Showing posts with label player character races. Show all posts
Showing posts with label player character races. Show all posts

Tuesday, July 20, 2010

Dragons of Martapa

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

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

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

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

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

Dragons do not care for evil, but they will maintain the Balance by doing the will of the Gods. They are head strong, though, and may go there own way, or think their own ways on occassion.
Tomorrow: Time Line for Martapa and the start of the history of Martapa

Monday, July 19, 2010

Skiegs of Martapa

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

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

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

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

They don't really get along with any of the races, but they don't go out of their way to avoid other races, except, perhaps ogres.
Roleplaying Tip of the Week: Try different systems. It doesn't mean you have to do the new system on a long term basis, but it spices things up. There might be some neat idea you pick up from this new system or you even may find a better way to balance some skill or spell in your favorite system with a simple house rule. Happy Roleplaying!
Tomorrow: Dragons (A race in my world, but SHOULD NOT be used as a character race)

Monday, July 12, 2010

Ogres of Martapa

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

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

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

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

Half breeds are common in high ogre concentrated areas. Ogres like to raid farms for females and usually some sort of offspring occurs. Depending on which set of genes influences the child they can be nearly as big as the ogres and dumb as a post. Or they can be more human in appearance and at least of average intelligence. If you players want to play a half-ogre make them first decide which side they look more like, then give them either high strength an constitution (though one step less then a full ogre) or the corresponding high stat for the other race. Similarly give them the low stats of the same race (though one step less then the corresponding race).

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

To use as a character race I would give a bonus to Strength and Constitution and give a big hit to Intellect, Wisdom, and Charisma. Give them spear proficiency for free. Languages cost twice as much. I would think twice before allowing this as a character race. One, they are an evil race, and two, they are very strong and could overbalance your campaign.

They do not get along with any of the other races, but bully everyone. They usually keep skiegs (my version of goblins) as slaves.
Roleplaying Tip of the Week: Make sure your characters are balanced. It's never fun for the other players if one person has all the perks. If you give something to one character (or take away something at the beginning of creation) be prepared to do it for or to all your characters. It makes it more fun for everyone if everybody is playing on the same level.
Monday: Skiegs (Due to Cub Scout Day Camp....please save me...I will be taking a break from blogging this week. We'll pick up next Monday with what I think is the last of my races.)

Friday, July 9, 2010

Minotuars of Martapa

In my "High King's Sword" series the minotaurs start off as bad guys but turn to the light, as it may be, in the end because of Elly, one of my main characters and her actions. To be honest, I hated the minotaurs being bad guys, because I made them to be honorable, but their redemption makes for a good plot twist.

So minotaurs stand around six and half foot tall (so they would be of the same height as Akicitia), are broad at the shoulders and very fury. They bare a cow head, males having large horns, females having small ones. They have cloven hooves and legs which are jointed like the back legs of a cow. Their fur color and patterns can vary just as widely as real cattle, so be creative. To add character I would also pick the direction and conditions of the minotaur's horns.

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

Minotaurs have a single child about every five years after they come of age and they have the average life span of around sixty years. Families are very patriarchal, but women have important rolls in society as well. (If you haven't noticed I have a very sexist free world here, for some reason. Not to say there aren't pockets of sexism...) Houses usually have only a single family in them as well as any apprentices.

Blacksmithing is very important and blacksmiths are revered by the minotaurs, and their skills are only rivalled by the dwarves. To harm a blacksmith is a heinous crime. Same goes for healers. Healing is usually a female dominated career and blacksmithing is usually a male career, though either sex can do either.

Minotaurs are so adapted to serving a certain sect of humans they have adopted alot of their city lay outs and thus live in very orderly cities of wooden and stone buildings.

Most roleplaying games have minotaurs as monsters so I would looks to Dragonlance, perhaps for stats unless they have ways to adapt your monsters. Baring this I would give them an appropriate bonus to Strength and Constitution, but a minus to Intellect and Charisma. Do what you think is appropriate. I would also give the option of taking blacksmithing for free but if they do that they lose the ability to specialize in a weapon if that is an option in your game. Because they are around humans so much they should receive the High King's Speech (human speech) for free.

Minotaurs are not trusted by the humans of Tridon, the Elves, the dwarves, or the Ancient Elves. The Akicitia, though they do not like them, will trust them because they are honorable and because of their mutual hatred of the ogres.
Monday: Ogres

Thursday, July 8, 2010

Half-Elves of Martapa

So like many roleplaying systems or story worlds I have half elves. One of my main characters in my original series was a half-elf, scared to say she was, but proud as hell her mother gave her the blood. The same can be said of any half elf in my setting.

Half-elves are normally a human/elf cross, but they can be of any race crossed with an elf. In truth, there are other races which could cross, but this would be the most likely. (I elude to half-ogres a lot in my stories, but I would be careful about allowing such characters into your campaign). They can look human, elf, or a mixture of both. Normally their ears are slightly tapered, but can look round like a humans as well. Hair color can range wildly, since elves have such outlandish hair colors like purple or silver and humans have black and brown, as well as blond. Here is where we get tricky. Some humans have red hair, but elves of only the Sunstar line can have red hair, thus half elves can only have red hair if they're of the Sunstar line. (I will explain this all when I get to history of Martapa, I promise). Eyes can also range, though human colors usually dominate. Eyes are slightly almond shape, but not as big as elves.

They grow up in similar manner as their parents, depending on whether the couple lives in a human village or an elven village. Even though this is a mixture of human and elven DNA, if the woman is elven, she will still only a have a few children. Clothing will also depend on where and which culture the child is raised in.

Half-elves are looked upon with pity and fear in elven circles, while curiosity and hatred in humans. On an individual basis, people can get along with half-elves just fine, but as a whole elves pity half-elves because they will not live as long as themselves and will not harbor the magic they do. Humans envy them for their longer lives and use of magic, but are also curious about them. Half-elves find themselves often ignored or alone.

If you are to change them from normal half-elves in your campaign I would let them pick one good stat from their elven parent and one from their human parent, and then pick one bad stat from each. If they grow up with elves they are able to use bows well. If they grow up with humans they are often good at speaking many languages.
Tomorrow: Minotaurs

Wednesday, July 7, 2010

The Tsula of Martapa

So my Tsula (pronounced jew-lah) are more of a lark race, then one I planned on every using. My Clan Warriors (which I promise to get to soon) all have very intelligent mounts of one form another (giant lions, unicorns, gryphons...so on and so forth). So my southern Clan Warriors didn't have one. I thought, hey, centaurs would be cool, but who wants normal centaurs. So my "centaurs" are goat centaurs, with goat bodies, human torso, and a goat head, with curly horns and everything. Their coat color varies, but are usually on the sandy colors or blacks, so they blend into their plains home. Horns vary in length and curves, which both men and woman have, though the woman's are smaller.

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

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

Good classes for them would be warriors for the males, clerics or mages for the females. Barbarians are also a good choice if you have that option. I would give additional Constitution and Strength, but take from Dexterity and Charisma. There run speed should be the same as a riding horse for movement. They speak their own tongue and rarely know the High King's Tongue. If they are associated with a Clan Warrior, they would know elven. They should also be given a trample attack if your campaign world would allow such a thing for monsters.

The Tsula keep to themselves and are wary of strangers. They know little of the outside world beyond their herds, but they are willing to listen to what is going on. They may do nothing about it, but they will listen.
Tomorrow: Half-Elves

Tuesday, July 6, 2010

Akicitia of Martapa

The Akicitia (a Lakotah word for police, I seem to remember) are the lion men of the plains. They are bipedal and have the body of person and the head of a lion, covered in fur and baring a tail. The men have thick manes, the woman baring a sprout of hair at the base of the neck which they allow to grow long and usually braid. They stand about six and half feet on average and are good sprinters. Their colors vary from white, to tan, to sandy brown, even black. Solid colors are most common, though some have stripes like a zebra might, but they are rare. Mane color is usually a little lighter then the rest of their body, but can be the same color or a different color all together. They have retractable claws, so an Akicitia is always armed.

The Akicitia are a long lived race, living thousands of years, but they only have a cub about every century and they don't always survive to adult hood. Because they live so long they are considered adults at a much older age, though around the age of two decades they are allowed to be on their own and take part in hunts, they just aren't allowed to make decisions for their own lives until they reach the century mark.

Of all my races, the Akicitia are the most honorable. Their word is their bond and they do not lie. It is not their way to lie and they find the act reprehensible. This small trait causes my Akicitia, Krom, and thus his friends, problems, but makes for fun situations to write about!

Their tribes live in villages much like the natives of Kenya. (If you haven't seen these compounds they are cool, with wooden palisades and everything!). And I would picture them in the same kind of surrounding as in Kenya, the open plains with the neat trees and the same kind of animals. The village is ruled by a group of elders who have proven themselves through the centuries as fair, level headed, and good leaders of the hunt. Families live in large, circular huts made of native material, though strong and cool in the summers which get very hot.

They wear open toed boots or sandals (because they have claws on their feet as well), leather pants which are died and painted with fanciful designs or made from cloth. The woman wear a top which simply crosses across their chest with two pieces of fabric or leather. Elders wear cloth robes decorated to represent their lives. They decorate their manes with bones, beads and feather, usually representing something important in their life. Spears are the most common weapons, but short swords, daggers and bows are common as well.

Some classes I would suggest are barbarians, warriors, even paladins which may need to be tweaked a bit. Healers are well revered amongst their culture, but are rare. Magic is not used save for some elders. I would give a bonus to Strength and Constitution, but Wisdom and Intellect should take a hit. A would give a bonus to spears or bows, and tracking should be free. Oh, and give a bonus if they can sense a scent. They have an excellent sense of smell.

They get along with all races as individuals, they do not judge a person on their race, but they are at odds with the Empire of Ariella because of their slavery. They understand the balance, but do not like the Dark Gods or those who harm the weak, the young, or the unarmed.
Tomorrow: The Tsula

Monday, July 5, 2010

Ancient Elves of Martapa

So for me, this was more of an add in at the last moment which became pivotal later on in both the series I should hide away from the public and the one I'd like to some day publish. It was on a lark, really. My GM in college said "No, you can't play a winged elf" after he got the elf book for Dungeons and Dragons and there was the winged elf staring at me, begging to be played. So instead of being upset, I added a new race to my world. Now before you get the wrong idea, I did not poach them from Dungeons and Dragons, the concept maybe, but not the race. The idea of flying elves is nothing new, but that supplement just spurred me into motion.

So my winged, or Ancient Elves, or the oldest of all the mortal races. Thus the Ancient attached to their name. They live for several thousand years, tend to be soft spoken and graceful. They stand around five foot and a half (so slightly taller then my wood elves) and can be from pale skinned to ebony black. Their wings, which appear to be soft angel wings, can range from silver to black, and this usually depends on family lineage (genetics :D ). Their wings are as tall as they are and their wings span is twice their height. Their ears are tapered, their bodies lithe and they weigh 3/4 of what an wood elf weighs. They fly because of magic, not physics, so don't try and figure it out, it's fantasy after all :D

Ancient Elves are the keepers of magic. They know more about magic and it's use then even the Humans of Tayke. Everything in their aeries are magically touched from light stones to the paintings which cover their home. There are powerful magic users amongst the Ancient Elves and many are very sought after healers. They also have made bonds with the giant gryphons which share their home and fly with them on patrols.

This elves have maybe three or four children in a life time and thus are very protective of them, childhood not ending, really, until the child is close to 100 years old. A single family will live a small niche in the aerie and everyone uses the common spaces for other activities. This is a monarch society, where either there is a queen or a king, sex doesn't really matter on station. Castes do, however, play a part in their society. The speak Ancient Elven and most speak the High King's tongue, as well.

So as I alluded to earlier in the time of my High King Series, there are no Ancient Elves. They died out sometime in the past for a reason no one knows (cough...cough...I'll work on it). But they left behind one truly important part of history, how to use the Gift of the Gods. In the Temple of the Gods is how to use the Gift of call the Gods to the mortal plane written in Ancient Elven. Of course, with the Ancient Elves being dead and gone for a while, well wouldn't it be just so handy for the Gods in need if some old farmer knew how to read it? Thus, though not present in my story, they are sort of pivotal to my story arc. If you want to have Ancient Elves in your campaign I would set your campaign before the time of the Chosen, which would also give you all the original Houses such as Tayke.

The classes I would suggest would be mage, cleric, or ranger. I have a class of Gryphon Riders, but these are the elite who protect the King and Queen so I wouldn't allow your players to be one of these on a whim, since they would have access to a Gryphon. I would give a plus to Intellect and perhaps Agility (but you could argue their wings make them less agile) and take away from Strength and Constitution. If your campaign requires a flying feat/proficiency they should get it for free, though you could restrict their flight capabilities. Spears are a favorite weapon of the Ancient Elves, so you might offer this up as a freebie as well.

In general the Ancient Elves stick to themselves and let the outside world be as it is (thus why High King Peter put the directions of the Gift of the Gods in Ancient Elven so not everybody in the world would know how to do it). They find everyone else as children and will treat them accordingly, even if said person is a three hundred year old dwarf and the Ancient Elf is merely a dozen decades old.

Roleplaying Tip of the Week: Read. Oh, are you crazy, you are asking? No, just I find myself in a situation now that I find it hard to read a much as I use to, so I bring this to the forefront. It doesn't matter what you read, it may be not even in the genre you are roleplaying, but you could find a nugget of information from anywhere. And those magazines which have nothing to do with your genre might give you an inspiration as well. Take the Knights of the Dinnertable. They are a comic/magazine which makes fun of gamers, by gamers, for gamers. But in the back they have good articles to help you with your roleplaying. They have one article "Bait and Tackle" where they give small adventure hooks. Well mostly they are for fantasy, but who said you can't use said bar room brawl adventure in a space adventure? Read!
Tomorrow: Akicitia

Friday, July 2, 2010

Wood Elves of Martapa

There have been many different types of elves in fantasy history. You have the Lord of the Ring Elves who are tall, lithe, and have small ears. There are the Elfquest elves who are quite short and have large ears. Then there are the World of Warcraft elves who are tall, lithe, and need their ears trimmed a bit. They are everything from mystic to just people with pointy ears. I'd like to think my elves are on the mystic side, with just some pointy ears.

Wood Elves stand around five foot in height (though they can be taller) with ears which taper. Hair color can range from white to purple, brown to black and everything in between, with one exception. Only the elves of the Sunstar line have red hair (this is something I will get into in the history side of explanations so bare with me). Eye color also range, usually matching hair color, though not always especially for the odd colors like white or red.

Now there are two major subsets of Wood Elves: The northern and the southern. The northern are more pale skinned and do, actually live in the woods. The southern elves are black skinned and live more in the open plains and foothills. The only difference in the subsets is the skin color, nothing else.

Wood Elves are steeped in the lore of nature as well as magic and prove to be powerful mages and observant scouts. Their clothes are leather or silk (depending if they work mostly in the out of doors or if they are scholars) or a mixture of both. Most, but not all, elves know how to use bows and often they can speak more then one language. (So let me add here most Dwarves speak dwarvish and the common, human tongue of High King's Speech). The men grow no beards and both women and men wear their hair somewhat long, woman longer then the men. Intricate braids and pony tails are common decorations in one's hair.

Family size is small, usually only two or three children in their long lifetimes which can last a millennium. They live in homes upon the ground amongst the trees or high in tree branches if in the north, in the south they like homes which are burrowed into the ground or hillside.

Some possible classes for your campaign world would be fighters, rangers, mages, clerics, and bards. They would also be eligible for a class of my own making: Clan Warrior, a special kind of fighter/mage/cleric I will explain later. Elves should be given a free language and the option of the bow or a second free language they can read or write. I would give a bonus to Agility, Charisma, and Intellect, but take from Constitution and Strength if your want to tweak them from your stock elf. Elves tend to worship Targon, Wesa, and Iktomi, though other Gods are worshiped as well.

Elves, in general, look at humans in disdain, thinking them too young and inexperienced (though not all elves feel this way). Dwarves are two gruff for their tastes and Akicitia are very honorable.
Monday: Ancient Elves

Wednesday, June 30, 2010

Dwarves of Martapa

So everybody knows dwarves are those stout warriors who carry axes and stand strong in the face of danger, right? Well, true, but my dwarves are a little more three dimensional then that. Sure, their military ability is beyond measure and most do use axes, but they also are great sailors, having the biggest fleet of ships in all of Martapa. This includes the fleet of the Empire of Ariella. They are fine woodworkers so their ships are works of art as much as functioning ships. They are also fine weavers, producing textiles every race upon Martapa seeks out.

Dwarves, both females and males, are around four feet in height and bare a darker skin. Hair color varies, usually one color more prominent in a particular clan then another. Eye color also varies, though granite and slate gray are common. Men bare long beards decorated with beads and other little trinkets, and women usually have long braids. They wear stout cotton tunics (both females and males), heavy pants, leather boots which go to the knees and flop over, and usually a thick leather belt to carry their various tools and weapons.

Dwarves live underground in large warrens of stone so they can be near mining nodes of one type or another. There are settlements above ground who cultivate the timber needed for the ships and boats they make, as well as ports where the ships are made. Also to produce the wool and cotton to weave with. They are ruled by a King and are broken up in Clans. Families train their young in their profession, making for generations of the same crafter in the same compound. Oh, so I forgot to mention Humans life for around 60 years. Dwarves can live up to five hundred years of age, so it is a long time to prefect their craft.

They live upon the "Dwarven Islands" as so named by the other races. They call them the Isles of Taniger (The dwarven god). Each island is ruled by a designate of the King, and thus are responsible to the King. Every dwarf, whether female or male, are required to serve a stint as a tunnel guard and everyone is trained in one weapon (at least those who can use one).

Families vary in size and make up. Dwarves have on average three children. Depending on the craft it will depend on how many people live in a compound. Weavers will have more extended family then engineers. Those of more military stripes will have large extended families in one area so those family members who are not serving in the military can help take care of family who have members in the military as well.

Possible classes for dwarves would be warrior, cleric (because you have to be healed to keep fighting), and thief. Mages are possible, but they are very battle orientated. I would give them the axe skill for free (regardless of class) and maybe a crafting skill for free or half price. I would add to Strength and especially Constitution, but take away from Charisma and/or Intellect. Just depends on how your system is set up.

Dwarves, for the most part, get along with the other races, taking everything humans do with a grain of salt since they are so short lived. They use to have a connection with the ancient elves, serving as guards for the royalty, but that died out over the centuries for a reason they will not say and for the fact the ancient elves eventually died out.
Tomorrow: Wood Elves

Tuesday, June 29, 2010

Humans of Martapa, Part VII

The humans of Ariella are just as diverse as those in the north, though culturally they are probably more homogeneous. The eastern 3/4 of Ariella is ruled by the Empire of Ariella and the tall, proud people who are the descendants of a expedition from the west. They are black skinned, black hair with brown or black eyes. They stand a little taller then the average human on Taina. They wear togas, with pallas defining those of the upper crust and of the military, or simple, no sleeve dresses for the woman, with pallas of their own.

The military wear short togas with chain skirts, plate breastplate, with sturdy greaves and bracers. They also wear the typical Roman Legionnaire helmets, right down to the plume (we like to call them crested cara-caras...lol). They wear sandals, since it is warm down in Ariella, which lace up to the knee.

The people of the Empire are very religious, taking especial care to honor Catiana and Targon. They will feel insulted if a God is slighted in any way and will challenge the person right then and there if they feel it is that bad of an insult.

Families can vary in size, but male children are prized over female children (not that families don't love the female children, the male children carry on name and family pride). Usually only the core family lives together, though extended families live close.

The one big difference between this part of the world and others is the Empire keeps slaves (just like the Romans). Their entire commerce is based on this structure and what allows them to expand to other areas.

The people of the Empire are patterned after the Roman Empire, with every man over the age of 18 having to spend 2 years in service of the Emperor. So all men over this age have some weapons training. Classes which would be appropriate for this regions would be warriors, clerics, mages who tend toward the battle aspects versus research, and rangers who work as scouts. Strategy is paramount to the people of the Empire and all those serving in the military have had some training in strategy, so think about that and a weapon proficiency for a free or reduced cost for your characters. If you want to change from a mainstream human I would give Constitution and Strength, but take from Wisdom or Charisma (this because they are blunt and to the point, not that they are uglier)

The other humans of Ariella are small pockets of humans who are olive skinned, lithe, smaller then the average human, and have dark hair and eyes. They dress in poofy pants and oversized, button up tunics with long sleeves, as well as sandals. They are a peaceful people who tend to meditate on the ways of the world and leave others to themselves. I would equate them to the East Indians in appearance. They are tiny, but wise about the world and their families are huge, with one couple having on average 7 children over their life times.

They would be ideal for mages, clerics, and monks (if your system has them). I would take from Strength, but add to Intelligence or Wisdom.

That is it for my humans. After I have described all the races briefly I will go back and do history for each race and subrace.
Tomorrow: Dwarves

Friday, June 25, 2010

Humans of Martapa, Part V

The people of the House Tayke are an isolated population within Tridon. Unbenownst to most of the world the people of House Tayke came from a distant island to the east of the Areillan Empire. They resettled on the east side of the Tsalagi Mountains to save the population they could when their own island was destroyed. Because of this the majority of House Tayke is much different in appearance then most of the other Houses.

The people of Tayke are shorter then the average person in Tridon, most around five foot in height. They have a pale complexion, though with black hair and dark eyes which slant slightly, reminding those of Martapa of the oval eyes of elves. The older men have long beards and woman like to pin their long hair up in fanciful braids and buns. Most men keep their hair in a short pony tail and the women like to keep their hair long. They dress more in robes, even those who are not mages, made from a fine material called silk, though other fibers are used. Pants and shirts are used as well, though billowing and baggy. Embroidered fabrics are also common.

These humans live in large extended families and their structure makes the oldest male of the family the patriarch, and thus in charge of everyone's lives. Females are still equal (which in most human societies they are), but very much protected from the world, so they don't seem as free. There is a caste system, strictly defined, though not frowned upon as much as in the south western part of Tridon. The fates placed you in the caste you are born to, it is your job to rise above you situation.

Classes which would be appropriate for the House of Tayke, would be warriors, mages or clerics. These people are very founded in history so a bonus history skill for free if the class does not come with it, would be appropriate. You also might allow some form of Martial Art, though they would have to still buy it if your system calls for buying weapon skills or proficiencies. If you want to change from a mainstream human I would give a plus to Intelligence or Wisdom, as well as Agility for they are very dexterous. I would take from strength. They are also very mechanically inclined and if your system allows for tinkering with small mechanical things, allow them to take this for free.

They find all of the other humans as children, though more in a protective parent way, then as a degrading remark. Their civilization was (and still is) more advanced then the rest of Tridon and want to help the rest of the world settle into peace and harmony as they once had.

Roleplaying Tip of the Day: So where do you game? My husband and I have gamed everywhere, a table, in a dorm room, on the front room floor with the kids. Find what is most comfortable for you. All the planning in the world can't make a good campaign if you and your players aren't comfortable where they are playing.
Monday: The Humans of the Eastern Plains.

Thursday, June 24, 2010

Humans of Martapa, Part IV

On the eastern side of the Tsalagi (pronounced jah-la-gee, Cherokee, to those who speak my great grandmother's native tongue) Mountains is where the Black Wizards of Shaniko reign supreme in my High King's Sword series. But when the Kingdom of Tridon was at its height it was the home of many of the Houses of Tridon. The humans on this side varied from those on the west side, though a few of the Houses were similar to those on the west side. There are two major ethnic groups of humans on the east side, the people of Tayke and the people of the plains.

Humans of Tayke are Japanese in appearance and a good portion (though certainly not all) of their culture. Humans on the far eastern section of Taina are more Native American in appearance and somewhat in culture, leaning toward Lakotah and Cherokee nationalities.

I haven't spent as much time on this side or this pre-history, so over the next few days I shall flesh the people out and hope to find a good history and culture for them both!

Roleplaying Tip of the Day: The Internet. So when I was just out of college roleplaying circles were saying the Internet would kill roleplaying. I think a family, kids, and career sort of killed it more for me. I believe you can use the Internet to increase your roleplaying. As a mother I don't have time to sit down to game for 4 or 5 hours straight (as it is I have to take my World of Warcraft time in 10 to 20 minute hits), but I sure can respond to emails. Right after my second child my husband and I were in real need for a roleplaying, but we knew no one who did it in this new town and are friends who roleplayed had spread to the four winds of the country. So we decided to do "play by email". I would write a small blurb of description, set up a scene, then send it off. My players would send me back what they wanted to do and then I'd jam it back together and then send it back for the next round of stuff. Sure, it took time...but if my players were on top of things we got a few good hours of roleplaying in a week. Now adays you have twitter, instant messaging, and even games which allow you to play online together with your own adventures! Use the Internet to keep that roleplaying going, even if you can't physically be together. You may not be able to share a pizza, but you can share the fun!
Tomorrow: Humans of Tayke.

Wednesday, June 23, 2010

Humans of Martapa, Part III

So here we are, in the southwestern part of Taina. The people are blond or brunette, pale skinned and most bare the blue eyes which mirror the color of the sea. They are more lithe then their northern counterparts, though a stout fellow here or there can be seen. Clothes are are thick wool to stave off the chill of the ocean breezes, since most major Houses are situated along the coast. Dresses are conservative, and men wear doublets with billowing shirts beneath. Hats with long feathers for the men are the fashion, along with shoulder length hair, loose or in neat ponytails. Woman wear the hair in fanciful braids or loose, depending upon their lot in life. Loose hair usually means they are wealthy and have no need to worry about their hair getting in the way of their work.

They talk with a bit of an English accent, heavily along the coast, but for the most part their High King's Speech is your typical American English equivalent. This is also the trade language, so many of the other mortal races learn this along with their native language.

The major Houses (thus major cities) of the southern reaches are Greenthorne, Vandez, Bloodhelm, Weatherworn, Pathfinder, Cole and Brightwater, all of which are port cities. Fishing is very important to these cities, along with farming and some timber from the more northern of these southern cities. Also, trading with the Empire also brings in good gold.

Here the families are smaller, usually three to five children, and usually there are few extended family living with them. The oldest will usually take in an elderly mother or father, but sisters and brothers usually have their own homes. Here people are in castes, the poor consisting mostly of farmers and servants, those of moderate means being business owners or merchants, and then the nobility.

Classes which might be appropriate from this region would be swashbucklers, something which might be equivalent to a knight, bards, thieves, and mages (both magic users and clerics depending on your system). Let me make a quick clarification here. In my world there are no "clerics". All people who can use magic are called mages or wizards (people are only called wizards if they worship or draw their magic from Kahalla). Those who are devoted to a particular God are given the title Mage. These are your clerics. Clear as mud? If you want to change stats form a mainstream human in your campaign world I would give them a bonus to their agility and charisma, maybe even intelligence. I would take from constitution and strength though, to balance things out.

The people of the southern reaches find their northern neighbors ignorant barbarians and thus find them in disdain, even the nobility of the north. Give a minus to interaction rolls if a southern reaches person interacts with a northern reaches person they do not know. Don't worry about such things if the people know each other.

Roleplaying Tip of the Day: Food. Okay, how many of you have ordered in food while roleplaying? I see all those hands...pizza was my groups thing, around midnight when the college specials would spring to life like magic. Use this to your advantage. Have props of food for your tavern and around the campfire scenes. Do a potluck with a stew and bread along with your "mead". It will add to the atmosphere and everybody's tummies will be nice and happy. Happy roleplaying!
Tomorrow: Humans of Eastern Tiana

Tuesday, June 22, 2010

Humans of Martapa, Part II

In the north of Tiana and west of the Tsalagi Mountains are the northern Houses of Tridon. These hardy individuals are large, strong people with red or dark hair, though blond is also possible. They tend to be pale in complexion and wear at least some bit of fur here or there upon their clothes. Most of the men grow beards not unlike dwarves, decorating not only them, but their hair as well with beads, small, hollow bones, and braids. Everyone, even children as young as five, know how to use at least a dagger as a weapon, since these people are always at war with the ogres and other darkly inclined creatures that roam the north. Even the wildlife can cause one to fear for their life.

Clothes of the north are sturdy, sometimes of leather, other times of good, stout wool. They are usually decorated with fanciful creatures or designs. Darker colors are preferred, though bright colors are used for weddings and other important events.

The Major Houses (and thus cities) of the north include Calabay, Goldleaf, Varanath, Eton and Merryweather. Greenthorne is a little further north then Merryweather, but their people, since they are on the coast, appear more like the people of the southern reaches in both appearance and culture.

Culture in the north is very clannish. People are not broken up by caste, but rather how they are related to one another. Commoners play with royalty with out a second thought. In the north the focus is on surviving the environment and creatures, not jocking for power. Protecting the Clan's honor is more important then most everything else in the north.

Agriculture and forestry are very important, as is fishing. Calabay houses the largest fleet of merchant and fishing vessels and make the finest ships in Tridon.

Families living in the same home consist of a mother and father, their children, one or both of their parents, and even brothers and sisters of the mother and father. Large, extended families under the same roof are not unheard of. Usually three to ten children per married couple are the norm.

Classes which might be appropriate from this region would be fighters, rangers, and thieves. Druids and mages could come from this area, but they would be rare. If you want to change stats from a mainstream human in your campaign world I would give a bonus to strength and constitution, but take from intelligence and perhaps even charisma. Characters should start with the ability to use a weapon of some sort (though axes would be the most common). But their starting money should be less since the northern regions barter more then they use coinage.

The people of the north frown upon their southern counterparts. They find them soft and unable to survive the rigors of true honor. The people of the north worship Sarjon and Shade, as well as Tinaka. Other Gods are worshiped, both light and dark, but these are the most common.

Roleplaying Tip of the Day: Character descriptions. Okay, so I like descriptions, places, people, what ever. But if you can get your players to describe their characters, not only can you work the descriptions into your "flavor text" your players can describe what their characters are doing much better. "I swing my sword" sounds so much better when the player says "I swing my scimitar to try and block the blow before it hits my new bracers." Little things make a game so much more fun!
Tomorrow: Humans of Southern Tridon

Monday, June 21, 2010

Humans of Martapa, Part I

So lets begin with the most numerous of the races on Martapa, Humans. Humans are the most diverse and adaptable of all the races on Martapa. They are independent thinkers, strong users of magic, and worship all of the Gods. They also differ greatly from region to region.

Martapa has two major continents, Tiana and Ariella. The northern continent, Tiana, would be you equivalent of say Ireland, northwest America, and the plains of North America all wrapped around by your typical northern hemisphere coasts. The southern continent, Ariella, is a mixture of Africa and Australia (just depending on where you are). Ariella is by far the biggest, but Tiana is where I spend most of my story time, thus it is by far more flushed out. And thus, so are the races.

The humans of Tiana vary by region. Tiana is separated by a large mountain range in the middle, Pacific northwest/Ireland region on the west, plains on the east side. On the west and to the north would be your more Ireland region. Here is the home of light skinned, red and brown haired (and lack of a better term) barbarians. They aren't really uncivilized, but they are the most hand to hand trained, hulking humans of the Kingdom of Tridon. To the south lays your Pacific Northwest type people. They are lithe, blond and brown haired, blue eyes are common and these people would bring to mind your knights in shining armor type of people. On the east side of the mountains you have a lot of Native American looking people (though in the time of my book there is a lot of western looking humans over on the east side) and a small pocket of Japanese looking people.

To the south is the Empire of Ariella and free pockets of humanity. The Empire covers nearly two-thirds of the continent, starting in the east, and the people here are black skinned (though of varying hues) and black haired. To the west are free pockets of humanity who live in free cities amongst the other races of Martapa. These people appear Indian, with olive skin and dark hair.

I think I have covered all the basic humans, tomorrow I shall delve into the barbarians of the north!

Roleplaying Tip of the Day: Dice. Always important and can always be a trip up when it comes to making it through a gaming session. Ask before hand if a person has particular dice for a particular die roll. My hang up was I had a specific die for initiative (it rolled lower), but my GM knew that and would tell me to roll again on my "Initiative die" if I didn't. This way if you know which one a player uses, they can't say, "Hey, that was my damage die, not my initiative die," and try to get a lower roll. It will speed up play and no body gets to cheat on their rolls.
Tomorrow: Humans of the far north

Friday, June 18, 2010

Races of Martapa

So now that we have met my Gods, the driving forces behind Martapa, let's meet the people who populate my exciting world of Martapa, shall we?

So my world has many races, with diverse cultures and behaviors. I like building worlds and probably could do that all day long instead of writing, but that won't eventually get me published. Here is a list of the races I have (though to be honest, I might miss one in this list) I have Humans, Wood Elves, Ancient (or Winged) Elves, Dwarves, Akicitia, Tsula, and Half-Elves (though there are probably mixed race mortals of all the races). In the vague histories of my world there were Small Ones (halflings in most campaign settings), but they disappeared some where in the past for some unknown reason to the people of Martapa.

This does not include other intelligent "monsters" such as centaurs or fairies, because for roleplaying purposes I am calling races of men those which you should be allowing your players to use as characters.

My races vary from area to area (except Dwarves, they are only located in one are of Martapa) and when I delve into each race I will try to expand into the culture and looks of each area.

Roleplaying Tip of the Day: Reward your players for a well thought out background. Nothing big, a small, extra start off item, a sub-plot of their own, something to let them know you appreciate a good background. It adds to the roleplaying and makes your players become very attached to their characters.
Monday: Humans of Martapa, Part I