An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Tuesday, April 30, 2019
The Order of Knights
The Order of Knights, brought on by the large coastal disaster, was started by the warlord, Lord Capson. His holdings were near the coastal village of Calabay and he saw many of his subjects and friends harmed by the earthquake. Taking his loyal mercenaries, his healers and a few mages he set up a camp for refuges to come and receive food and aid. When word spread of what he was doing, priests of many of the light Gods and independent mages came to help and spread out more camps down the western coast line. Needing to protect them, Capson went to other local warlords and asked for their aid to send guards and supplies of their own. Some did not want to help, but some helped as well. Later, after the earthquake victims were made right again, those who helped Capson and his people formed the Order of the Knights, (though none of the warlords would call themselves knights), to meet future problems. They set up a base in Capson's town and all of them sent a rotation of guards to work together, priests to learn healing techniques and mages to teach other rescue techniques. Each warlord also sent supplies and money to pay for such activities. This lasted for nearly three centuries before the region fell into power struggles.
Wednesday, April 24, 2019
Expanded Timeline For After Chaos (AC) Part 321
Year 321 AC
An earthquake hits the western coastline of Taina, causing tsunamis and whole villages to be swallowed by the earth. The Order of Knights, a group of warriors, healers and clerics, is created in the hopes of helping the people of the area recover.
An earthquake hits the western coastline of Taina, causing tsunamis and whole villages to be swallowed by the earth. The Order of Knights, a group of warriors, healers and clerics, is created in the hopes of helping the people of the area recover.
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying,
Timeline
Tuesday, April 23, 2019
Expanded Timeline For After Chaos (AC) Part 320
Year 320 AC
A roving band of mercenaries and thieves roams the lands, burning settlements, plundering old tombs and cities alike, and taking royals hostage for money. Those who are in charge, and even some small villages, put up a rewards for their capture or death.
A roving band of mercenaries and thieves roams the lands, burning settlements, plundering old tombs and cities alike, and taking royals hostage for money. Those who are in charge, and even some small villages, put up a rewards for their capture or death.
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying,
Timeline
Monday, April 22, 2019
Expanded Timeline For After Chaos (AC) Part 319
Year 319 AC
Mages try to start a mail system where they port with magic mail from one location to another. It works, most of the time, but when a very important item from a noble disappears, the program is ended.
The road between Stormvale and Merryweather is being redone and will take years. Things are made slower by animal and monster attacks. Mercenaries and adventurers are being hired to deal with the monsters to make the workers safe.
Mages try to start a mail system where they port with magic mail from one location to another. It works, most of the time, but when a very important item from a noble disappears, the program is ended.
The road between Stormvale and Merryweather is being redone and will take years. Things are made slower by animal and monster attacks. Mercenaries and adventurers are being hired to deal with the monsters to make the workers safe.
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying,
Timeline
Wednesday, April 17, 2019
Expanded Timeline For After Chaos (AC) Part 318
Year 318 AC
A priest of Iktomi comes upon a glowing maple tree that heals anyone who comes with in close range of it. The healers of Pezuta swarm the area in search of a reason and set up a small, temporary hostel to use as a place of healing. There are many fakes who try to stop travelers so there is a need for adventurers, mercenaries and guards to protect the pilgrims who come in search of healing, as well as the healers protecting the tree.
A priest of Iktomi comes upon a glowing maple tree that heals anyone who comes with in close range of it. The healers of Pezuta swarm the area in search of a reason and set up a small, temporary hostel to use as a place of healing. There are many fakes who try to stop travelers so there is a need for adventurers, mercenaries and guards to protect the pilgrims who come in search of healing, as well as the healers protecting the tree.
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying,
Timeline
Thursday, April 11, 2019
Temple of Knowledge Part 3
The main room is large, with broken book cases here and there, but most are intact. There are small study tables, a fountain, (which the water is not flowing at the moment), and small rooms off to the sides. To one end of the room is a raised dais and where chairs would be if they were watching someone speak or debate. There are a few skeletons in ratty robes here and there, most sitting at tables with writing material and books before them. The paper and books are in bad shape, though there are some good books here and there. To each side, high up, are what look like colored glass windows in the form of works of art. Most are still covered in dirt from being dug out of the earth.
For The GM, the people in here range from priests to knowledge seekers who were caught in the spell. They died the same as the two priests in the greeting room. The books are all from all over Martapa, ranging from theology to just basic farming techniques. There are some magic items and coins upon the dead, and there are small magic items through out the room. It is up to the GM what the players find. But this is a good place to put in some long running adventure hook, such as finding some bit of knowledge, or an item, or even an entry way into the underworld. If you do the last, perhaps find some muddy foot prints near the dais to start that adventure.
For The GM, the people in here range from priests to knowledge seekers who were caught in the spell. They died the same as the two priests in the greeting room. The books are all from all over Martapa, ranging from theology to just basic farming techniques. There are some magic items and coins upon the dead, and there are small magic items through out the room. It is up to the GM what the players find. But this is a good place to put in some long running adventure hook, such as finding some bit of knowledge, or an item, or even an entry way into the underworld. If you do the last, perhaps find some muddy foot prints near the dais to start that adventure.
Wednesday, April 10, 2019
The Temple of Knowledge Part 2
The building is locked, but it is workable. Once the door is opened inside is a small room with an arched opening that appears to lead to the rest of the building. The room is lined with bookcases, though the books looks the worse for wear. There are several broken chairs, shredded and moldy tapestries upon the walls, with worn rugs upon the floor. In one corner sits to skeletons in once fine robes.
For the GM, the two priests who are siting in the corner were followers of Catiana who were chatting when the spell took place. They were moved with the spell, but died since the spell was only meant to move inanimate objects. This place was meant as a greeting/waiting room, so people were allowed to read the books as they waited to enter the rest of the library and discussion hall. The priests do have a few magic items upon them and a key for a room farther into the building.
For the GM, the two priests who are siting in the corner were followers of Catiana who were chatting when the spell took place. They were moved with the spell, but died since the spell was only meant to move inanimate objects. This place was meant as a greeting/waiting room, so people were allowed to read the books as they waited to enter the rest of the library and discussion hall. The priests do have a few magic items upon them and a key for a room farther into the building.
Monday, April 8, 2019
The Temple of Knowledge, Part 1
The small building the farmer found takes month to unearth, much to his displeasure. He is compensated with gold and food stock by the nearby temple of Catiana, the Goddess of Neutrality. When they finally unearth the whole building they find that it is made of marble, looks fairly intact, from the outside, and are unable to figure out why it was under six feet of dirt. There are reliefs on the outside portraying people reading, studying and speaking to others, so the scholars are assuming this building was a center of learning of some sort. They have asked a group of adventurers to help them explore, because the door is locked and they fear there may be traps.
For the GM, this building was a small shrine/learning center of Catiana's priests. The reason it was under six feet of earth was a spell gone wrong. They were trying to teleport the statue the farmer found to this location, (which use to be a meeting place before it was a farm), and ended up transporting not only the statue but the building as well, and it was miss transported by six feet deep. I will go into the interior of the building, but you, as the GM, can always add tunnels underneath to make it a bigger delve.
For the GM, this building was a small shrine/learning center of Catiana's priests. The reason it was under six feet of earth was a spell gone wrong. They were trying to teleport the statue the farmer found to this location, (which use to be a meeting place before it was a farm), and ended up transporting not only the statue but the building as well, and it was miss transported by six feet deep. I will go into the interior of the building, but you, as the GM, can always add tunnels underneath to make it a bigger delve.
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