dwaves.  His name, Vorrondin, is spread through out the country and the whole world and there is much celebration.  Emissaries from all over Martapa come baring gifts, since this is the first dwarven heir born since the Time of Chaos.

Tuesday, May 23, 2017

Expanded Timeline for After Chaos (AC) Part 215

Year 215 AC
Ariella starts shipping a fruit called oranges to the north.  They are a big hit amongst the nobles and a little easier to ship with preservation magic.

A mine collapse on the Dwarvern Islands reveals an older complex of forgotten dwarven ruins.  Explorers go forth to find what they can within.

Thursday, May 18, 2017

Expanded Timeline For After Chaos (AC) Part 214

This year's Gathering is huge.  People from all over Taina come, as well as a delegation from Ariella, a clan of Akicitia, and even a delegation of winged elves.  The Gathering lasts for a whole month, with so many strange delegations showing up.  Treaties are made between the southern cities of Taina and that of Notitia in Ariella.  Trade is brisk and many trade agreements are made.

Wednesday, May 17, 2017

Expanded Timeline For After Chaos (AC) Part 213

Year 213 AC
This year is unusually quiet.  Though there are some advances in magic to help move larger pieces of stone and the like, and no major wars, skirmishes or attacks occurs.  It is a good crop year and trade is good, so many mercenaries for guards are in high demand.

Tuesday, May 16, 2017

Expanded Timeline For After Chaos (AC) Part 212

Year 212 AC
Ogres attack from the Tsalagi Mountains.  No one is certain where they came from, exactly, but the villages destroyed by the giant humanoids don't really care.  A call goes out from Gathering, and it's semi-ruling body, to find and kill the ogres and a reward will be given.

Monday, May 15, 2017

Expanded Timeline For After Chaos (AC) Part 211

Year 211 AC
An instrument maker in Ariella, outside of Notitia, becomes world renown. Master Bards and Priests of Vates arrive at his door asking for his fine instruments.  There is a waiting list miles long and he has had to hire bodyguards and take on many apprentices.  Master Thurgin is overwhelmed by the attention but doesn't let it all go to his  head.

Wednesday, May 10, 2017

Expanded Timeline For After Chaos (AC) Part 210

Year 210 AC
No serious threats appear this year, but the adventuring company "Three Fold" finds an old cemetery for some ancient civilization which bares strange magics that no one has ever seen before.   Some of the magic found include mage magic that could heal, magic writing pens and books on strong fighting magic then hadn't been used in centuries.

Tuesday, May 9, 2017

Expanded Timeline For After Chaos (AC) Part 209

Year 209 AC
A dying elf is found washed up on the eastern coast of Taina, close to Karoon.  He says their party was attacked by some giant creature that scooped them up then dropped them in the ocean.  He thinks he is the only surviving member of the party going to escort the daughter of noble to her future husband.

Monday, May 8, 2017

Expanded Timeline For After Chaos (AC) Part 208

Year 208 AC
The Druids come to ask for aid of those not of the wilds.  Their brethren are dying for no visible reason and they can not figure out who or what is the explanation for their deaths.  They have nothing to give monetarily, but can give magical aid in some forms as rewards.

Thursday, May 4, 2017

Expanded Timeline For After Chaos (AC) Part 207

Year 207 AC
The winged elves reluctantly ask for aid to find their heir, the Prince Valerian.  He has gone missing and the worse is feared.  The only clues they have to his abductors is broken swords, human sized foot prints in the mud near his dead griffon and magical residue from attack spells.

Wednesday, May 3, 2017

Expanded Timeline For After Chaos (AC) Part 206

Year 206 AC
The college of Dragon's Fire creates a printing press.  It's not fast, but it is faster then hand copying books.  The first book they print is "The History of Martapa", printing 50 copies. Hand copies are still the most prevalent way to print books.

Ogres come down from the mountains and attack villages.  But they don't really take items, they almost act as if they are being chased and are simply trying to get away, not take prisoners or treasure.

Tuesday, May 2, 2017

Expanded Timeline For After Chaos (AC) Part 205

Year 205 AC
A large water wheel for grinding wheat is put in the river running south from Lake Targon.  There are clashes with druids, people who use the creek and the villagers who are using the water wheel.

An underwater cave harbors a city in ruins.  Scholars speculate it is a sea elf city left to its own devices.  Expeditions are being sent.

Monday, May 1, 2017

Expanded Timeline For After Chaos (AC) Part 204

Year 204
This years gathering brings some controversy.  Some of the larger cities want to band together as one nation, to enable the cities, and small kingdoms, to defend each other and build roads cooperative.  Many of the eastern side cities do not want to band together, because they like their sovereignty.  Nothing is decided, but many arguments ensue because of the discussion.

Thursday, April 27, 2017

Expanded Timeline For After Chaos (AC) Part 203

Year 203 AC
Strange holes appear in the scrub lands of Ariella.  Some just stop a hundred or so feet down, but some end in what looks like ruins of a city.  Many go to look in on the ruins, to see what city it might be or what treasures it might hold, but none return with treasures, some do don't even return.

Wednesday, April 26, 2017

Expanded Timeline For After Chaos (AC) Part 202

Year 202 AC
A rogue mage attacks several villages and cities on the east side of the Tsalagi Mountains.  The militias of those cities try to stop him, but are rewarded with death.  A call is sent out to find aid to stop the mage before he kills or destroys more.

Tuesday, April 25, 2017

Expanded Timeline For After Chaos (AC) Part 201

Year 201 AC
A single statue of Catiana, Goddess of Neutrality, is found in the lands near Karoon.  There doesn't appear to be any city or village associated with the statue, and those traveling in the area don't remember it ever being there before.  Pilgrims from the temples of Catiana arrive in droves.

Monday, April 24, 2017

Expanded Timeline For After Chaos (AC) Part 200

Year 200 AC
This year is marked by celebrations around Martapa.  Large banquets and picnics are held everywhere because of the year being the 200th after chaos.  There is even a conjunction of the moon and sun during the middle of the day that the mages and priests assure are not omens of bad things to come.

Thursday, April 20, 2017

Expanded Timeline For After Chaos (AC) Part 199

Year 199 AC
There is a tax riot near Notitia.  The city levies taxes on farm land and small villages around Notitia and the cities and farmers riot.  Though many die, the city ends up stopping trying to gather taxes for now.

Wednesday, April 19, 2017

Expanded Timeline For After Chaos (AC) Part 198

Year 198 AC
Some beautiful obsidian with colored streaks is found near Mount Varanath.  Though usually used for only old fashioned weapons, the stone is in vogue and goes for a pretty copper penny.  There is a rush by merchants to get the best pieces.

Something is taking ships out near Notitia and the leaders of the city want to know what.  A reward is offered.

Tuesday, April 18, 2017

Expanded Timeline For After Chaos (AC) Part 197

Year 197 AC
Ogres attack outposts in Ariella.  The city of Notitia sends aid, but more help is called for.

The Akicitia have a tough year, having issues with drought and a disease running through the game herds.  Proud as they are, they do not ask for help, so many die because of it.

Monday, April 17, 2017

Expanded Timeline For After Chaos (AC) Part 196

Year 196 AC
Ruins are found deep in the southern reaches of Ariella.  The "city" is huge, larger then several normal size cities put together, but in complete ruins and overgrown.  Scholars hire adventurers to protect them as they probe into the depths in hopes of finding out who the people were and if there is anything of value left.

Thursday, April 13, 2017

Expanded Timeline For After Chaos (AC) Part 195

Year 195 AC
The bards of Taina take up residence in Dragon's Fire.  Though they plan to eventually have their own college, they happily take up their new home.

An old city is found on the eastern coast, buried in the sands.  Scholars are unsure if it is an ogre city or a human settlement, or even some other humanoid settlement during the times of chaos.

Tuesday, April 11, 2017

Expanded Timeline For After Chaos (AC) Part 194

Year 194 AC
This years gathering is momentous in the fact that a ruling body is created for the gathering.  The mayor of Gathering, a representative from each major city and a member from the Dwarven Islands are given a full time job to stay in Gathering and prepare it for the gathering every ten years.  One of the things discussed is leveling a fee at the gathering to pay for a wall to be built.

Monday, April 10, 2017

Expanded Timeline For After Chaos (AC) Part 193

Year 193 AC
A flu spreads across the world, catching many in its grasp.  The deaths in the cities are huge, while those who are in the outlying areas aren't as bad.  The healers of Tinaka work hard, but even they lose members of their clergy.

Salvage teams are needed to clean up ship wrecks near a set of small islands between Taina and Ariella.  Any treasure the teams find is theirs, but they have to clean up the debris so ships can get through the channels.

Thursday, April 6, 2017

Expanded Timeline For After Chaos (AC) Part 192

Year 192 AC
A wood worker figures out a process to mass make spinning wheels.  This makes them more affordable for the common folks, which makes fiber more affordable.

Villages near the northern reaches of Taina report livestock being taken, though there are no tracks to say what is taking them.  They reach out for help, hoping perhaps a druid or group of adventurers can help.

Wednesday, April 5, 2017

Expanded Timeline For After Chaos (AC) Part 191

Year 191 AC
A bright star is seen in the sky in the middle of the day, fueling all sorts of rumors.  Rumors from Godly intervention, dragons breeding, magic exploding, even the leader of the known world being born.  Many scholars speculate on the origins, while many go to mountains in hope of getting a better look at the star.

Tuesday, April 4, 2017

Expanded Timeline For After Chaos (AC) Part 190

Year 190 AC
Mages experiment with the ability to talk over distances through mirrors.  Only the most experienced and powerful mages appear to be able to do it at the moment, but the instructors at the Dragon's Fire plan on doing more research.

Dragons fly in large flocks over the Tsalagi Mountains, though no one knows why.  Scholars speculate they are moving, that they might be breeding, or that they might be leaving Taina.  No one knows for sure and no one feels brave enough to go find a dragon and ask.

Thursday, March 30, 2017

Expanded Timeline For After Chaos (AC) Part 189

Year 189 AC
A drought runs through Ariella, with crops dying and many animals dying.  Many of those who farm ask for aid from their leaders, but they can do little, either.  The leader of Notitia asks for aid from the north.  He gets some, in the form of food and mages to clean water, but it costs more then normal, nearly bankrupting the city state.

Wednesday, March 29, 2017

Expanded Timeline For After Chaos (AC) Part 188

Year 188 AC
Lumber prices go up this year because of ogre and other monster attacks at a lot of the logging locations in the Tsalagi Mountains.  Nearby cities and towns try to send help, because lumber is so important, but they just aren't enough.  A call for adventurers is put forth, with small to large bounties promised for results.

Tuesday, March 28, 2017

Expanded Timeline For After Chaos (AC) Part 187

Year 187 AC
A small magical battle between two Gods happens off the west coast of Ariella, well out in the ocean.  Though no one was sure if anyone was harmed, the blow back was felt across the world.  Magic becomes weird and unpredictable for some time after the event and priests were unable to contact any of their Gods during this strange period.  The Gods involved are not known, though some speculate Targon and Lokar, but no one is positive.

Monday, March 27, 2017

Expanded Timeline For After Chaos (AC) Part 186

Year 186 AC
A large city is uncovered in the southern deserts of Ariella.  Strange noises and lights are heard and seen, though few have been brave enough to venture into the ruins.  There have been several expeditions of brave scholars and adventurers to venture in, but none have returned.  The rumors of gold and treasure, though no one has actually returned from the city, are spurring more people to venture in.  No one is sure what civilization made the city.  Clearly it is from the time of Chaos, though some wonder if it is a city from the future that has been blown into the past because of some great calamity.

Wednesday, March 22, 2017

Expanded Timeline For After Chaos (AC) Part 185

Year 185 AC
The Gathering occurs this year. Though the reason for the tornadoes is not determined, mages are used to search the grounds ahead of time and then are posted to search all who enter the area.  Nothing outward happens, but treaties are affirmed, trading in great quantities occurs and marriages abound.

Tuesday, March 21, 2017

Expanded Timeline For After Chaos (AC) Part 184

Year 184 AC
This years gathering is postponed because of a huge tornado which goes through the town of Gathering.  It is odd, for the terrain is not set for tornadoes and many think that a mage or rogue druid caused the damage.  Though disappointment at having to wait until the following year to have the gathering is felt, the fact that the mercenaries in the area are being hired to find the magic user still makes them happy and their purses full.

Monday, March 20, 2017

Expanded Timeline for After Chaos (AC) Part 183

Year 183 AC
This year is a mild weather year, bringing on lots of good crops and surpluses.  Trade is up, as is banditry, and mercenaries are in high demand.

A gold site is found in one of the major rivers in Ariella and setters rush to mine the gold.  Luckily there are no locals, but weird happens occur, making some to wonder if magical creatures are nearby.

Thursday, March 16, 2017

Expanded Timeline For After Chaos (AC) Part 182

Year 182 AC
Strange lights are seen in the northern reaches of Taina. People go to investigate, scholars, adventurers, and the pious alike, and many have ideas what it might be.  Some think it's the hand of the gods, some think its magic.  The answer is still unknown.

Wednesday, March 15, 2017

Expanded Timeline For After Chaos (AC) Part 181

Year 181 AC
A group of warriors near the Dragon's Fire College starts a small warrior's college.  They teach basic techniques, how to make armor and weapons and horse training.  It is a big hit with many of the ruling class, so they can have well trained guards.

Tuesday, March 14, 2017

Expanded Timeline For After Chaos (AC) Part 180

Year 180 AC
Monsters from the sea surge on to the shore of eastern Taina, killing everything in their path.  They have no rhyme or reason to their path, taking no treasure or prisoners, simply killing and heading west in a straight line.  Armies are gathered to stop the menace.  This year is named the Year of the Sea's Revenge and many lives are lost before the monsters are stopped.

Monday, March 13, 2017

Expanded Timeline For After Chaos (AC) Part 179

Year 179 AC
A small group of barbarians takes over a several villages and cities in the north, northeast of Karoon and those who lived there and survived are trying to find help to take back their homes and stolen kin.

Thursday, March 9, 2017

Expanded Timeline For After Chaos (AC) Part 178

Year 178 AC
A group of bards starts working on a way to get news around the country.  They decide to use the runners, but also start working on a magic that may allow people to talk across great distances.

A quick snow melt and heavy rains in the southern reaches of the Tsalagi Mountains affects many of the nearby villages and towns, but also uncovers and old mine system.  There seems to be little ore or gems, but there are strange writings and equipment discovered near the mouth.  None of the locals want to explore much further in, though.

Wednesday, March 8, 2017

Expanded Timeline for After Chaos (AC) Part 177

Year 177 AC
A man, speaking a language no one knows, washes up on the eastern shore of Taina near Marshland, just a little south of Karoon.  He clearly was a sailor, but his dress was odd, made of material softer and finer then any had seen.  He dies soon after being rescued, but scholars from all over come to see him and his attire before he is laid to rest.  No one is sure where he came from and it becomes a large mystery for several years, fueling fireside tales of lost cities in the sea and sending many treasure hunters to their deaths.

Tuesday, March 7, 2017

Expanded Timeline for After Chaos (AC) Part 176

Year 176 AC
A plague of rabbits runs wild on the plains of Ariella.  They eat all the vegetation eaten by other wildlife and livestock.  Predators become a problem as they come and eat the hordes of rabbits.  Hunters kill as many as they can, but people begin to be sick of rabbit meat.

A stock of amethyst is found in a cave in the southern reaches of Ariella.  A group is sent to mine it, but they are not heard of after a few weeks of work.  Another group is sent to check  in on them, and they are not heard from as well.  The nearby cities and villages ask for help in finding out what is going on.

Monday, March 6, 2017

Expanded Timeline for After Chaos (AC) Part 175

Year 175 AC
This year the crop of apples is so great that the year is called the Year of the Apple.  Apple celebrations are held in many places, and even though other foods may be in short of supply, the apple crop sees many villages through the winter.

Dwarves scouting out a vein of tin in the northern reaches of the Tsalagi Mountains come upon a tunnel monster that some say are a dragon, some say is a giant worm.  The dwarves have not returned to the tunnels but hope they can find some adventurous explorers to clear out the tunnels for them.

Tuesday, February 28, 2017

Expanded Timeline For After Chaos (AC) Part 174

Year 174 AC
This year's gathering is grand with two weddings, five duels and a visit from the leader of the small country of Ariella in the south.  The leader of Ariella was newly elected and runs his country from the monastery's town.  Trade routes are agreed upon and the bigger cities that they run between  promise to protect them as best they can.

Monday, February 27, 2017

Expanded Timeline For After Chaos (AC) Part 173

Year 173 AC
A road building project between Karoon and Sunvale to help promote aid, trading and protection between the two cities begins.  They know it will take years to finish, even with magic, but both cities think it's a good idea.

Sea caves are found in North western Taina.  Inside is a small band of sea elves and envoys are sent to set up trade and rights to the area.  Negotiations will be tricky since few speak the sea elf language and few sea elves speak the common tongue.

Thursday, February 23, 2017

Expanded Timeline For After Chaos (AC) Part 172

Year 172 AC
Out of the north come creatures white as snow, covered in fur and as large as ogres.  They rampage through nearby villages, killing indiscriminately, and taking off nothing other then livestock.  The call for help is sent out for anyone that would aid these small homesteads and villages.

Wednesday, February 22, 2017

Expanded Timeline For After Chaos (AC) Part 171

Year 171 AC
A blacksmith sets up shop near the small cove of Brightwater.  He begins trade with not only  the dwarves but Ariella as well.  People begin to send their youth to be trained and to delegations to trade.

A small ruins is found in Areilla about two hundred miles south of the monastery.  At least it is small above ground.  Below ground is a labyrinth of tunnels and what amounts to a good size city that was abandoned sometime in the far past.  No one has explored it fully, for something lurks in its depths.

Tuesday, February 21, 2017

Expanded Timeline For After Chaos (AC) Part 170

Year 170 AC
Mages develop a milk bottle that keeps the milk cold for a full day.  The local dairies use it to deliver milk to nearby homes in the city and the milk will stay good longer.

A typhoon off the west coast of Taina deposits two old ships on the coast near the village of Greenthorne.  No one from the nearby area is brave enough to check them out for they fear they are haunted.

Thursday, February 16, 2017

Expanded Timeline For After Chaos (AC) Part 169

Year 169 AC
A crazy little old man introduces a small box which when opened plays music.  It is not magic but all mechanical.  Some think it is an affront to the Gods, while others think it is wonderful, while still others wonder if they can use the mechanical item for something more nefarious.

A rogue creature is attacking ships in the sea between Ariella and Taina.  Many are sent to stop the creature, but either they find no sign or do not return.

Wednesday, February 15, 2017

Expanded Timeline for After Chaos (AC) Part 168

Year 168 AC
This year the largest loom ever is constructed.  What special about this loom isn't that it is so large, which does make creating fabric and tapestries easier in a sense, but that it is operated in such a manner it is faster to weave with then older looms.  Orders go out for this new loom, making the inventor very rich.

Ogres appear in the north attacking settlements and stealing livestock.  Many lives are lost and revenge attacks are planned.

Tuesday, February 14, 2017

Expanded Timeline For After Chaos (AC) Part 167

Year 167 AC
Candle makers create metal molds for the first time, allowing for candles to be made in mass and not have to be tapers which take a long time to make and are very unstable.  This makes mages and priests very happy since they have more stable candles to work on their writing with paper.

Dragon's Fire College accepts several members from the monastery of Ariella to their ranks.  The idea is to exchange ideas and knowledge with their counterparts.  Not all are happy with the acceptance, but no one complains outright.

Monday, February 13, 2017

Expanded Timeline for After Chaos (AC) Part 166

Year 166 AC
A magic disease springs up in a small village to the north of Karoon, turning people into animals and magical beings.  Mages and priests are called upon to find the source of the problem.  The village isn't rich but nearby villages and cities don't want it to spread so are putting a bounty on a cure.

Thursday, February 9, 2017

Expanded Timeline For After Chaos (AC) Part 165

Year 165 AC
The descendant of Tharion Thunderhead, or a person claiming to be a descendant of him, demands the leadership of Karoon be given to him.  Karl Thunderhead gathers an army to press his demand. The city also hires mercenaries to bolster their ranks.  Things look heated, but those who fight wars find great money at just sitting and waiting to fight.

Wednesday, February 8, 2017

Expanded Timeline for After Chaos (AC) Part 164

Year 164 AC
The year of the gathering has arrived.  This year it is so big it spills out of the city onto the plain to the east.  Literally hundreds of acres are covered with tents and small camps.  So big is the gathering that small trading areas spring up all around the camping areas, so people don't have to go far.  Mages and druids are used to bring in enough water for everyone, and everburning rocks are in hot demand for cooking since there is little wood to go around.

Monday, January 30, 2017

Robots and Learning

This weekend I took my FTC team to their local competition.  For those who do not know FTC is a competition where the kids 7th to 12th grade build 18 inch by 18 inch by 18 inch  robot (which may expand) to do certain challenges in 2 and 1/2 minutes.  Part of it is driving, but part of it is programming the robot to work on its own for 30 seconds.  It's a long haul to build the robot and get it up and running, especially when you are working with teenagers, but it is fun as well.  They learn about gear ratios, wiring, torque, all sorts of engineering stuff as well as how to present themselves.  Our team was doing great (some where between 2nd and 6th out of 26 teams for most of the game), but on our 5th and last run the robot decided it didn't want to talk to the drive brain and we fell flat our face.  Though the kids were disappointed, (understandably so), we took it as a learning moment.  What needed to be checked before we went on the field?  Who should have been in charge of that? What could we have done differently?  We encouraged them not to blame anyone, because crud happens and insisted they did way better then in the past.  At the very least, we lost nothing on the playing field during play.... there is a long tradition of leaper bots in our competitions.  But the take away we wanted them to see was they had fun at the competition and they learned not only from their mistakes and things that went well, but they learned from the other teams as well.  My girls are chatty, as are some of my boys, and they were talking it up with a lot of kids.  Which is the other point of these competitions.  Getting kids who like the same things to get together, talk over their ideas, and realize that being a "nerd" is not only fun, but are cool, as well!

Have a great day and pass on the fun!

Monday, January 23, 2017

Exciting Times

I'm taking this week off for preparations for our Robot Team going to their FTC competition.  It's taking a bit of my time, for some reason, and I'll be back to my fun writing next week.  Have a great week!

Thursday, January 19, 2017

Expanded Timeline For After Chaos (AC) Part 163

Year 163 AC
A council of priests is called in Gathering to decide on common rules, such as behavior between orders and if there will be any reciprocal help between orders.  Hundreds come, along with many mercenaries to protect the priests. There are some scuffles and a few deaths, but many rules are hammered out.

Wednesday, January 18, 2017

Expanded Timeline For After Chaos (AC) Part 162

Year 162 AC
Rumors of an underground school for wizards spread.  Though mages are tolerated, or even loved, in areas, since they revere the Gods of Light and Neutrality, wizards are reviled for revering the Dark Gods and casting spells of necromancy and other dark magics.  Wizard hunters and small groups of adventurers go in search of this "school".

Tuesday, January 17, 2017

Expanded Timeline For After Chaos (AC) Part 161

Year 161 AC
A lost city is found underground far north of Karoon.  Many adventurers go forth in hopes of treasure and knowledge, many being hired by scholars.  Few leave the city alive, if at all.  There are rumors of monsters and demons, but no concrete information on what kills so many.

Wednesday, January 11, 2017

Expanded Timeline For After Chaos (AC) Part 160

Year 160 AC
A meteor falls near Sunvale, leaving a huge crater and debris which covers miles around. In the center adventurers find a special metal that is dubbed "Star Metal" and makes fine magic weapons.  Many go to the site to discover it's secrets.

Tuesday, January 10, 2017

Expanded Timeline For After Chaos (AC) Part 159

Year 159 AC
The richer people around Taina start sending their youngsters to the Dragon's Fire college on more regular basis to learn history, writing, and accounting so they can help their cities better.

Strange wind creatures are spotted on the plains of Ariella.  Many scholars and adventurers go to see what they may be or what they may mean.

Monday, January 9, 2017

Expanded Timeline For After Chaos (AC) Part 158

Year 158 AC
The water ways of the oceans of Northern Taina actually freeze over.  Adventurous souls explore the frozen waste land, some finding some quite extraordinary finds, such as unknown islands, animals, and a type of crystal found no where else. Some make a fortune scouring the frozen wastes for such finds.

Thursday, January 5, 2017

Expanded Timeline For After Chaos (AC) Part 157

Year 157 AC
Dragon's Fire starts a school for Adventurers.  The school simply teaches wilderness survival, small magics to the slightly inclined toward the arcane, and how to bargain for supplies. Though slow to take off, the school is accepted world wide as useful and a good addition to the starting of an adventuring career.

Wednesday, January 4, 2017

Expanded Timeline For After Chaos (AC) Part 156

Year 156 AC
Snow sweeps through Taina, burying many of the small villages near the Tsalagi Mountains. Mages and priests go out and try to help and the call for adventurers to bring in supplies for these small villages go outs.  Many die, but people come together to help each other through the mess.

Tuesday, January 3, 2017

Expanded Timeline For After Chaos (AC) Part 155

Year 155 AC
A group of mercenaries, named the Thunder Spears, takes it upon themselves to police the eastern half of Taina.  For the most part they are fair, but they do take a heavy hand in some areas and take property when they have no right.  Some of the area leaders want them put down or out of the area.