Year 62 AC
It is a boon year for fishing. Dried fish is shipped everywhere in the known world. Even the poor in fishing ports eat well this year. Because of that, the rich send off expeditions to find buried treasure and forgotten cities, causing an expansion of adventuring groups. There are some tiffs here and there, but it is an interesting year of discovery.
An epic tour of the world of Martapa, the setting for my High King's Sword Series I have published the first two books, found on Amazon. The final two books should be available soon. I hope you enjoy my world!
Monday, February 22, 2016
Thursday, February 18, 2016
Expanded Timeline for After Chaos (AC) Part 61
Year 61 AC
Akicitia tribes meet for their yearly gathering, but are attacked by Tsula for no reason. The leaders of the Akicitia fear that the Tsula were cursed by some wizard and are searching for the source. They call for aid in the search.
The monks of Ariella are putting together an expedition to search some ruins to the south of their home.
Akicitia tribes meet for their yearly gathering, but are attacked by Tsula for no reason. The leaders of the Akicitia fear that the Tsula were cursed by some wizard and are searching for the source. They call for aid in the search.
The monks of Ariella are putting together an expedition to search some ruins to the south of their home.
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Wednesday, February 17, 2016
Expanded Timeline for After Chaos (AC) Part 60
Year 60 AC
A ship washes up on the east coast of Taina. It is like no other ship anyone has seen. The lines are sleek, the sails are made of material never seen before. The equipment, though familiar, is not the same as most ships in the known world. The few dead that are found in the wreckage are small men, none reaching over five and half feet, with dark hair and slanted eyes, and a light tan skin. Scholars and shipwrights from around Taina come to sift through the wreckage.
A ship washes up on the east coast of Taina. It is like no other ship anyone has seen. The lines are sleek, the sails are made of material never seen before. The equipment, though familiar, is not the same as most ships in the known world. The few dead that are found in the wreckage are small men, none reaching over five and half feet, with dark hair and slanted eyes, and a light tan skin. Scholars and shipwrights from around Taina come to sift through the wreckage.
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Tuesday, February 16, 2016
Expanded Timeline for After Chaos (AC) Part 59
Year 59 AC
A mysterious disease kills hundreds of house cats in the city of Landshire. There is no real rhyme or reason to their deaths. But the after affects are devastating. Rats become more prevalent and a plague sweeps through the city, killing thousands. Rat catchers are working over time and more house cats are brought in and loved greatly as they all kill rats to near extinction and the plague subsides near the winter solstice.
A mysterious disease kills hundreds of house cats in the city of Landshire. There is no real rhyme or reason to their deaths. But the after affects are devastating. Rats become more prevalent and a plague sweeps through the city, killing thousands. Rat catchers are working over time and more house cats are brought in and loved greatly as they all kill rats to near extinction and the plague subsides near the winter solstice.
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Thursday, February 11, 2016
Expanded Timeline for After Chaos (AC) Part 58
Year 58 AC
A total solar eclipse sends many people into a frenzy. Some think it's the end of the world, some think it's a punishment from the Gods. The learned try to point out it's a natural occurrence. This is a strong magical time and many magical items are made at this time and other not so benign activities occur during the eclipse. In some places the people, such as the monks in Ariella, know of it's coming and plan activities around it.
A total solar eclipse sends many people into a frenzy. Some think it's the end of the world, some think it's a punishment from the Gods. The learned try to point out it's a natural occurrence. This is a strong magical time and many magical items are made at this time and other not so benign activities occur during the eclipse. In some places the people, such as the monks in Ariella, know of it's coming and plan activities around it.
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Thursday, February 4, 2016
Expanded Timeline for After Chaos (AC) Part 57
Year 57 AC
A school near the Tsalagi Mountains named Dragon's Fire for mages is opened. There are three students the first year, but they hope to expand to let anyone who wants to learn the Arcane to do so. The priests of Targon from the near by temple are helping with the effort.
A man claiming to know the will of the Gods wanders Ariella, hoping to gain followers to his cause. Some call him crazy, some call him just a charlatan wanting money, others seek to kill him.
A school near the Tsalagi Mountains named Dragon's Fire for mages is opened. There are three students the first year, but they hope to expand to let anyone who wants to learn the Arcane to do so. The priests of Targon from the near by temple are helping with the effort.
A man claiming to know the will of the Gods wanders Ariella, hoping to gain followers to his cause. Some call him crazy, some call him just a charlatan wanting money, others seek to kill him.
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Tuesday, February 2, 2016
Expanded Timeline for After Chaos (AC) Part 56
Year 56 AC
A drought hits southern Ariella. Sand storms run through the area and reveal a buried city. Adventurers swarm the area in search of treasure and forgotten knowledge. Bandits abound as do stories of vast riches. Many people disappear, but even the monks are willing to pay for any information that is found with in.
A drought hits southern Ariella. Sand storms run through the area and reveal a buried city. Adventurers swarm the area in search of treasure and forgotten knowledge. Bandits abound as do stories of vast riches. Many people disappear, but even the monks are willing to pay for any information that is found with in.
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Thursday, January 28, 2016
Expanded Timeline for After Chaos (AC) Part 55
Year 55 AC
A blacksmith of great fame rises in Karoon and many come to request his services. He becomes so swamped he has to hire people to help him, but he oversees every piece. Worried about being kidnapped he hires mercenaries to protect him.
A large pack of wolves are seen many times in the mid range of the Tsalagi Mountains. Farmers are worried so nearby lords are offering a reward for their killing.
A blacksmith of great fame rises in Karoon and many come to request his services. He becomes so swamped he has to hire people to help him, but he oversees every piece. Worried about being kidnapped he hires mercenaries to protect him.
A large pack of wolves are seen many times in the mid range of the Tsalagi Mountains. Farmers are worried so nearby lords are offering a reward for their killing.
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Wednesday, January 27, 2016
Expanded Timeline for After Chaos (AC) Part 54
Year 54 AC
The Great Gathering happens this year. There are many people traveling, so mercenaries are in great demand for caravan protection. The topics to be discussed are a standing army for protection against the growing country of Ariella, bandits, pirates and ogres, trade sanctions, taxes, and borders. The Gathering lasts for three weeks and many treaties and marriage alliances are made.
The Great Gathering happens this year. There are many people traveling, so mercenaries are in great demand for caravan protection. The topics to be discussed are a standing army for protection against the growing country of Ariella, bandits, pirates and ogres, trade sanctions, taxes, and borders. The Gathering lasts for three weeks and many treaties and marriage alliances are made.
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Tuesday, January 26, 2016
Expanded Timeline for After Chaos (AC) Part 53
Year 53 AC
Rumors of a treasure horde found in a large cave complex in the southern reaches of the Tsalagi Mountains circulate through out Taina. They speak of great rooms of gold and jewels, art and tapestries. Some say it's from a lost civilization, others say it may be a dragon's nest. Expeditions head for the supposed location and maps abound. People who say they know the way offer their services to those who would brave the depths, for a small portion of the treasure, of course.
Rumors of a treasure horde found in a large cave complex in the southern reaches of the Tsalagi Mountains circulate through out Taina. They speak of great rooms of gold and jewels, art and tapestries. Some say it's from a lost civilization, others say it may be a dragon's nest. Expeditions head for the supposed location and maps abound. People who say they know the way offer their services to those who would brave the depths, for a small portion of the treasure, of course.
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Monday, January 25, 2016
Expanded Timeline for After Chaos (AC) Part 52
Year 52 AC
This year is an especially harsh winter. The winter brings lots of snow, even to the lower elevations, and spring comes late. The growing season ends up being very small and many places don't yield even half of their normal food levels. Villages horde what little food they have and drive off strangers. Trade is very limited. Many in the city die from lack of food, the villages doing better since they can also hunt, fish and forage to supplement.
This year is an especially harsh winter. The winter brings lots of snow, even to the lower elevations, and spring comes late. The growing season ends up being very small and many places don't yield even half of their normal food levels. Villages horde what little food they have and drive off strangers. Trade is very limited. Many in the city die from lack of food, the villages doing better since they can also hunt, fish and forage to supplement.
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Wednesday, January 20, 2016
Expanded Timeline for After Chaos (AC) Part 51
Year 51 AC
A tunnel collapses in a mine in northern Taina, revealing artifacts. But those who worked the mine think the items are cursed for those who have explored the caverns, filled with gold and other priceless items, have gone mad or died.
A huge migration of whales is seen off the west coast of Taina. Some of those who follow Waya and Iktomi see it as a sign and go deep into the woods and wild places to commune with the nature.
A tunnel collapses in a mine in northern Taina, revealing artifacts. But those who worked the mine think the items are cursed for those who have explored the caverns, filled with gold and other priceless items, have gone mad or died.
A huge migration of whales is seen off the west coast of Taina. Some of those who follow Waya and Iktomi see it as a sign and go deep into the woods and wild places to commune with the nature.
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Tuesday, January 19, 2016
Expanded Timeline for After Chaos (AC) Part 50
Year 50 AC
A small tribe of Akicitia appears at the monastery in Adria, Ariella. They wish to add their knowledge of plants, customs, crops, hunting, and more to the knowledge base at the monastery. The monks are ecstatic, letting the small tribe set up a village nearby and welcome their elders with open arms.
The Lord of Karoon is hiring mages, mercenaries and healers to supplement his army. Some will be used as scouts, so they can work independently of the army if they wish.
A small tribe of Akicitia appears at the monastery in Adria, Ariella. They wish to add their knowledge of plants, customs, crops, hunting, and more to the knowledge base at the monastery. The monks are ecstatic, letting the small tribe set up a village nearby and welcome their elders with open arms.
The Lord of Karoon is hiring mages, mercenaries and healers to supplement his army. Some will be used as scouts, so they can work independently of the army if they wish.
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Thursday, January 14, 2016
Expanded Timeline for After Chaos (AC) Part 49
Year 49 AC
Sickness wraps around the world as people try to out run it. The Healers of Tinaka try to keep up with the need, but even they can not heal all who need it. One in five die, more in the cities where there are more people. Those who are different and those of faiths not practiced in a certain area are blamed, many being killed. In many instances Healers of Tinaka are blamed and they run for their lives.
Sickness wraps around the world as people try to out run it. The Healers of Tinaka try to keep up with the need, but even they can not heal all who need it. One in five die, more in the cities where there are more people. Those who are different and those of faiths not practiced in a certain area are blamed, many being killed. In many instances Healers of Tinaka are blamed and they run for their lives.
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Wednesday, January 13, 2016
Expanded Timeline for After Chaos (AC) Part 48
Year 48 AC
The Pilgrimage of Faiths still remains near Vandez. Funding is slowing as the Pilgrimage continues on. They stay near Vandez to raise funds, gain supplies and farm for a few years to have their own food stuffs. Later, when the Pilgrimage continues on, many of the priests and layman stay to help build the growing town of Vandez, since many of the men married while they helped build up supplies for the Pilgrimage.
Sea Elves are found washed up on the shore near the fishing village of Calabay and the villagers are concerned. They can't contact their allies under the sea and are asking any near by mages, priests, or sailors to help them out.
The Pilgrimage of Faiths still remains near Vandez. Funding is slowing as the Pilgrimage continues on. They stay near Vandez to raise funds, gain supplies and farm for a few years to have their own food stuffs. Later, when the Pilgrimage continues on, many of the priests and layman stay to help build the growing town of Vandez, since many of the men married while they helped build up supplies for the Pilgrimage.
Sea Elves are found washed up on the shore near the fishing village of Calabay and the villagers are concerned. They can't contact their allies under the sea and are asking any near by mages, priests, or sailors to help them out.
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Thursday, January 7, 2016
Expanded Timeline for After Chaos (AC) Part 47
Year 47 AC
The Pilgrimage of Faiths reaches the future home of Vandez, right now just a small tropical paradise which grows a bean that makes a wonderful, thick and nutty drink. Shrines are begun and supplies are purchased before they plan to head north up the coast.
Ogres attack several small towns and villages along the northern Tsalagi Mountains. They take people and livestock and the call for help goes out.
The Pilgrimage of Faiths reaches the future home of Vandez, right now just a small tropical paradise which grows a bean that makes a wonderful, thick and nutty drink. Shrines are begun and supplies are purchased before they plan to head north up the coast.
Ogres attack several small towns and villages along the northern Tsalagi Mountains. They take people and livestock and the call for help goes out.
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Wednesday, January 6, 2016
Expanded Timeline for After Chaos (AC) Part 46
Year 46 AC
This year a long, hard rain hits Ariella causing flash flooding and the loss of many lives. The monks try to get an organized response and are looking for any help they can get. They can't pay, but certainly have knowledge some adventures might like.
Strange ships, similar to those seen several decades before, are seen on the eastern horizon. Ariella and the Dwarven Islands both try to send out ships to talk with the strange ships, but the ships run and do not make contact or attack.
This year a long, hard rain hits Ariella causing flash flooding and the loss of many lives. The monks try to get an organized response and are looking for any help they can get. They can't pay, but certainly have knowledge some adventures might like.
Strange ships, similar to those seen several decades before, are seen on the eastern horizon. Ariella and the Dwarven Islands both try to send out ships to talk with the strange ships, but the ships run and do not make contact or attack.
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Tuesday, January 5, 2016
Expanded Timeline for After Chaos (AC) Part 45
Year 45 AC
The Pilgrimage of the Faithful cut across the tip of Taina toward the west coast. They stop near a lake so huge, they thought it was the ocean. Here each faith plans to build a temple to their God because it was so beautiful and God like.
A snow storm traps a large contingent of men and the head family of Sunvale in the Tsalagi Mountains. Rescue parties are sent and more help is requested. The city of Sunvale is paying well for any who help rescue them.
The Pilgrimage of the Faithful cut across the tip of Taina toward the west coast. They stop near a lake so huge, they thought it was the ocean. Here each faith plans to build a temple to their God because it was so beautiful and God like.
A snow storm traps a large contingent of men and the head family of Sunvale in the Tsalagi Mountains. Rescue parties are sent and more help is requested. The city of Sunvale is paying well for any who help rescue them.
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Monday, January 4, 2016
Expanded Timeline for After Chaos (AC) Part 45
Year 45 AC
Magic lights are seen in the northern reaches of Taina. The faithful head north, thinking it might be the Gods themselves, mages head north to see what sort of powerful magic the lights may contain and adventurers head north in hopes of finding some mysterious city in the lights, since rumors say that it is a city that comes to the plane once every 100 years. The rumors also state the city is full of treasure and no people to hinder the taking of the treasure.
The Pilgrimage of Faiths reaches the small fishing villages of Brightwater. Some of the train stay here to put in shrines and a few temples, but most continue on down the coast.
Magic lights are seen in the northern reaches of Taina. The faithful head north, thinking it might be the Gods themselves, mages head north to see what sort of powerful magic the lights may contain and adventurers head north in hopes of finding some mysterious city in the lights, since rumors say that it is a city that comes to the plane once every 100 years. The rumors also state the city is full of treasure and no people to hinder the taking of the treasure.
The Pilgrimage of Faiths reaches the small fishing villages of Brightwater. Some of the train stay here to put in shrines and a few temples, but most continue on down the coast.
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Wednesday, December 23, 2015
Merry Christmas and Happy New Year!
I'm going to take off the rest of the year so I thought I'd wish you all a very Merry Christmas, Happy Hanukkah, Happy Solstice or what ever other wonderful holiday you celebrate this time of year! I hope that all of you and yours are well and have a wonderful new year!
Tuesday, December 22, 2015
Expanded Timeline for After Chaos (AC) Part 44
Year 44 AC
The Grand Meeting happens this year. The meeting is much larger then it's first time, with villages, towns, and cities sending all sorts, even some from Ariella. A match is made for one Tharion Thunderhead's younger sister, Christie, (though she will not be married for a few years), to the lord of Landshire. There is much celebrating and exchanging of gifts. Tharion is crowned leader of Karoon in practice and he is given many gifts to cement ties through out Taina, since Karoon has the largest standing army in all of Taina. Much adventure can be found at the Grand Meeting and many a job can be found.
The Grand Meeting happens this year. The meeting is much larger then it's first time, with villages, towns, and cities sending all sorts, even some from Ariella. A match is made for one Tharion Thunderhead's younger sister, Christie, (though she will not be married for a few years), to the lord of Landshire. There is much celebrating and exchanging of gifts. Tharion is crowned leader of Karoon in practice and he is given many gifts to cement ties through out Taina, since Karoon has the largest standing army in all of Taina. Much adventure can be found at the Grand Meeting and many a job can be found.
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Monday, December 21, 2015
Expanded Timeline for After Chaos (AC) Part 43
Year 43 AC
The Pilgrimage of Faiths reaches Elvenhome. Though the ancient elves will not tolerate any homage to the dark gods, they do allow small shrines to be set up at the base of their mountain home by the priests of the gods of light and neutrality. Some of the caravan remained in Landshire, but some were gathered up there as well. The wagon train is huge so bandits are an issue.
Rumors of an ancient ruin on the tip of northern Taina, north of Sundale, brings treasure hunters and historians. Bards spread the news and many groups head north in hopes of finding riches or knowledge.
The Pilgrimage of Faiths reaches Elvenhome. Though the ancient elves will not tolerate any homage to the dark gods, they do allow small shrines to be set up at the base of their mountain home by the priests of the gods of light and neutrality. Some of the caravan remained in Landshire, but some were gathered up there as well. The wagon train is huge so bandits are an issue.
Rumors of an ancient ruin on the tip of northern Taina, north of Sundale, brings treasure hunters and historians. Bards spread the news and many groups head north in hopes of finding riches or knowledge.
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Thursday, December 17, 2015
Expanded Timeline for After Chaos (AC) Part 42
Year 42 AC
The Pilgrimage of Faiths, as it becomes known, has made it to Landshire. Several shrines have been put in along the way, but the priests decide to put several temples in Karoon. There is at least one planned for each of the different shades, (Light, Neutral, Dark), of faiths, but several other faiths also plan on building temples. More workers and mercenaries, along with merchants, are called for.
The skeleton of a dragon is unearthed in northeastern Taina and scholars, mages, and treasure hunters converge. There are scuffles and problems, so guards are called for to not only protect the area from problems between people, but from the native wild life and ogres.
The Pilgrimage of Faiths, as it becomes known, has made it to Landshire. Several shrines have been put in along the way, but the priests decide to put several temples in Karoon. There is at least one planned for each of the different shades, (Light, Neutral, Dark), of faiths, but several other faiths also plan on building temples. More workers and mercenaries, along with merchants, are called for.
The skeleton of a dragon is unearthed in northeastern Taina and scholars, mages, and treasure hunters converge. There are scuffles and problems, so guards are called for to not only protect the area from problems between people, but from the native wild life and ogres.
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Monday, December 14, 2015
Expanded Timeline For After Chaos (AC) Part 41
Year 41 AC
A pilgrimage of priests from Karoon all the way to the west coast begins this year. They hope to visit all the holy places in Taina and stop to build shrines or temples along the way. They are looking for merchants to supply them, engineers to supervise building and mercenaries to protect them. The pay will be good and the challenges many.
Ogres attack caravans passing over the Tsalagi Mountains. The call to take them down is issued. Many come to try and save the day while others come to recover the stolen goods for their own ends.
A pilgrimage of priests from Karoon all the way to the west coast begins this year. They hope to visit all the holy places in Taina and stop to build shrines or temples along the way. They are looking for merchants to supply them, engineers to supervise building and mercenaries to protect them. The pay will be good and the challenges many.
Ogres attack caravans passing over the Tsalagi Mountains. The call to take them down is issued. Many come to try and save the day while others come to recover the stolen goods for their own ends.
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Thursday, December 10, 2015
Expanded Timeline for After Chaos (AC) Part 40
Year 40 AC
After a cold winter and wet spring, the summer harvest is bountiful. There are many celebrations around Taina and Ariella. Merchant caravans hire many mercenaries and the guilds associated with agriculture and in high demand. For the most part it is an uneventful year.
After a cold winter and wet spring, the summer harvest is bountiful. There are many celebrations around Taina and Ariella. Merchant caravans hire many mercenaries and the guilds associated with agriculture and in high demand. For the most part it is an uneventful year.
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Wednesday, December 9, 2015
Expanded Timeline for After Chaos (AC) Part 39
Year 39 AC
Stephan Thunderhead dies in a battle against the ogres, taking several of his trusted advisors with him. His oldest son, Tharion, is only 13 and Stephan's mother, Sarah, becomes regent. Stephan's advisors that are left also serve as a council, but they want some outside protection since they are concerned that others may try to kill Tharion and take Karoon for themselves. Mercenaries and men at arms are in great need. Caravans are also looking for mercenaries to help protect against bandits, since they appear in droves with Stephan killed and all the confusions about who will end up on top.
Stephan Thunderhead dies in a battle against the ogres, taking several of his trusted advisors with him. His oldest son, Tharion, is only 13 and Stephan's mother, Sarah, becomes regent. Stephan's advisors that are left also serve as a council, but they want some outside protection since they are concerned that others may try to kill Tharion and take Karoon for themselves. Mercenaries and men at arms are in great need. Caravans are also looking for mercenaries to help protect against bandits, since they appear in droves with Stephan killed and all the confusions about who will end up on top.
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Monday, December 7, 2015
Expanded Timeline for After Chaos (AC) Part 38
Year 38 AC
The monks begin a printing press this year and start making a small quantity of books with plant and animal information, crop information, moon phases, and Gods. Only the rich can really afford them, but they start to spread across both continents.
The small fishing village of Calabay saves the princess of the sea elves from ogre slavers. The rumors as to how this was accomplished varies, but the sea elves are grateful to the small village, strengthening the bond between land and sea. With the treasure they are given, Calabay hopes to hire tutors, engineers and ship builders.
The monks begin a printing press this year and start making a small quantity of books with plant and animal information, crop information, moon phases, and Gods. Only the rich can really afford them, but they start to spread across both continents.
The small fishing village of Calabay saves the princess of the sea elves from ogre slavers. The rumors as to how this was accomplished varies, but the sea elves are grateful to the small village, strengthening the bond between land and sea. With the treasure they are given, Calabay hopes to hire tutors, engineers and ship builders.
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Thursday, December 3, 2015
Expanded Timeline for After Chaos (AC) Part 37
Year 37 AC
A magical lightning storm strikes the savannahs of southern Ariella. The area becomes a dead zone, but locals try to brave the area to gather dead, but cooked, animals. They report strange blue forms and magic, so many don't make it in very far. Priests of Targon make their way to the area and hope to hire mercenaries to protect them as the study the magical phenomenon.
A magical lightning storm strikes the savannahs of southern Ariella. The area becomes a dead zone, but locals try to brave the area to gather dead, but cooked, animals. They report strange blue forms and magic, so many don't make it in very far. Priests of Targon make their way to the area and hope to hire mercenaries to protect them as the study the magical phenomenon.
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Wednesday, December 2, 2015
Expanded Timeline for After Chaos (AC) Part 36
Year 36 AC
A snow fall so heavy this winter in Taina causes even the plains to the south and the coastal areas have a foot of snow. Travel and trade are at a stand still and some cities begin to starve. Anyone who can get supplies through to other places will be hailed a hero and paid handsomely. Merchant caravans try, but many of them fail and find only death.
A snow fall so heavy this winter in Taina causes even the plains to the south and the coastal areas have a foot of snow. Travel and trade are at a stand still and some cities begin to starve. Anyone who can get supplies through to other places will be hailed a hero and paid handsomely. Merchant caravans try, but many of them fail and find only death.
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Monday, November 30, 2015
Expanded Timeline for After Chaos (AC) Part 35
Year 35 AC
A typhoon strikes the Dwarven Islands. Though most of the dwarves in the area survive, the infrastructure is damaged and trade from the island to the mainland slows greatly, causing hardships not only for the island economically but the mainland as well.
The priests of Vates found two temples this year, one near the monastery in Ariella and one near Karoon. Both temples will take years to make, but bards from all over come to be part of the event.
A typhoon strikes the Dwarven Islands. Though most of the dwarves in the area survive, the infrastructure is damaged and trade from the island to the mainland slows greatly, causing hardships not only for the island economically but the mainland as well.
The priests of Vates found two temples this year, one near the monastery in Ariella and one near Karoon. Both temples will take years to make, but bards from all over come to be part of the event.
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Tuesday, November 24, 2015
Expanded Timeline for After Chaos (AC) Part 34
Year 34 AC
Rumors of an abandoned dwarven mine in north east part of Taina bring hundreds of treasure seekers in search of riches. Fights and killings happen and the local law is over their head. They call for help and are willing to pay well.
A drought in southern Ariella causes all sorts of bandits to prey upon the unsuspecting and many predators to go farther north then they usually do in search of more prey. The Akicitia travel only in large groups and caravans to hire more guards.
Rumors of an abandoned dwarven mine in north east part of Taina bring hundreds of treasure seekers in search of riches. Fights and killings happen and the local law is over their head. They call for help and are willing to pay well.
A drought in southern Ariella causes all sorts of bandits to prey upon the unsuspecting and many predators to go farther north then they usually do in search of more prey. The Akicitia travel only in large groups and caravans to hire more guards.
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Monday, November 23, 2015
Expanded Timeline for After Chaos (AC) Part 33
Year 33 AC
Akicitia in Ariella gather to decide on hunting rights and territories, hoping to avoid bloodshed. Some elders worry that the younger generation may cause issues, especially those from tribes in less then ideal hunting grounds. The elders are looking for peace keepers for during the meeting, mostly other Akicitia, but the elves and humans in the area would work, as well.
Akicitia in Ariella gather to decide on hunting rights and territories, hoping to avoid bloodshed. Some elders worry that the younger generation may cause issues, especially those from tribes in less then ideal hunting grounds. The elders are looking for peace keepers for during the meeting, mostly other Akicitia, but the elves and humans in the area would work, as well.
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Wednesday, November 18, 2015
Expanded Timeline for After Chaos (AC) Part 32
Year 32 AC
There is a gathering of druids and rangers in the southern reaches of the forest on the southern tip of Taina. They speak of issues with ogres and other evil creatures, diseases and sicknesses running through the animal and plants in the area, and other issues of nature. They exchange ideas and elect a body who will communicate with the farmers, cities and hamlets to help ease tensions between those who wish to live with nature and those who want to conquer nature. There are those who think that such matters will not help, but many think they can make a difference.
There is a gathering of druids and rangers in the southern reaches of the forest on the southern tip of Taina. They speak of issues with ogres and other evil creatures, diseases and sicknesses running through the animal and plants in the area, and other issues of nature. They exchange ideas and elect a body who will communicate with the farmers, cities and hamlets to help ease tensions between those who wish to live with nature and those who want to conquer nature. There are those who think that such matters will not help, but many think they can make a difference.
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Tuesday, November 17, 2015
Expanded Timeline for After Chaos (AC) Part 31
Year 31 AC
The canyon in which Blackcrow's army was stopped is rumored to be full of undead as well as treasure. Many adventuring bands have gone to investigate, as well as clerics to put down the undead, but none have returned. The allure of all the treasure or the thrill of being a hero for the church brings many to the area.
The canyon in which Blackcrow's army was stopped is rumored to be full of undead as well as treasure. Many adventuring bands have gone to investigate, as well as clerics to put down the undead, but none have returned. The allure of all the treasure or the thrill of being a hero for the church brings many to the area.
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Wednesday, November 11, 2015
Expanded Timeline for After Chaos (AC) Part 30
Year 30 AC
Blackcrow's army is bottled in large canyon of Tslagi Mountains near the main pass of the range. They fight back, bringing many casualties upon the collation army, but Blackcrow's army is brought down to the last man by the end of the battle. The cities still under Blackcrow's lieutenants' control are besieged in the hope of ridding the world of those problems.
Sea elves are seen off the western coast near the northern bay of what is now known as Calabay. A small fishing vessel is saved from a storm by the sea elves. The residents take it as a sign of good, leaving gifts upon the shores and promising to not over fish but live in harmony with the sea elves for as long as Calabay stands.
Blackcrow's army is bottled in large canyon of Tslagi Mountains near the main pass of the range. They fight back, bringing many casualties upon the collation army, but Blackcrow's army is brought down to the last man by the end of the battle. The cities still under Blackcrow's lieutenants' control are besieged in the hope of ridding the world of those problems.
Sea elves are seen off the western coast near the northern bay of what is now known as Calabay. A small fishing vessel is saved from a storm by the sea elves. The residents take it as a sign of good, leaving gifts upon the shores and promising to not over fish but live in harmony with the sea elves for as long as Calabay stands.
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Wednesday, November 4, 2015
Expanded Timeline for After Chaos (AC) Part 29
Year 29 AC
The city of Thornhide, in the northern part of the middle of Taina, is overrun by Blackcrow's men. Women and children are taken as slaves and all men over 15 are put to the sword. The coalition army is but half a day behind the conquest and are able to take some of Blackcrow's army, but the army is still disheartened by the aftermath of the battle that killed so many.
Dwarves mining in the Tsalagi Mountains find a rare vein of metal and are hiring people to protect the area, to serve the people's needs while they work and to bring caravans. It is a good place to make money and meet dwarves.
The city of Thornhide, in the northern part of the middle of Taina, is overrun by Blackcrow's men. Women and children are taken as slaves and all men over 15 are put to the sword. The coalition army is but half a day behind the conquest and are able to take some of Blackcrow's army, but the army is still disheartened by the aftermath of the battle that killed so many.
Dwarves mining in the Tsalagi Mountains find a rare vein of metal and are hiring people to protect the area, to serve the people's needs while they work and to bring caravans. It is a good place to make money and meet dwarves.
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Monday, November 2, 2015
Expanded Timeline for After Chaos (AC) Part 28
Year 28 AC
What becomes known as the Blackcrow Wars begins as the civilizations around his "Empire" fight back, trying to save slaves and take down Blackcrow. Thousands dies, crops burn, and cities fall. Mercenaries are needed to help bolster the numbers of those who fight Blackcrow, though Blackcrow hires mercenaries of his own.
A hurricane hits the reaches in Ariella near the monastery. No one dies, but it leaves a lot of damage and cuts off villages from supplies. Merchants are needed to get supplies to these out lying areas.
What becomes known as the Blackcrow Wars begins as the civilizations around his "Empire" fight back, trying to save slaves and take down Blackcrow. Thousands dies, crops burn, and cities fall. Mercenaries are needed to help bolster the numbers of those who fight Blackcrow, though Blackcrow hires mercenaries of his own.
A hurricane hits the reaches in Ariella near the monastery. No one dies, but it leaves a lot of damage and cuts off villages from supplies. Merchants are needed to get supplies to these out lying areas.
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Thursday, October 29, 2015
Expanded Timeline for After Chaos (AC) Part 27
Year 27 AC
A warlord named Blackcrow takes over a large area of north eastern Taina and claims it for his own. He makes those who will not bow to him slaves and those who bow to him pay outrageous taxes for their lives. There is an underground movement trying to take him down, but they are under funded and have little coordination.
A warlord named Blackcrow takes over a large area of north eastern Taina and claims it for his own. He makes those who will not bow to him slaves and those who bow to him pay outrageous taxes for their lives. There is an underground movement trying to take him down, but they are under funded and have little coordination.
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Wednesday, October 28, 2015
Expanded Timeline for After Chaos (AC) Part 26
Year 26 AC
There is a major mine collapse on the Dwarven Islands. Hundreds are lost. The call for mages to help move the rock and debris quickly without harming any possible survivors is sent out. There is call for the mine inspector's head and he goes into hiding.
Dragons are seen in the Tsalagi Mountains and the locals hope their sightings will bring good luck. There are Clerics of Catiana who make pilgrimages to the mountains in hope of seeing her children in the skies. Caravans ask for protection and bandits abound.
There is a major mine collapse on the Dwarven Islands. Hundreds are lost. The call for mages to help move the rock and debris quickly without harming any possible survivors is sent out. There is call for the mine inspector's head and he goes into hiding.
Dragons are seen in the Tsalagi Mountains and the locals hope their sightings will bring good luck. There are Clerics of Catiana who make pilgrimages to the mountains in hope of seeing her children in the skies. Caravans ask for protection and bandits abound.
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Tuesday, October 27, 2015
Expanded Timeline for After Chaos (AC) Part 25
Year 25 AC
A bard is wandering the countryside spreading tales of a fabulous treasure hidden deep in the Tsalagi Mountains by greedy dwarves. He will sell the map to this place and explains there are magical traps, pit falls and monsters baring the way. He believes there are magic items and gold hidden deep in the mountain by the dwarves and is willing to sell the map because he knows he can't do the dungeon delving on his own. In the mean time he wanders from town to town singing and wooing women.
A bard is wandering the countryside spreading tales of a fabulous treasure hidden deep in the Tsalagi Mountains by greedy dwarves. He will sell the map to this place and explains there are magical traps, pit falls and monsters baring the way. He believes there are magic items and gold hidden deep in the mountain by the dwarves and is willing to sell the map because he knows he can't do the dungeon delving on his own. In the mean time he wanders from town to town singing and wooing women.
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Thursday, October 22, 2015
Expanded Timeline for After Chaos (AC) Part 24
Year 24 AC
A grand meeting occurs this year on the east side of the Tsalagi Mountains near the middle of Taina. Merchants come to sell their goods from every corner of Taina and even from parts of Ariella. Powerful marriages are arranged, treaties are made and lines of ownership are drawn. The meeting lasts for an entire month and many people come and go during that time. A meeting of such grand scale is purposed for every ten years in the future.
A grand meeting occurs this year on the east side of the Tsalagi Mountains near the middle of Taina. Merchants come to sell their goods from every corner of Taina and even from parts of Ariella. Powerful marriages are arranged, treaties are made and lines of ownership are drawn. The meeting lasts for an entire month and many people come and go during that time. A meeting of such grand scale is purposed for every ten years in the future.
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Wednesday, October 21, 2015
Expanded Timeline for After Chaos (AC) Part 23
Year 23 AC
A man named Thurman Farmerson, claims to see Aiyana herself in his field as he struggles with a way to ask his sweet heart to marry him. She supposedly blesses him and he leaves his field to ask his sweetheart to be his. Hundreds come to his field, hoping to be blessed, but along with the pilgrims there are con artists and bandits. Thievery and murders abound and the local sheriff is looking for strong arms to help him solve the bandit issue.
A man named Thurman Farmerson, claims to see Aiyana herself in his field as he struggles with a way to ask his sweet heart to marry him. She supposedly blesses him and he leaves his field to ask his sweetheart to be his. Hundreds come to his field, hoping to be blessed, but along with the pilgrims there are con artists and bandits. Thievery and murders abound and the local sheriff is looking for strong arms to help him solve the bandit issue.
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Tuesday, October 20, 2015
Expanded Timeline for After Chaos (AC) Part 22
Year 22 AC
Stephan Thunderhead has become the ruler of Karoon and the surrounding areas. His father's loyal men have now become his and the region is now settled down into a somewhat stable situation. There are bandits attacking caravans from the Vale Lake, the port to the east and the from Goodport. Stephan wants to secure his trade and calls on mercenaries to secure the routes by taking out the bandit groups. He offers good rewards for such endeavors.
Fire sweeps across the plains in central Taina. Though not highly populated, whole herds of animals are wiped out and many wandering tribes of people are displaced. The ogres left in the area take advantage and are trying to enslave the displaced people.
Stephan Thunderhead has become the ruler of Karoon and the surrounding areas. His father's loyal men have now become his and the region is now settled down into a somewhat stable situation. There are bandits attacking caravans from the Vale Lake, the port to the east and the from Goodport. Stephan wants to secure his trade and calls on mercenaries to secure the routes by taking out the bandit groups. He offers good rewards for such endeavors.
Fire sweeps across the plains in central Taina. Though not highly populated, whole herds of animals are wiped out and many wandering tribes of people are displaced. The ogres left in the area take advantage and are trying to enslave the displaced people.
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Monday, October 19, 2015
Expanded Timeline for After Chaos (AC) Part 21
Year 21 AC
The cliffs near the Vale Lake in eastern Taina gain residents. Though they are refuges from the plains, driven out by competition, they are fierce and want to finally find a place to live. They begin to haul soil up to the terraced hills and build defensible homes to keep out invaders. They are looking for mages and men at arms to protect them while they build and our paying as best they can. The shaman of the group of refuges has maps to nearby ancient cities and is willing to part with them if anyone can stay for a bit and protect them from other humans and humanoids alike.
The cliffs near the Vale Lake in eastern Taina gain residents. Though they are refuges from the plains, driven out by competition, they are fierce and want to finally find a place to live. They begin to haul soil up to the terraced hills and build defensible homes to keep out invaders. They are looking for mages and men at arms to protect them while they build and our paying as best they can. The shaman of the group of refuges has maps to nearby ancient cities and is willing to part with them if anyone can stay for a bit and protect them from other humans and humanoids alike.
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Thursday, October 15, 2015
Expanded Timeline for After Chaos (AC) Part 20
Year 20 AC
Lumbermen near the northeast side of the Tsalagi Mountains are reporting strange creatures prowling in the woods and picking off lumber men. The logging boss is looking for someone to look into the matter. He is paying well and says that any treasure will be theirs. He thinks it may just be fairies playing tricks on them, but some think it might be werewolves.
Lumbermen near the northeast side of the Tsalagi Mountains are reporting strange creatures prowling in the woods and picking off lumber men. The logging boss is looking for someone to look into the matter. He is paying well and says that any treasure will be theirs. He thinks it may just be fairies playing tricks on them, but some think it might be werewolves.
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Tuesday, October 13, 2015
Expanded Timeline for After Chaos (AC) Part 19
Year 19 AC
The siege at Karoon ends, with Stephan taking the city. He frees his father, who is in very bad condition, and kills the city's council before telling those of the city they can live under his rule or leave. Most stay, but some leave and head east to the coast to set up a fishing and farming village. The village needs guards, caravans, and businesses and are willing to hire those they can get.
The siege at Karoon ends, with Stephan taking the city. He frees his father, who is in very bad condition, and kills the city's council before telling those of the city they can live under his rule or leave. Most stay, but some leave and head east to the coast to set up a fishing and farming village. The village needs guards, caravans, and businesses and are willing to hire those they can get.
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Monday, October 12, 2015
Expanded Timeline for After Chaos (AC) Part 18
Year 18 AC
The ruins near the future Brightwater are excavated and the monks discover a language no living person seems to know. There are artifacts of simple use, such as magical stones that glow and water that flows through a fountain that had been buried for centuries. The monks are looking for protection, some one to decipher the writing, and any other local knowledge such as legends or myths that might help them figure out what civilization use to be there.
The siege at Karoon continues. The city suffers, many leaving voluntarily and Stephan lets them leave. Some of the men of Stephan's army complain that they have been pulled from farm and family and are getting no where and not getting to sack Karoon. There is dissension in the ranks and his trusted advisors worry for Stephan's life. The city council still will not give over Stephan's father.
The ruins near the future Brightwater are excavated and the monks discover a language no living person seems to know. There are artifacts of simple use, such as magical stones that glow and water that flows through a fountain that had been buried for centuries. The monks are looking for protection, some one to decipher the writing, and any other local knowledge such as legends or myths that might help them figure out what civilization use to be there.
The siege at Karoon continues. The city suffers, many leaving voluntarily and Stephan lets them leave. Some of the men of Stephan's army complain that they have been pulled from farm and family and are getting no where and not getting to sack Karoon. There is dissension in the ranks and his trusted advisors worry for Stephan's life. The city council still will not give over Stephan's father.
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Thursday, October 8, 2015
Expanded Timeline for After Chaos (AC) Part 17
Year 17 AC
Ruins are unearthed by a winter storm near the coast where Brightwater will someday be. The monks from Ariella rush to the site in hopes of uncovering some ancient civilization. They are looking for labor, protection for the site and protection for the wagon train to east to the ports that will lead home. They are also looking for ships and crews to take the artifacts home to their monastery.
A sixteen year old Stephan Thunderhead appears outside the gates of Karoon with an army and demands the release of his father and the return of the city which should be his. He besieges the city as people join his cause. Both sides are looking for help, though the city is finding it harder to find help then Stephan.
Ruins are unearthed by a winter storm near the coast where Brightwater will someday be. The monks from Ariella rush to the site in hopes of uncovering some ancient civilization. They are looking for labor, protection for the site and protection for the wagon train to east to the ports that will lead home. They are also looking for ships and crews to take the artifacts home to their monastery.
A sixteen year old Stephan Thunderhead appears outside the gates of Karoon with an army and demands the release of his father and the return of the city which should be his. He besieges the city as people join his cause. Both sides are looking for help, though the city is finding it harder to find help then Stephan.
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Wednesday, October 7, 2015
Expanded Timeline for After Chaos (AC) Part 16
Year 16 AC
A large storm off the west coast causes several cargo ships and their escorts to crash into the cliffs near what will one day be Greenthorne. The company is hoping for some salvage from the ships since they were carrying gold items and other expensive items. They are looking for a group willing to do so and return to the merchant headquarters with what they have recovered.
There are rumors Sarah Thunderhead and her son, rumored to be named Stephen, are plotting to get Carter out of custody. It is also rumored that Carter is even more mentally unstable. Neither rumor can be proved one way or another.
A large storm off the west coast causes several cargo ships and their escorts to crash into the cliffs near what will one day be Greenthorne. The company is hoping for some salvage from the ships since they were carrying gold items and other expensive items. They are looking for a group willing to do so and return to the merchant headquarters with what they have recovered.
There are rumors Sarah Thunderhead and her son, rumored to be named Stephen, are plotting to get Carter out of custody. It is also rumored that Carter is even more mentally unstable. Neither rumor can be proved one way or another.
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Tuesday, October 6, 2015
Expanded Timeline for After Chaos (AC) Part 15
Year 15 AC
There are rumors of sighting of the Lord of Magic near the southern most tip of Taina near the growing city of Watercress. Mages and Clerics of Targon flock to the site in hopes of seeing the Lord of Magic or talk to someone who has seen him. Charlatans abound and supposed artifacts of Targon are for sale. The clerics want to know why he appeared, fearing they have done something wrong since he didn't show himself to the clerics there. Answers are needed and many temples are willing to pay well for them.
There are rumors of sighting of the Lord of Magic near the southern most tip of Taina near the growing city of Watercress. Mages and Clerics of Targon flock to the site in hopes of seeing the Lord of Magic or talk to someone who has seen him. Charlatans abound and supposed artifacts of Targon are for sale. The clerics want to know why he appeared, fearing they have done something wrong since he didn't show himself to the clerics there. Answers are needed and many temples are willing to pay well for them.
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Thursday, October 1, 2015
Expanded Timeline for After Chaos (AC) Part 14
Year 14 AC
Ogres attack farm villages near the east side of the Tsalagi Mountains. Most are human villages, but a few are also elven villages. They kill those of the villages, except for the ones they take off as slaves, steal anything they can and then torch the villages. The humans of the area are trying to find mercenaries to take out the ogres and protect the villages. Elves have started their own hunting parties, but would take any help they can get, as well.
Ogres attack farm villages near the east side of the Tsalagi Mountains. Most are human villages, but a few are also elven villages. They kill those of the villages, except for the ones they take off as slaves, steal anything they can and then torch the villages. The humans of the area are trying to find mercenaries to take out the ogres and protect the villages. Elves have started their own hunting parties, but would take any help they can get, as well.
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Wednesday, September 30, 2015
Expanded Timeline for After Chaos (AC) Part 13
Year 13 AC
Mysterious ships are seen off the east coast of Taina but never make contact with the natives. The ships have sweeping lines, are bigger then any ship made in Taina or Ariella. Rumors follow about wizards of powerful magic, of lost Gods, and raiders from a far off land. The monks in their cave complex on Ariella are looking for any information on these strange ships and are paying well.
Mysterious ships are seen off the east coast of Taina but never make contact with the natives. The ships have sweeping lines, are bigger then any ship made in Taina or Ariella. Rumors follow about wizards of powerful magic, of lost Gods, and raiders from a far off land. The monks in their cave complex on Ariella are looking for any information on these strange ships and are paying well.
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Tuesday, September 29, 2015
Expanded Timeline for After Chaos (AC) Part 12
Year 12 AC
Karoon is rocked by the ruling council being killed during a closed meeting, along with all their guards. Not a one escapes and no one knows who did it. Many believe it is Sarah and her supporters trying to free Carter or at least send a message. The city is in chaos, some sections burn and warehouses are robbed. A large reward is posted to find who killed the council.
Karoon is rocked by the ruling council being killed during a closed meeting, along with all their guards. Not a one escapes and no one knows who did it. Many believe it is Sarah and her supporters trying to free Carter or at least send a message. The city is in chaos, some sections burn and warehouses are robbed. A large reward is posted to find who killed the council.
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Monday, September 28, 2015
Expanded Timeline for After Chaos (AC) Part 11
Year 11 AC
An earthquake rocks the Dwarven Islands and refugees land near Goodport in hopes of gathering supplies to help rebuild on the island. Some of the humans do not like the hard bargaining dwarves and talk against them, causing there to be some harsh interactions. The dwarves are also looking for help to take down predators that were disturbed by the earthquake, both two legged and four. They are paying well and don't care if you are human or dwarf.
An earthquake rocks the Dwarven Islands and refugees land near Goodport in hopes of gathering supplies to help rebuild on the island. Some of the humans do not like the hard bargaining dwarves and talk against them, causing there to be some harsh interactions. The dwarves are also looking for help to take down predators that were disturbed by the earthquake, both two legged and four. They are paying well and don't care if you are human or dwarf.
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Wednesday, September 23, 2015
Expanded Timeline for After Chaos (AC) Part 10
Year 10 AC
A dragon attacks a caravan on the plains of eastern Taina. No one takes the rumors seriously, because dragons are the children of Catiana and would never attack unprovoked. But there are also rumors the caravan had stolen dragon eggs and had slaves. One man, by the name of Slate, says he was a slave in the caravan and the dragon saved him, but he won't say one way or another about if there were eggs or not. Many of the nearby cities are trying to find the dragon to find the truth. They are unsure of what they will do if they have to guard against a dragon or if the rumors are true.
A dragon attacks a caravan on the plains of eastern Taina. No one takes the rumors seriously, because dragons are the children of Catiana and would never attack unprovoked. But there are also rumors the caravan had stolen dragon eggs and had slaves. One man, by the name of Slate, says he was a slave in the caravan and the dragon saved him, but he won't say one way or another about if there were eggs or not. Many of the nearby cities are trying to find the dragon to find the truth. They are unsure of what they will do if they have to guard against a dragon or if the rumors are true.
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Tuesday, September 22, 2015
Expanded Timeline for After Chaos (AC) Part 9
Year 9 AC
The next spring most of the fields are able to be tilled, but the farm land near the volcano, (which later becomes known as Varanath) is still unworkable. Those who had managed to escape the area resettle to the southeast, over the small mountain range to the south. Because of the volcano eruption some predators have been displaced and begin to hunt humans. The villages in the area hire mercenaries to hunt them down so they don't lose anymore villagers or livestock.
The next spring most of the fields are able to be tilled, but the farm land near the volcano, (which later becomes known as Varanath) is still unworkable. Those who had managed to escape the area resettle to the southeast, over the small mountain range to the south. Because of the volcano eruption some predators have been displaced and begin to hunt humans. The villages in the area hire mercenaries to hunt them down so they don't lose anymore villagers or livestock.
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Wednesday, September 16, 2015
Expanded Timeline for After Chaos (AC) Part 8
Year 8 AC
The large volcano near the northwestern coast, but about 200 miles inland, explodes. Ashes fall everywhere, even on the east coast. The weather becomes colder and crops start to fail. The winter is harsh and many people, mostly old and young, die. Brigands become common and mercenaries and fighting men are needed to protect villages and cities so people don't try to steal crops and livestock.
The large volcano near the northwestern coast, but about 200 miles inland, explodes. Ashes fall everywhere, even on the east coast. The weather becomes colder and crops start to fail. The winter is harsh and many people, mostly old and young, die. Brigands become common and mercenaries and fighting men are needed to protect villages and cities so people don't try to steal crops and livestock.
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Tuesday, September 15, 2015
Expanded Timeline for After Chaos (AC) Part 7
Year 7 AC
A group of monks gather at a small cliff riddled with caves near the northern coast of Ariella. They wish to build a library of knowledge from all over Taina so there is a center of learning. They bring their extended families to farm and supply them with food, clothes and timber, along with other crafts they need. Many of the nomads of the area avoid the area thinking the monks are mad.
The caravan from Goodport to Karoon is lost to bandits, though some escape and some of the goods are saved. An attempt to retaliate against the bandits is planned and many mercenaries and the like are hired. Mages are also hired, even though many in Goodport don't trust them.
A group of monks gather at a small cliff riddled with caves near the northern coast of Ariella. They wish to build a library of knowledge from all over Taina so there is a center of learning. They bring their extended families to farm and supply them with food, clothes and timber, along with other crafts they need. Many of the nomads of the area avoid the area thinking the monks are mad.
The caravan from Goodport to Karoon is lost to bandits, though some escape and some of the goods are saved. An attempt to retaliate against the bandits is planned and many mercenaries and the like are hired. Mages are also hired, even though many in Goodport don't trust them.
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Thursday, September 10, 2015
Expanded Timeline for After Chaos (AC) Part 6
Year 6 AC
A northern bay in the upper western reaches of Taina is settled by a group of nomads. They are forced to settle there because of dry season reduced the herds they were following and they decide to try their hand at fishing in the deep bay which is friendly to small fishing boats. There are only a dozen families led by a man named Hern Calabay.
Goodport puts together their first wagon train to Karoon to trade with the mighty city state and see if it is something they can do profitably. The wagon train is huge and heavily protected. Mercenaries are hired from all over and paid well to protect the train.
A northern bay in the upper western reaches of Taina is settled by a group of nomads. They are forced to settle there because of dry season reduced the herds they were following and they decide to try their hand at fishing in the deep bay which is friendly to small fishing boats. There are only a dozen families led by a man named Hern Calabay.
Goodport puts together their first wagon train to Karoon to trade with the mighty city state and see if it is something they can do profitably. The wagon train is huge and heavily protected. Mercenaries are hired from all over and paid well to protect the train.
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Wednesday, September 9, 2015
Expanded Timeline for After Chaos (AC) Part 5
Year 5 AC
There is chaos in the organization of the city of Karoon. Some of the lieutenants think they can lead, while others back returning Carter to leadership. Nothing is resolved, but the city stagnates and trade drops a bit. There is rumor that Sarah had a son, but the rumor can not be confirmed or denied.
Goodport is attacked by undead and a Wizard. Many are killed and some of the city is destroyed, but the Wizard is eventually killed. Those who use magic are looked upon with disdain and hate and will not be welcome openly, if not at all, in the city for some time.
There is chaos in the organization of the city of Karoon. Some of the lieutenants think they can lead, while others back returning Carter to leadership. Nothing is resolved, but the city stagnates and trade drops a bit. There is rumor that Sarah had a son, but the rumor can not be confirmed or denied.
Goodport is attacked by undead and a Wizard. Many are killed and some of the city is destroyed, but the Wizard is eventually killed. Those who use magic are looked upon with disdain and hate and will not be welcome openly, if not at all, in the city for some time.
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Tuesday, September 8, 2015
Expanded Timeline for After Chaos (AC) Part 4
Year 4 After Chaos
Carter Thunderhead is taken into custody by his lieutenants for acting irrational. He was taking fights to Ogre enclaves far a field and risking lives for little gain. He swears revenge upon his so called "friends" as he is locked up for his own good and the good of the nation. Sarah escapes with some of Carter's still loyal friends and is pregnant once again.
On the southern tip of eastern Taina a small group of people found the port of Goodport. With good farmland on the plateau to the north and east of the natural cove, the people of Goodport think they can be self sufficient. They are looking for farmers, fishers, boatwrights, mercenaries and teamsters to help with building the port city.
Carter Thunderhead is taken into custody by his lieutenants for acting irrational. He was taking fights to Ogre enclaves far a field and risking lives for little gain. He swears revenge upon his so called "friends" as he is locked up for his own good and the good of the nation. Sarah escapes with some of Carter's still loyal friends and is pregnant once again.
On the southern tip of eastern Taina a small group of people found the port of Goodport. With good farmland on the plateau to the north and east of the natural cove, the people of Goodport think they can be self sufficient. They are looking for farmers, fishers, boatwrights, mercenaries and teamsters to help with building the port city.
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Thursday, September 3, 2015
Expanded Time Line After Chaos (AC) Part 3
Year 3 After Chaos
A group of ogres smashes their way into the Thunderhead compound, trying to kill the leader and his wife. The ogres are stopped, but Sarah miscarries her baby from a trauma to the stomach. Carter retaliates and takes out an ogre stronghold in his rage, losing many of his men, but killing ever last ogre.
Elvenhome is finally finished after years of building. There is great celebrations for over a month and dwarven and human leaders alike are invited. They are treated more like barbarians, but the Ancient Elves think they are being kind by allowing these lesser beings into their sanctuary. Some people believe this may cause issues between the races later.
A group of ogres smashes their way into the Thunderhead compound, trying to kill the leader and his wife. The ogres are stopped, but Sarah miscarries her baby from a trauma to the stomach. Carter retaliates and takes out an ogre stronghold in his rage, losing many of his men, but killing ever last ogre.
Elvenhome is finally finished after years of building. There is great celebrations for over a month and dwarven and human leaders alike are invited. They are treated more like barbarians, but the Ancient Elves think they are being kind by allowing these lesser beings into their sanctuary. Some people believe this may cause issues between the races later.
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Wednesday, September 2, 2015
Expanded Timeline for After Chaos (AC) Part 2
Year 2 After Chaos
Carter Thunderhead is married to Sarah Karoon. The two and their followers settle in the south east corner of the east coast and prepare to gather troops to wipe out the rest of the ogres in the area. Merchants make the long trek across Taina to sell them goods and the longest traveled trail to date.
An explosion of pixies in Tsalagi Mountains near the north coast occurs. The nights are lit up with the dancing of firefly like lights and magical occurrences happen to those who are near by. No one is sure why they have gathered in such numbers, but most rational people steer clear of the area.
Carter Thunderhead is married to Sarah Karoon. The two and their followers settle in the south east corner of the east coast and prepare to gather troops to wipe out the rest of the ogres in the area. Merchants make the long trek across Taina to sell them goods and the longest traveled trail to date.
An explosion of pixies in Tsalagi Mountains near the north coast occurs. The nights are lit up with the dancing of firefly like lights and magical occurrences happen to those who are near by. No one is sure why they have gathered in such numbers, but most rational people steer clear of the area.
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Tuesday, September 1, 2015
Expanded Time Line for After Chaos (AC) Part 1
So I did an expanded time line for just 100 years before the time of the High King's Sword, which is great if you want to be in that time period, but I thought I'd work on some time lines for earlier, so you can have a campaign at every time, just not near my hopefully to be published some day books. So let us begin.
Year 1 After Chaos
The Ogre and Human War has just ended. The ogres have been relegated to areas the humans and elves do not find good for farming or logging. They still attack human settlements and elves still attack ogres trying to rescue slaves. Some humans help the elves in this endeavor. Dwarves come to the mainland of Taina in search of new mines and trade. They help to start expanding the port of Stonecliffs to hold the big belly traders so they can bring in more trading ships.
A human, named Carter Thunderhead, is gathering as many humans together on the plains near the future city of Karoon as he can, in hopes of building a civilization that will hold against the ogres if they attack again. Carter and his leaders feel it is only a matter of time before the ogres try and attack again.
Year 1 After Chaos
The Ogre and Human War has just ended. The ogres have been relegated to areas the humans and elves do not find good for farming or logging. They still attack human settlements and elves still attack ogres trying to rescue slaves. Some humans help the elves in this endeavor. Dwarves come to the mainland of Taina in search of new mines and trade. They help to start expanding the port of Stonecliffs to hold the big belly traders so they can bring in more trading ships.
A human, named Carter Thunderhead, is gathering as many humans together on the plains near the future city of Karoon as he can, in hopes of building a civilization that will hold against the ogres if they attack again. Carter and his leaders feel it is only a matter of time before the ogres try and attack again.
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Monday, August 31, 2015
A Living Campaign
As hard as it is to get an adventure put together, sometimes it's great to go the extra mile. Sometimes, as you are putting that adventure together, you and your players forget that the characters are part of a bigger world. So here are a few ideas I have to make your players feel part of a bigger world.
1) Rumors. Have the bards in the near by tavern your characters frequent talk about the goings on in the nearby, and not so nearby, areas of the world. This is a good way to sneak in an adventure hook, but also a good way to get your players knowledge of the world.
2) Town criers and newspaper. Printing presses are rare, but in bigger cities they will be available. Some of these cities will have local news in small papers. They won't be like normal papers you see today, (certainly no comics or piles of advertisements), but they will definitely let you get some information out. Same with the town criers sitting on a corner and shouting the newest news of the day.
3) A primer before you start. Sometimes you can just give a list of major events that have happened since the last adventure in the world. A king was crowned here, a kingdom taken down there. This may give the players a wish to go somewhere new and give you more adventure ideas.
Happy Gaming!
1) Rumors. Have the bards in the near by tavern your characters frequent talk about the goings on in the nearby, and not so nearby, areas of the world. This is a good way to sneak in an adventure hook, but also a good way to get your players knowledge of the world.
2) Town criers and newspaper. Printing presses are rare, but in bigger cities they will be available. Some of these cities will have local news in small papers. They won't be like normal papers you see today, (certainly no comics or piles of advertisements), but they will definitely let you get some information out. Same with the town criers sitting on a corner and shouting the newest news of the day.
3) A primer before you start. Sometimes you can just give a list of major events that have happened since the last adventure in the world. A king was crowned here, a kingdom taken down there. This may give the players a wish to go somewhere new and give you more adventure ideas.
Happy Gaming!
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Wednesday, August 26, 2015
When Gaming Becomes a Chore Part 3
My last thought on making gaming not a chore, but fun, like it should be, is to keep it simple. I like great story arcs, spanning lots of adventures. (Thus the writing thing. Who would have guessed?) But you don't have to be so elaborate. Sometimes, just smashing some orcs or saving a group of slaves is enough. I know when we prepared for exams in college, smashing orcs was always a good way to blow off steam. I wouldn't recommend this sort of adventure every time, otherwise you're just playing a video game only slower, but on those weeks when you realize you don't have time to really work on a great adventure, throw a couple of random encounters in as the party goes from one point to another. This is a rough time. There aren't police and there are lots of bandits in those wide open wilds. Use that to your advantage!
Happy Gaming!
Happy Gaming!
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Tuesday, August 25, 2015
When Gaming Becomes a Chore Part 2
A quick, easy fix to getting a roleplaying fix in a busy life is to cheat a bit and get a pre-generated adventure. I know, I know. I hear the groans from here. A lot of those pre-generated adventures are awful. I totally agree. We refused to use them when we were in college and had tons of time on our hands, (granted we didn't know we had tons of time on our hands at the time...), to work on adventures. But as time is so valuable, now, they look a lot more viable. And the pre-generated adventures are a lot better put together, now. I believe this is because people are willing to spend more money on good adventures and game makers are listening more to their customers to see what works.
Here's an example of what I mean. My husband is running Rise of the Runelords by Paizo in the Pathfinder system and it is awesome. Even NPC's that are in there for like a blink of the eye are given great backgrounds and reasons to be where they are. If you really are into the roleplaying aspect, it's great. And descriptions and flavor text are awesome. I haven't got to look at a lot of it, since I'm not the GM, but what we've adventured through has been well done. The best part is, my husband just has to read the adventure, tweak it a bit to fit our level (since we didn't start out at the start level), and make sure he is ready for any curve we might throw his way. My daughter is playing a dwarf paladin and she wanted a mount. There happens to be a lovely war horse, (mistreated, but still alive) in the goblin lair. So my husband just made sure she was the one who got in there first to talk the horse out of the enclosure it was trapped in. Instant Paladin mount!
All the XP awards and treasure are all there, (though a good GM makes sure there is treasure appropriate for his player characters), so there is very little work on the GM's part.
More on making things easier tomorrow!
Happy Gaming!
Here's an example of what I mean. My husband is running Rise of the Runelords by Paizo in the Pathfinder system and it is awesome. Even NPC's that are in there for like a blink of the eye are given great backgrounds and reasons to be where they are. If you really are into the roleplaying aspect, it's great. And descriptions and flavor text are awesome. I haven't got to look at a lot of it, since I'm not the GM, but what we've adventured through has been well done. The best part is, my husband just has to read the adventure, tweak it a bit to fit our level (since we didn't start out at the start level), and make sure he is ready for any curve we might throw his way. My daughter is playing a dwarf paladin and she wanted a mount. There happens to be a lovely war horse, (mistreated, but still alive) in the goblin lair. So my husband just made sure she was the one who got in there first to talk the horse out of the enclosure it was trapped in. Instant Paladin mount!
All the XP awards and treasure are all there, (though a good GM makes sure there is treasure appropriate for his player characters), so there is very little work on the GM's part.
More on making things easier tomorrow!
Happy Gaming!
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Monday, August 24, 2015
When Gaming Becomes a Chore Part 1
With the way my life is going I feel as if I'm going in five (or more) different directions at once. When you were in college or single, there was time to game and do everything else you wanted to do. With kids, jobs and volunteer activities, your life get's crowded and busy. But if you are like my husband and I, you really want to game, as well. The hard part is finding time to do so and not feeling as if it's just another chore on your list. Let's discuss some things we do to still have fun and not feel like we are obligated to play roleplaying games.
My first advice is to try and make a little time every day to work on an adventure if you are the GM. I don't always take this advice, sorta like I don't always write every day like I should, but if you try and spend ten or fifteen minutes a day on setting up stuff, it won't feel like a chore. One day I might do a room description, the next make up a main bad guy or his minions. If you take it a step at a time, it doesn't seem like a time a sink. I usually do this in between my real chores or volunteer activities, so it feels like fun, versus a chore.
Tomorrow some ideas to help make planning easy.
My first advice is to try and make a little time every day to work on an adventure if you are the GM. I don't always take this advice, sorta like I don't always write every day like I should, but if you try and spend ten or fifteen minutes a day on setting up stuff, it won't feel like a chore. One day I might do a room description, the next make up a main bad guy or his minions. If you take it a step at a time, it doesn't seem like a time a sink. I usually do this in between my real chores or volunteer activities, so it feels like fun, versus a chore.
Tomorrow some ideas to help make planning easy.
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Wednesday, August 19, 2015
Game Aide Hints for GMs Part 4
Food! Gaming just wouldn't be gaming without food. So here are a few ideas.
1) Have chips/nuts/other snacks on hand. Soda or other drinks are always a good idea. Maybe you take turns bringing it or maybe there is a money pool to buy it for the group. For those of you who like coffee, having someone bring creamer and you supply the coffee is always a good idea.
2) Potluck! This is a good thing to try. Everybody has to bring something and you can try different and new foods. During my writing group days we would have potlucks and I learned to like a lot of different oriental foods made the traditional way, not Chinese restaurant ways. Plus, it gives you lots of food to snack on for the four plus hours you may be playing!
3) Order in. This isn't a good idea every session, but if you are capable, it is fun. If you live in the sticks, like we do, then this option may not be so available. When we were in college we'd order the midnight special from Dominos for 5 bucks and everyone would be ready for another few hours of play. It does break up the play, but sometimes you need a break to gather your thoughts, whether a player or the GM.
Happy Gaming!
1) Have chips/nuts/other snacks on hand. Soda or other drinks are always a good idea. Maybe you take turns bringing it or maybe there is a money pool to buy it for the group. For those of you who like coffee, having someone bring creamer and you supply the coffee is always a good idea.
2) Potluck! This is a good thing to try. Everybody has to bring something and you can try different and new foods. During my writing group days we would have potlucks and I learned to like a lot of different oriental foods made the traditional way, not Chinese restaurant ways. Plus, it gives you lots of food to snack on for the four plus hours you may be playing!
3) Order in. This isn't a good idea every session, but if you are capable, it is fun. If you live in the sticks, like we do, then this option may not be so available. When we were in college we'd order the midnight special from Dominos for 5 bucks and everyone would be ready for another few hours of play. It does break up the play, but sometimes you need a break to gather your thoughts, whether a player or the GM.
Happy Gaming!
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Tuesday, August 18, 2015
Game Aid Hints for GMs Part 3
Notes are always a good idea. You have no idea how many times I've run a campaign and one of my players have remembered some obscure detail and I'm stumped. So here are a few things I've done to help me remember the small things that sometimes aren't so small.
1) Keep a spiral! Get the big highlights down, for sure, like NPCs you have to make up on the fly, spectacular fight highlights, and names of buildings you add in. Anything else you can get down is gravy. After an adventure, I always re-write my notes, whether in another spiral or on a running word document.
2) Have handy a cheat sheet of character stats. Hit points, AC and saves are a good thing to have on hand so you can fudge if you need to, (though I know Hackmaster fans always let the dice lay), or roll those sneaky attacks or saves as needed.
3) I also keep a running list of ideas or items I need to expand on. My daughter got side tracked with a disembodied voice in a ruin she wanted to "save" and named Bob, (for all those Jim Butcher fans). So I kept a note on that and brought the voice in later for some other adventure. Little things like this show the players you are paying attention and want them to have fun.
4) Cheat sheet of rules. Most system have a GM screen with the need to know rules, but if not, make your own sheet up. Simple things like DC for commonly used skills, common feats, and common battle options, (such as attacks of opportunities or attacks/spells that spawn attacks of opportunities), are good to have on hand.
Tomorrow the all important food.
1) Keep a spiral! Get the big highlights down, for sure, like NPCs you have to make up on the fly, spectacular fight highlights, and names of buildings you add in. Anything else you can get down is gravy. After an adventure, I always re-write my notes, whether in another spiral or on a running word document.
2) Have handy a cheat sheet of character stats. Hit points, AC and saves are a good thing to have on hand so you can fudge if you need to, (though I know Hackmaster fans always let the dice lay), or roll those sneaky attacks or saves as needed.
3) I also keep a running list of ideas or items I need to expand on. My daughter got side tracked with a disembodied voice in a ruin she wanted to "save" and named Bob, (for all those Jim Butcher fans). So I kept a note on that and brought the voice in later for some other adventure. Little things like this show the players you are paying attention and want them to have fun.
4) Cheat sheet of rules. Most system have a GM screen with the need to know rules, but if not, make your own sheet up. Simple things like DC for commonly used skills, common feats, and common battle options, (such as attacks of opportunities or attacks/spells that spawn attacks of opportunities), are good to have on hand.
Tomorrow the all important food.
Monday, August 17, 2015
Game Aid Hints for GMs Part 2
Physical aids are also very helpful when running a campaign. Depending on the genre the aids may change a bit, but most should be consistent. Here a few we use.
1) Hex mat and miniatures. We actually have a square mat, but hex mats would probably be best, since that is easier to see diagonal alignments. All good game stores sell these and if they don't have them in stock, should be able to get you one. Miniatures can also be gotten at game stores. There are a lot of pre-painted miniatures, now, so you don't have to paint them on your own, but games stores will also have non-painted ones and paints to make them as you like. It's fun, after playing a character for a while, to pick a new miniature out for them. This is a handy aid so players can see where they are in relation to other players and the bad guys and there is no confusion as to where they placed that fireball.
2) Hand drawn maps. My husband loves drawing maps for ruins and areas, when he has time. He use to do so when we were college to add spice to where we were going and we loved them. Granted, you can always mislead, (on purpose or accident), your players with such maps, but they are fun to add.
3) Scrolls and other written material. Ransom notes, notes on that secret treasure trove, the secret note to the rival noble, all these are fun to get in physical form and not just described. It adds depth to what your discussing and if you do it enough, sometimes the players may not actually know for sure what is the important part and what is flavor text so you can keep them on their toes.
Next: Notes for the GM
1) Hex mat and miniatures. We actually have a square mat, but hex mats would probably be best, since that is easier to see diagonal alignments. All good game stores sell these and if they don't have them in stock, should be able to get you one. Miniatures can also be gotten at game stores. There are a lot of pre-painted miniatures, now, so you don't have to paint them on your own, but games stores will also have non-painted ones and paints to make them as you like. It's fun, after playing a character for a while, to pick a new miniature out for them. This is a handy aid so players can see where they are in relation to other players and the bad guys and there is no confusion as to where they placed that fireball.
2) Hand drawn maps. My husband loves drawing maps for ruins and areas, when he has time. He use to do so when we were college to add spice to where we were going and we loved them. Granted, you can always mislead, (on purpose or accident), your players with such maps, but they are fun to add.
3) Scrolls and other written material. Ransom notes, notes on that secret treasure trove, the secret note to the rival noble, all these are fun to get in physical form and not just described. It adds depth to what your discussing and if you do it enough, sometimes the players may not actually know for sure what is the important part and what is flavor text so you can keep them on their toes.
Next: Notes for the GM
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Thursday, August 13, 2015
Game Aids HInts for GMs Part 1
We've talked in the past about aids some one could use as a GM to help enhance the gaming experience. Let's start with music.
Music can really set the tone for a battle or an intimate meeting. Why do you think video games spend so much money on having actual orchestras to play their music? So here are some of my suggestions:
1) For battles, if they are big and epic, or even small ones. I recommend music from Lord of the Rings, many video games, or other fantasy genre movies. A lot of classical music is awesome for this as well, (In the Halls of the Mountain King, comes to mind). You can put them on loop for a long battle or pick a huge selection to make sure you have enough. (We've had a single battle last 5 hours, so be prepared.)
2) For a certain area the party comes upon. Wouldn't some creepy music for an old tomb be mood setting? Or light, airy music when they come upon a grand old forest housing the ruins of a fabled city?
3) Theme music. I've mentioned this before, but having a "theme song" for each character is actually a fun idea. Play it softly in the back ground while they are doing something awesome or character developing!
I know this puts more pressure on the GM, but your players will love the effort!
Next: Physical Aids
Music can really set the tone for a battle or an intimate meeting. Why do you think video games spend so much money on having actual orchestras to play their music? So here are some of my suggestions:
1) For battles, if they are big and epic, or even small ones. I recommend music from Lord of the Rings, many video games, or other fantasy genre movies. A lot of classical music is awesome for this as well, (In the Halls of the Mountain King, comes to mind). You can put them on loop for a long battle or pick a huge selection to make sure you have enough. (We've had a single battle last 5 hours, so be prepared.)
2) For a certain area the party comes upon. Wouldn't some creepy music for an old tomb be mood setting? Or light, airy music when they come upon a grand old forest housing the ruins of a fabled city?
3) Theme music. I've mentioned this before, but having a "theme song" for each character is actually a fun idea. Play it softly in the back ground while they are doing something awesome or character developing!
I know this puts more pressure on the GM, but your players will love the effort!
Next: Physical Aids
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Tuesday, August 11, 2015
Magic in Martapa
Magic systems also differ from game system to game system. Again, we prefer Pathfinder. We like the time it takes to cast the spells, the possible concentration checks, and the power levels. If you use my world, there will be some mixing and matching of spells, (such as for the Clan Warriors who have both mage and clerical spells), but that can be done with any system. Don't get wild and crazy, making the class more powerful by giving out all the powerful spells for both classes to one class, but adjust as you see fit. It's your campaign and you should have a say in how it runs. Book rules are great starting grounds for everyone, but after some time behind the GM screen, (or years in my husband and I's case), you get a feel of what will work and what won't!
Happy Gaming.
Happy Gaming.
Monday, August 10, 2015
Combat in Martapa
The combat order, and how it runs, will really depend on what system you are using. Like I've mentioned in the past, my husband and I use Pathfinder and like it's combat system. But that doesn't mean you couldn't use any combat system you like. Some systems have a good, believable rule where if you sustain so much damage you have to make a constitution check, (or something similar), to see if you stay on your feet. This makes for dramatic effects if fighting a major bad guy, and although he has lots of hit points a PC makes an awesome hit and the fight is still on. It makes the battle memorable! Pathfinder has an optional rule where if you fail your save if you take half your hit points, (50 point minimum), you actually die. Hackmaster has a rule where if you fail the save you are out of combat for a certain amount of time. I like a nice mix, (the 50 hit point minimum, but no instant death). Having this rule in play is definitely up to your group, since it is very altering in the outcome of the game. My point is, any fantasy combat system should work just fine for my world of Martapa setting.
Happy Gaming!
Happy Gaming!
Thursday, August 6, 2015
Alignment in Martapa
Most game systems have an "alignment" system, to say if a character is evil, good or in between. If you want to do so while playing in the world of Martapa, keep a few things in mind.
1) There are races that are inherently good, (Ancient Elves), and races that are inherently evil, (ogres), but that does not mean they can't harbor individuals that are of a different alignment. Good ogres and evil ancient elves are not unheard of. Roleplaying may be difficult and the character may be hated by otherwise good characters or npcs.
2) Best to have characters with Good or Neutral alignments. While it is possible to play evil in a campaign, it makes it difficult if not everyone in the party is evil.
3) Try to play to your chosen alignment, but don't let it pin you in. If you are Neutral Good, don't let that box your character in if you think doing something considered evil would be a good character development point, just be prepared for the consequences. But also remember if you continue to do such things, your alignment should be changed.
1) There are races that are inherently good, (Ancient Elves), and races that are inherently evil, (ogres), but that does not mean they can't harbor individuals that are of a different alignment. Good ogres and evil ancient elves are not unheard of. Roleplaying may be difficult and the character may be hated by otherwise good characters or npcs.
2) Best to have characters with Good or Neutral alignments. While it is possible to play evil in a campaign, it makes it difficult if not everyone in the party is evil.
3) Try to play to your chosen alignment, but don't let it pin you in. If you are Neutral Good, don't let that box your character in if you think doing something considered evil would be a good character development point, just be prepared for the consequences. But also remember if you continue to do such things, your alignment should be changed.
Wednesday, August 5, 2015
Equipment for Martapa
For the most part, what ever equipment your RPG system uses, should be good. The only difference, as a GM, you should worry about is the money system. On Maratpa the money system is as follows:
2 Half Pennies = 1 Copper Penny
5 Copper Pennies = 1 Silver Eagle
5 Silver Eagles = 1 Gold Ducats
5 Gold Ducats = 1 Steel Knights
10 Steel Knights = 1 Platinum Dragon
To translate into your money system, Gold Ducats would equal Gold coins in any other game system.
2 Half Pennies = 1 Copper Penny
5 Copper Pennies = 1 Silver Eagle
5 Silver Eagles = 1 Gold Ducats
5 Gold Ducats = 1 Steel Knights
10 Steel Knights = 1 Platinum Dragon
To translate into your money system, Gold Ducats would equal Gold coins in any other game system.
Tuesday, August 4, 2015
Feats of Martapa Part 4
Two Arrow Shot
Allows you to shoot two arrows at once.
Prerequisite: 13th level, class that uses range weapons, Deadly Aim, Rapid Shot
Benefit: This allows a character to shoot two arrows at once. Each arrows attack roll is rolled separately with a -4 to hit for each arrow. Damage is done as normal.
Allows you to shoot two arrows at once.
Prerequisite: 13th level, class that uses range weapons, Deadly Aim, Rapid Shot
Benefit: This allows a character to shoot two arrows at once. Each arrows attack roll is rolled separately with a -4 to hit for each arrow. Damage is done as normal.
Thursday, July 30, 2015
Feats of Martapa Part 3
Bonded Mount
Allows you to have a special mount.
Prerequisites: Clan Warrior, Knight, Griffon Rider or by special permission of the GM and level 5.
Benefits: This allows for a 5th level Clan Warrior, Knight, Griffon Rider or special character to have a mount that is a little more above and beyond the normal mount. The mount, which should be approved by the GM, will have above normal Intellect, be able to mentally communicate with their rider, (which may be spoken language or just mental pictures), and have extra abilities. I would use the abilities for a Druid Animal Companion in Pathfinder, without the shared spells but with the Paladin's ability to call mount. The mount will be appropriate for the class. So unicorn or wolf for Wolf Warriors, Griffon for Griffon riders, charger for Knights and so on. Do not allow exotic mounts unless for a very good reason.
Allows you to have a special mount.
Prerequisites: Clan Warrior, Knight, Griffon Rider or by special permission of the GM and level 5.
Benefits: This allows for a 5th level Clan Warrior, Knight, Griffon Rider or special character to have a mount that is a little more above and beyond the normal mount. The mount, which should be approved by the GM, will have above normal Intellect, be able to mentally communicate with their rider, (which may be spoken language or just mental pictures), and have extra abilities. I would use the abilities for a Druid Animal Companion in Pathfinder, without the shared spells but with the Paladin's ability to call mount. The mount will be appropriate for the class. So unicorn or wolf for Wolf Warriors, Griffon for Griffon riders, charger for Knights and so on. Do not allow exotic mounts unless for a very good reason.
Wednesday, July 29, 2015
Feats of Martapa Part 2
Cast on the Run
You can cast long casting spells in a single word.
Perquisites: Clan Warrior, Intellect of 15, applies only to spells on Clan Warriors must have list.
Benefit: This is the ability for Clan Warriors to cast spells that would normally have a long casting time or a material or somatic component to be cast in one word. This is a standard action, but the cast time is only the spell level versus the actual cast time. This feat only applies to the Clan Warrior list, not any other spells the Warrior may know. This is a bonus feat for all Clan Warriors and they receive it when they can start casting spells.
You can cast long casting spells in a single word.
Perquisites: Clan Warrior, Intellect of 15, applies only to spells on Clan Warriors must have list.
Benefit: This is the ability for Clan Warriors to cast spells that would normally have a long casting time or a material or somatic component to be cast in one word. This is a standard action, but the cast time is only the spell level versus the actual cast time. This feat only applies to the Clan Warrior list, not any other spells the Warrior may know. This is a bonus feat for all Clan Warriors and they receive it when they can start casting spells.
Tuesday, July 28, 2015
Feats of Martapa Part 1
Many of the RPGs have Feats, or something that augments a character. My husband and I have always played Dungeons and Dragons and are now playing Pathfinder. I would recommend, if using my world for your campaign, to use the usual Pathfinder Feats, since there are so many feats in either system. My world will not have monks, so any "monk" feats would not be available. The next couple days I'll go over a few extra feats I would add to make my game come alive.
Monday, July 27, 2015
Skills of Martapa
Most of the new, (and even old), RPG systems have skills that allow characters to do certain things, such as craft items or pick locks. So what ever system your using, most of the skills will fit on Martapa just fine. Here are a list of skills I would recommend definitely having for Martapa:
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge skills
Language
Perception
Perform
Pick Lock
Professions
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device
I would also add in Religion, History (Martapa), History (Tridon), History (Ariella), Nobility (Tridon) and Nobility (Ariella). Your RPG system may have Knowledge skills with similar abilities, but these would be more world specific.
Acrobatics
Appraise
Bluff
Climb
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge skills
Language
Perception
Perform
Pick Lock
Professions
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device
I would also add in Religion, History (Martapa), History (Tridon), History (Ariella), Nobility (Tridon) and Nobility (Ariella). Your RPG system may have Knowledge skills with similar abilities, but these would be more world specific.
Tuesday, July 21, 2015
Classes of Martapa Part 34
Clan Warriors Part 5:
The Aniwahiya is a code of conduct that all Clan Warriors live by. It is as follows:
Above all else a charge's life must be a saved. A Clan Warrior must not turn on his fellow warrior. A Clan Warrior will always worship the Gods of Neutrality. If a warrior worships the Gods of Evil they will be banished and their powers stripped from them. Death by one's hand is more honorable then the loss of one's charge. A Warrior's own pleasure comes after that of his charge and must never interfere with his charge's life. A wolf warrior will be like a shadow to his charge. (Later, after Moonshade, the charge was never allowed to know their protector because of complications she brought by revealing herself to her charge.) A Warrior's charge can be taken if the High Council, (all the Clan Leaders), believes the charge or Warrior is deemed unworthy.
Grievous crimes are punished by banishment or the Penitence. During a Penitence the one charged is tied to a pole and nine arrows are shot into him, one for each Nine major Gods. If he still lives, they leave him or her to die.
Leaders are chosen by a test and purification. Three days of fasting, blood purification and offerings to Catiana and Targon, then the judging. The people stand facing the Sunstone and Catiana through the stone will pick the Leader. This must happen on the fourth day or it must be done again.
The Aniwahiya is a code of conduct that all Clan Warriors live by. It is as follows:
Above all else a charge's life must be a saved. A Clan Warrior must not turn on his fellow warrior. A Clan Warrior will always worship the Gods of Neutrality. If a warrior worships the Gods of Evil they will be banished and their powers stripped from them. Death by one's hand is more honorable then the loss of one's charge. A Warrior's own pleasure comes after that of his charge and must never interfere with his charge's life. A wolf warrior will be like a shadow to his charge. (Later, after Moonshade, the charge was never allowed to know their protector because of complications she brought by revealing herself to her charge.) A Warrior's charge can be taken if the High Council, (all the Clan Leaders), believes the charge or Warrior is deemed unworthy.
Grievous crimes are punished by banishment or the Penitence. During a Penitence the one charged is tied to a pole and nine arrows are shot into him, one for each Nine major Gods. If he still lives, they leave him or her to die.
Leaders are chosen by a test and purification. Three days of fasting, blood purification and offerings to Catiana and Targon, then the judging. The people stand facing the Sunstone and Catiana through the stone will pick the Leader. This must happen on the fourth day or it must be done again.
Monday, July 20, 2015
Classes of Martapa Part 33
Clan Warriors Part 4: There are 7 clans which a warrior can belong to. They are as follows:
Wolf
Dragon
Unicorn
Griffin
Pegasus
Lynx
Lion
The Wolf Clan is, by far, the leader of all the Clans, since this is the one Veo Sunstar founded himself. They are in mid-Taina and range through the Tsalagi Mountains and a little of the lands on either side. The Dragon, Unicorn, Griffin and Pegasus were the next tier of Clans, founded by Veo's children and spread through out the continent of Taina. The Griffins are more in the north east, while the Pegasus is more in the south east of Taina. The Dragons are more in the north west of Taina, while the Unicorn was more in the south west.
The Lynx and Lion clans are in Ariella, with no distinct lines as to where they roam. They were founded by Veo's grandchildren. All Leaders of all the Clans, even to the current age in the time of the High King's Sword, are descendants of Veo Sunstar, and have red hair.
In the Clans' height there was a meeting every five years, taking place at the "capital" of a different clan each year. This large affair, called the Week of Worship, and as many clan warriors as could tried to make it. Clans were ruled by a Clan Leader, who was protected by the High Guard, and usually didn't have a Charge of their own. Under these two groups were the rest of the warriors. Their position in elven society was above the commoner and even the nobles, though they gain little wealth and spend most of their time either training or protecting their Charge.
Tomorrow The Aniwahiya and the bonding of Charges.
Wolf
Dragon
Unicorn
Griffin
Pegasus
Lynx
Lion
The Wolf Clan is, by far, the leader of all the Clans, since this is the one Veo Sunstar founded himself. They are in mid-Taina and range through the Tsalagi Mountains and a little of the lands on either side. The Dragon, Unicorn, Griffin and Pegasus were the next tier of Clans, founded by Veo's children and spread through out the continent of Taina. The Griffins are more in the north east, while the Pegasus is more in the south east of Taina. The Dragons are more in the north west of Taina, while the Unicorn was more in the south west.
The Lynx and Lion clans are in Ariella, with no distinct lines as to where they roam. They were founded by Veo's grandchildren. All Leaders of all the Clans, even to the current age in the time of the High King's Sword, are descendants of Veo Sunstar, and have red hair.
In the Clans' height there was a meeting every five years, taking place at the "capital" of a different clan each year. This large affair, called the Week of Worship, and as many clan warriors as could tried to make it. Clans were ruled by a Clan Leader, who was protected by the High Guard, and usually didn't have a Charge of their own. Under these two groups were the rest of the warriors. Their position in elven society was above the commoner and even the nobles, though they gain little wealth and spend most of their time either training or protecting their Charge.
Tomorrow The Aniwahiya and the bonding of Charges.
Wednesday, July 15, 2015
Classes of Martapa Part 32
Clan Warriors Part 3: The Warriors on Martapa also receive the benefit of a magical mount at some point after they have become a warrior and have proven themselves. (I would recommend 5th level or beyond.) This mount depends on the clan, (which I will detail tomorrow). If they are from the Wolf Warrior Clan or Dragon Clan they receive a wolf, (with exceptions), the Unicorn Clan receive unicorns, Griffin Clan receives griffins, Pegasus Clan receive pegasi and Lynx and Lion Clans receive lions or Tsula.
For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair). Then they receive unicorns from a special line. They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.
Dragon Clan also receive wolf mounts except for a special few who bond with dragons. This is a special bonus, and should only be given for something specially done. I would not give this out as a mount unless the character is at least 15th level.
Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur). They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own. I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat. Otherwise they can have a lion mount at 5th level.
Tomorrow the 7 clans.
For Wolf Warriors they receive wolves as mounts usually, unless they are from the Veo Sunstar's line, (denoted by the red hair). Then they receive unicorns from a special line. They were given by Targon to this line because they knew, eventually, Amber Blackwolf would be born into the line and would need the extra magical help when the Chosen were needed.
Dragon Clan also receive wolf mounts except for a special few who bond with dragons. This is a special bonus, and should only be given for something specially done. I would not give this out as a mount unless the character is at least 15th level.
Last is the possibility that the Lynx or Lion Clan members will bond with at Tsula, (goat centaur). They are sentiment, (like the Wolf Warrior special unicorn mounts or dragon mounts), and can make this decision on their own. I would allow this at 7th level and treat the Tsula like a follower under the Leadership feat. Otherwise they can have a lion mount at 5th level.
Tomorrow the 7 clans.
Tuesday, July 14, 2015
Classes of Martapa Part 31
Clan Warriors Part 2: The base spell list is as follows. The Warrior has to have these spells, but can fill his other slots, (sorcerer progression), with other wizard spells. The Warrior picks the order they receive the spells, but these spells have to be taken first.
0th level
Light
1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb
2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements
3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow
4th Level
Polymorph Self
*Call Dragon
*Create Dancing Sword
*These spells are ones not found in Pathfinder/D&D type settings. Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons. The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level). These do not take spell slots but can only be used once per week. If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.
0th level
Light
1st Level
Cure light wounds
Shield
Burning Hands
Spider Climb
2nd Level
Blindness
Bull's Strength
Darkness
Resist Elements
3rd Level
Haste
Summon Nature's ally 3
Fly
Flame Arrow
4th Level
Polymorph Self
*Call Dragon
*Create Dancing Sword
*These spells are ones not found in Pathfinder/D&D type settings. Call dragon is special, where the warrior, in the most dire of circumstances can call on the aid of dragons. The Dancing Sword spell allows for a free floating sword to be called to fight on their own, (which I believe there is similar spell, but maybe not at this level). These do not take spell slots but can only be used once per week. If the Call Dragon one is used this often there will be consequences, since dragons do not like to be called on like servants.
Monday, July 13, 2015
Classes of Martapa Part 30
Clan Warriors: This class might be termed a "prestige" class in some systems. Clan Warriors are from 7 clans, which will be reviewed shortly, and are warriors who use swords and magic to protect someone of great importance. Not all Clan Warriors have a "Charge", but all are trained to protect someone. They can wear leather armor and the weapons they can use vary depending on which Clan they belong to. Most use swords or bows, and are usually trained in more then one. They also have small amounts of magic to help heal and protect. They are more ranger like then fighter like, but aren't necessarily very in tune with nature.
They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow. They gain diplomacy and a free language of their choice as extra skills. They do not take a penalty for casting spells in leather armor.
They gain spells like a sorcerer, (so not every level), and are limited to a list which I will do tomorrow. They gain diplomacy and a free language of their choice as extra skills. They do not take a penalty for casting spells in leather armor.
Thursday, July 9, 2015
Classes of Martapa Part 29
Mages and Wizards: These are technically two different classes on my world, but are set up pretty much the same way. They are people who study the arcane and wield magical energies like some people wield swords. They can wear only cloth armor, anything else will hinder their spell casting. They use staves and daggers, but not many martial weapons. They gain all the knowledge skills as class skills with a +3, (though they have to pick what their local knowledge would be at). Some have familiars, creatures who help them with their magic, but they do not need them to be the most powerful they can be.
The major difference between mages and wizards comes from where they gain their power. Targon rules the mages, and so most mages use only good or neutral energies to cast their spells. They do not drain life energies or work with undead. Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy. In game terms wizards would be necromancers, while mages would be all other arcane schools. Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others. Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list. Any necromancy spell uses a spell slot one level higher for a mage to cast. Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast. (Has to be cast using a spell slot one level higher). Wizards are always some sort of evil, where mages can be good or neutral.
The major difference between mages and wizards comes from where they gain their power. Targon rules the mages, and so most mages use only good or neutral energies to cast their spells. They do not drain life energies or work with undead. Where as wizards gain their spell magic from Kahalla and work almost exclusively in necromancy. In game terms wizards would be necromancers, while mages would be all other arcane schools. Mages aren't bared from necromancy, they just can't use anything that deals with undead or draws from others. Cause Fear and Chill Touch would not be bared to Mages, (though they would be harder for them to cast), but Command Undead would definitely be off a Mages spell list. Any necromancy spell uses a spell slot one level higher for a mage to cast. Wizards can cast all mage/wizard spells, but anything which brings life, such as the spell False Life in Pathfinder, they would find hard to cast. (Has to be cast using a spell slot one level higher). Wizards are always some sort of evil, where mages can be good or neutral.
Wednesday, July 8, 2015
Classes of Martapa Part 28
Rogue Class: These people are out for adventure, wanting to see what is around the next corner, in the next hallway, in the next room. They are good at finding their way into in accessible areas, unlocking doors and disarming traps. Any race may hold one of these adventures people, though Akicitia are less likely to be rogues since they are a very open and honest race.
Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind. They gain the skills of remove traps and pick locks, (or the equivalent). They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus. Otherwise just stick to your base thief class for your system.
Rogues can wear leather armor, use small weapons such as daggers and short swords and gain a bonus for attacking from behind. They gain the skills of remove traps and pick locks, (or the equivalent). They are able to sneak in the shadows and can pick pockets. They gain knowledge: dungeoneering as a class skill with a +3 bonus. Otherwise just stick to your base thief class for your system.
Tuesday, July 7, 2015
Classes of Martapa Part 27
Rangers: These people are men and women of the woods. They know how to traverse the wilds, how to find food, water and good paths to get where you are going. They aren't always the most friendly of people, but if you want to know how to deal with a certain threat from a predator or humanoid, they are the people to go to.
Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes. They don't usually wear more then leather armor, but they can wear mail if they want. Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3. Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners. (Depending on the system you are using they may or may not be allowed the animal companion. If they can, just use the rules given in your system.)
Rangers are proficient in bows, crossbows, hand crossbows, and most other range weapons, as well most swords, spears and axes. They don't usually wear more then leather armor, but they can wear mail if they want. Any skills that have to do with surviving in the out of doors are considered a class skill and they gain a +3. Like many other ranger classes, the ranger has a foe they are knowledgeable in. Some rangers have animal companions, but most like to be loners. (Depending on the system you are using they may or may not be allowed the animal companion. If they can, just use the rules given in your system.)
Monday, July 6, 2015
Classes of Martapa Part 26
Paladin Class: On Martapa the Paladin Class would be Knights of Tridon. This is usually a hereditary position, where the father, (or mother in some cases) was knighted before the would be paladin. There are exceptions, such as if the King or House Leaders knight a new and deserving member of society. If players want to be a paladin, but not from a House, they had better have a great back story reason for such things. Paladins fight against the darkness of the world and try to right the wrongs of the world. They uphold the Balance and the sanctity of Kingdom of Tridon. They normally where platemail, though many in history have been known to use just mail, such as Richard of Varanath and Eric of Calabay during the Time of the Chosen. They can use any martial weapon, but prefer sword and shield or axe in shield in the northern reaches.
Most Paladins will be humans, though there have been elf and dwarven Paladins. They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3. Spells are based off Charisma. They are allowed access to all the same feats and skills as fighters, as well.
Most Paladins will be humans, though there have been elf and dwarven Paladins. They are usually Lawful Good, but any good alignment is permissible. Use the typical paladin class, but make sure they have knowledge history and nobility as class skills with a bonus of +3. Spells are based off Charisma. They are allowed access to all the same feats and skills as fighters, as well.
Thursday, July 2, 2015
Classes of Martapa Part 25
The Fighter Class: This class is about fighting for fame and wealth, maybe even helping out their friends or fighting for a righteous cause. They learn to use their weapon as extension of their body. They excel at martial combat and can take a beating, if need be. Groups usually have one or two of these muscular men and women to keep the healers and mages from being attacked by blades and bows. Fighters can be found everywhere and in every race, even the peace loving Winged Elves.
Fighters can wear every type of armor and use any type of weapon. They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level). They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.
Fighters can wear every type of armor and use any type of weapon. They are so good at what they do, they are capable of learning all sorts of moves, (They get extra feats for weapon/combat, every other level). They don't get any bonuses to skills, but should be able to take all the martial related skills as class skills.
Tuesday, June 30, 2015
Classes of Martapa Part 24
The Druid Class: Druids are creatures of the forests and the wilds. They commune with nature, trying to be part of it, not separate. They usually have more animal friends then they do humanoid friends, but will brave the more civilized areas of the world if the need is great enough. They prefer more natural armors, so wood and leather, and weapons that deal more with nature and growing things, just as slings, spears, sickles, staves and daggers. They will always have an animal companion, no matter where they are, and if they don't, you can make the conclusion that something bad has happen to their friend.
Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent). They are usually neutral, though lawful neutral and chaotic neutral are very acceptable. They hit almost as well as a fighter and have an animal companion appropriate to your campaign.
Look to your game systems class specifics, but here is what I would recommend. They have spells, most dealing with nature, and their spells are based on Wisdom scores, (or the equivalent). They are usually neutral, though lawful neutral and chaotic neutral are very acceptable. They hit almost as well as a fighter and have an animal companion appropriate to your campaign.
Monday, June 29, 2015
Classes of Martapa Part 23
Clerics of Wesa: Clerics of Wesa are charged with helping animals and to help people see how to properly use and care for animals. They will usually live in the wilds or near farming communities. Most will heal farm animals, if they are in need, and heal the animals of the wild. They can heal humans and the like, but it is harder for them to do so. (In game terms healing a person as a cleric of Wesa drops the spell effectiveness by one level. So a second level heal spell will act like a first level spell of the same name on people.) They may wear robes, by most wear the garb of huntsman, so they can wear leather armor. They have no issues using animals for food and clothing, they just don't want animals to be exploited, for using animals is part of nature. They often have staves, bows and slings. They get all nature skills as a class skill with a +3 bonus. They also get healing (animal) as a free skill. If they want healing (non-animal) they have to pay for it. They can use healing (animal) on people, but with a minus 5 to their roll.
Clerics of Wesa are Neutral in alignment. They bare the symbol of a roaring lion. Their colors are greens and browns to blend in with nature.
Clerics of Wesa are Neutral in alignment. They bare the symbol of a roaring lion. Their colors are greens and browns to blend in with nature.
Thursday, June 18, 2015
Classes of Martapa Part 22
Clerics of Vates: Clerics of Vates, the God of Bards, are charged with bringing music and story telling to the masses. They keep the histories and spread the news both far and wide. Their temples are usually places of learning for bards and take anyone in, even non-clerics, who wish to learn to play music. Clerics of Vates receive any knowledge, profession and craft skill to do with music and history as a class skill with a +3 bonus. They also receive Diplomacy or like skill as a class skill with a +3 bonus. Clerics of Vates must know how to play the harp or the pan pipes. Rapiers are weapon of choice and they can wear leather armor.
Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation. If you need an alignment they would most certainly be Chaotic Good. Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.
Clerics of Vates bare a symbol of a golden harp and usually wear flashy, swashbuckler type clothes or elegant dress, depending on their situation. If you need an alignment they would most certainly be Chaotic Good. Minstrels and bards follow Vates, even if they are not clerics. Clerics of Vates are sometimes seen with Clerics of Aiyana, since love always brings good music.
Wednesday, June 17, 2015
Classes of Martapa Part 21
Clerics of Tinaka: Clerics of Tinaka are charged with bringing healing and aid to those who need such things. They are also supposed to train others to be able to help others in their times of need. Their temples are usually places of healing and learning of healing. They turn no one away, save for the very evil. Even Clerics of evil faiths will not harm Clerics of Tinaka. Clerics of Tinaka receive healing as a class skill with a +3 bonus. Any Knowledge skill doing with healing is also a class skill. They use staves and wear cloth armor.
Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim. They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger. Even then they may help.
Clerics of Tinaka bare symbols of a mortar and pestle and wear thick, blue robes with white trim. They should be neutral in alignment and will help anyone in need of healing, even evil people, if they are not in danger. Even then they may help.
Monday, June 15, 2015
Classes of Martapa Part 20
Clerics of Sominare: Clerics of Sominare are charged with bringing bad luck to those around them. Maybe they do this by spreading lies, by causing buildings to be robbed or burned, maybe wagons stolen. They tend to use magic that changes the outcome of things to the bad, or into their favor, especially if it harms someone else. Clerics wear dark, somber clothing, usually robes and use daggers. Clerics of Sominare gain the ability to reroll one of their attacks a day if it helps them and harms someone else.
The Clerics of Sominare bare a symbol of a coin with a frowning man upon it. They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".
The Clerics of Sominare bare a symbol of a coin with a frowning man upon it. They are usually Chaotic Evil for Sominare works against the best interests of people and is random on who she bestows her "gifts".
Thursday, June 11, 2015
Classes of Martapa Part 19
Clerics of Sircarius: Clerics of Sircarius are charged with training assassins and thieves and acquiring wealth. They are to spread the fear of death in the night and having your most precious items stolen from right under your nose. They can wear leather armor and prefer daggers and short swords. They have all thief skills (such as pick pocket and sneaking). They also get appraisal skill as a class skill with a bonus.
The symbol of Sircarius is a mask with a dagger and a pouch of gold. Their clothes are usually dark in color, to blend in with their surroundings. Temples are usually very dark and brooding and filled with traps. If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.
The symbol of Sircarius is a mask with a dagger and a pouch of gold. Their clothes are usually dark in color, to blend in with their surroundings. Temples are usually very dark and brooding and filled with traps. If you have alignment, they are always chaotic, leaning toward Chaotic evil and Chaotic Neutral.
Tuesday, June 9, 2015
Classes of Martapa Part 18
Clerics of Shade: Shade's clerics are charged with spreading martial training. They set up battle schools in most large cities and have their largest in Stormvale. They take anyone who is willing to work hard, even those of the poorest beginnings. They often hire out as mercenaries, if the cause is right. Clerics of shade are proficient in all martial weapons and armor. They receive any skill related to war. They also can take Blacksmithing or metalworking as a class skill.
Shade's clerics bare a symbol of two knights charging at each other. Clerics wear chain or platemail and carry either two handed swords or a sword and shield. They do use some magic, mostly healing to keep the battle going. Knights and mercenaries usually follow her. If you need an alignment, they should be true neutral.
Shade's clerics bare a symbol of two knights charging at each other. Clerics wear chain or platemail and carry either two handed swords or a sword and shield. They do use some magic, mostly healing to keep the battle going. Knights and mercenaries usually follow her. If you need an alignment, they should be true neutral.
Thursday, June 4, 2015
Classes of Martapa Part 17
Clerics of Molestus: Clerics of Molestus are charged with bringing pain and misery to the world. Most torturers are clerics of Molestus. They often spread misery by stealing from the poor, saying they are healing a person but actually making it worse, poisoning wells, etc. They wear leather armor, carry a cat-o-nine tails, along with a very sharp knife. Bluff, Diplomacy, Intimidate and Survival skills should be class skills with a bonus to their skill.
Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.
Clerics of Molestus are Chaotic Evil, wear black and other dark colors and bare a pair of bloody manacles as Molestus symbol. Their temples are usually small with a large torture chambers underneath.
Tuesday, June 2, 2015
Classes of Martapa Part 16
Clerics of Iktomi: Iktomi's clerics are charged with helping the natural world stay in balance. They allow hunters and loggers to use forests, but not over use them They help with growing crops, help wounded animals and cure diseased areas if it overburdens the people/animal populace. They maintain small shrines, but no temples (save for the one in Stormvale), often living solitary lives near small villages as druids and hermits. They usually use rough cloth or leather armor. They use staves and wooden clubs. They receive survival skills with a bonus, along with any nature related skills.
Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors. Clerics of Iktomi often have animal companions. Their alignment is true neutral, since nature is neither good nor evil. rangers and druids often worship him, even if they do not serve as clerics.
Clerics of Iktomi bare a symbol of a great oak tree and wear green or brown as their colors. Clerics of Iktomi often have animal companions. Their alignment is true neutral, since nature is neither good nor evil. rangers and druids often worship him, even if they do not serve as clerics.
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