Monday, May 2, 2011

Character: Tresh Bloodhelm

Tresh was a big boy and always considered slow because he was so strong. But he was a great strategist. He designed several things which improved life in Tresh's village. As a stout and loyal friend to Peter he left with him to seek adventure. His last name was Weaver, but during a battle fighting ogre's his helm was punched in and he broke his nose, blooding his helm.

Tresh was human and lived to be 81 years. He was 6 1/2 feet tall and nearly three hundred pounds of muscle. He was broad shouldered, with thick arms and legs. He was never fat, though he added a bit of weight right before his death.

Tresh's face was oval, with cherub cheeks, non distinct cheek bones and a heavy brown. He bore a farmer tan, with dark sea blue eyes which were heavy lidded. His hair was straw blond and grayed with age.

Tresh wore dun colored pants, green tunic, rope belt and sturdy leather boots. Once he was leader he wore more blacks and reds, in silks and nearly gaudy. He was a straight forward man, but usually he allowed others to speak for him. Later it was his wife that spoke for him.

If your party plays in the time of Peter Tresh might be in need of scouts or adventurers to scout the area around Bloodhelm since at the time it was very wild, though Tresh knew the port would be a good place to settle. He will take no treachery, but pay well for such services.

Thursday, April 28, 2011

Item: Clan Necklaces

Clan necklaces are a highly guarded but open secret. These necklaces are given to Clan Warrior Charges by the Clan Warrior (though later on it was given in secret and the charge didn't know who their protector was, then reverted to open exchange with Miyaca Snowbird near the time of the High King's Sword). They were worn to show others they were protected by top notch warriors.

Each Clan's necklace was different, usually baring the animal their Clan was named after. Each formed a bond between charge and Clan Warrior so the Warrior knew where their charge was at all times and if they were well. The necklaces were made so only the wearer could take them off. It also gave limited poison immunity and immunity to charm magic. The eye of the animal usually was the color of the Clan Warrior, made from a gem of some sort.

You can use this in your campaign in two ways. One way you could use it is to have one of your characters be a Clan Warrior or a charge. I recommend if someone is a "charge" that both Warrior and charge be PC's. The second way is the party could find a necklace, either on a dead "charge' or a dead Warrior. The party should feel obligated to find the appropriate Clan especially if they are a follower of Targon.

Wednesday, April 27, 2011

Expanded Time Line XI

2161 PA(Post Avatar)
In the western part of the Empire a strange ruin is found. The buildings are nothing like anything in the Empire, made of wood with sweeping roofs and fanciful animals that no one has ever seen. The language is etched on the outside magical wall, but not one that any one can read. The whole ruin, covered slightly by blown sand, is protected by a bubble of magic that won't let anyone in.

In the north gems are found in a new location in the north eastern part of Taina. A rush is on even though the place is ruled by Black Wizards.

Sea elves are seen in Calabay. They offer the ruling family presents, ask for a binding treaty of peace, and are now awaiting the response.

Tuesday, April 26, 2011

Location: Gunther's Provisions

Probably one of the more important places in Bloodhelm for your adventurers, Gunther's is like the supermarket of the adventuring set. This place is open, with stacked shelves, lots of light to check out the stuff inside and all sorts of fun and exciting stuff. The building is 2 stories with camping gear and the like upstairs, armor and weapons down stairs to Gunther the Third can keep an eye on them.

Gunther the Third is actually the current owner of a long line of owners. It's stayed in his family for the most part and he always tries to sell a good product. Gunther the Third loves to hear adventure stories, and may even give an adventurer a good price if they have a good tale to tell. Born with a crippled leg, Gunther knew he would never be able to adventure on his own so he lives such adventures through his customers. Gunther is human, middle aged, and a little round about the middle. He is happy go lucky and loves to talk! Come with a lot of time to spend when shopping.

All basic starting adventuring gear can be found here, at local prices. Special items can be purchased, because Gunther would be happy to find them if he doesn't have them, but expect to pay high prices for such items. Gunther does not spell magic items, except for simple healing potions.

Monday, April 25, 2011

Character: Tres Silversword

Tres was a farmer's daughter, with lots of brothers and sisters. She hated farm life and the thought of having to be a mother of her own. She left with her five friends to find her way in the world, but all but one died in their first encounter not far from their village. Her friend and her went on to gain training with a group of mercenaries, then founded the Flaming Shield, which she has been running for nearly a decade. She longs for some slow time now and again, because her mercenaries are sought after. They don't back down, they don't leave anyone behind, and they get the job done. She came into Duncan's life when she was stationed in Bloodhelm and he was an apprentice. She treats him like the Grandfather she wished she'd had.

Tres is human and nearly 28 years old. She stands six foot tall and 150 pounds (all muscle). She is broad at the shoulders but still a feminine looking woman. She has a rugged chin with freckles across her nose. Her complexion is pale white (she's from around Calabay). Her eyes are dark green, but get darker when she's angry. Most prominent is her flaming red hair, chopped short and a mass of curls.

Tres wears light clothing, pants and shirt of tan color with black, calf high boots which lace up the front. She wears black leather armor with a rose etched upon the chest with a sword behind it. (Her nickname is the battle rose.) She usually doesn't wear a helm, but she has a thick, woolen cloak, a well worn travel pack and roll, a round shield, and a well taken care of longsword.

Tres curses like a sailor on shore leave and she doesn't beat around the bush. She's friendly and helpful to a point, then it costs. She gets along with most nobles, because Calabay nobles mingle with the common folk. She is particularly fond of old man because she misses her grandfather.

Tres started out as a filler for Duncan's friends, but after a while she just grew. She becomes an important part of the story arc in the forth book. If during the time of the High King's Sword, she may hire the party to help them with a particular job.

Thursday, April 21, 2011

Expanded Time Line X

2160 PA (Post Avatar)
A great fire sweeps through the southern Tsalagi Mountains. Vast amounts of forest is charred and much wildlife is lost. Druids go to Willowdale in search of aid. The Lord of Merryweather asks someone to search for one of his work parties of Lumbermen that may have been lost.

Ogres attack House Goldleaf. They are supported by lizard type humanoids which use magic. They ask for aid, unsure of the number of ogres and needing mages to counter the magic using lizards.

Fake gold/silver coins are found through out the realm. After a few days supposed gold/silver coins turn to copper pennies. The High King has posted a bounty on the people responsible.

A gathering of Dragons occurs at Varanath. They discuss territories, laws, and pledge loyalty to Varanath.

Tuesday, April 19, 2011

Place: The Long Shoreman

This tavern is run down, dirty, and down right creepy. The building is one story and seems crowded, not because it's small, but because the owner has crammed the place with tables in hopes of making some money and keeping fights to a minimum. This building is all wood, with many broken glass windows, (the windows are more cracked then broken. Any that are actually broken out are covered over by wood). Chairs tend to creak under any weight, be lopsided and rock, and tables are not at all level. Some of the walls inside are slightly scorched, from a fire which started by a brawler knocking over a lamp.

Crandor Sayer is the current owner. He won the tavern in a game of cards and has no idea really how to run a business. He hasn't run the business into the ground, but he can't get ahead, either. The person he won it from ran for the hills, almost as if he wanted to lose, and Crandor was left to pick up the pieces. He did discover a small pouch of gold and rings beneath a loose board in the kitchen, but he's not sure what to do with it yet.

Food here is horrible. Crandor can't afford a cook yet so he just cooks the stews he knows. He isn't very good and it is clear this is why he is rail thin. The ale is equally bad because he tries to cut corners by watering down ale and buying cast offs which are cheaper. But people keep coming for they mostly just want to forget the day or problems with their family. Quality doesn't count here.

Your party could find good rumors here because people here want to talk and tell a person everything about themselves. If someone is asked about a place or person someone is bound to know something (not that is always right). There is a 20% right a rumor might actually pan out. Crandor is also very discrete and if paid to not over hear something, he most certainly not hear anything.

Monday, April 18, 2011

Character: Rogan Thatchhammer


  • Rogan is a minor noble of noble House Tatchammer of the House Goldeaf has always been a fighter. When he was born there he had a hammer in his hand. His family has always been loyal to House Goldleaf and he is currently the brother of Lady Goldleaf, mother of Cailus and Helen. Rogan is a blacksmith when he is not fighting along side other Knights of House Goldleaf and is very fond of Cailus and Helen.

  • Rogan is human and forty eight years old. Six foot two inches in height he is around two hundred and fifty pounds of muscle. He is broad in the shoulders and big boned. His face is oval shaped, with pronounced cheek bones and a bulbous nose that is quite prominent. He is pale colored with weathered skin from years of hard work. His dark blue eyes set off his blond hair which he keeps in one big braid with feathers and beads. His braid is also blond with streaks of dark brown hair.

  • He wears leather tunic of deep brown, and a leather lace up pants, an outfit similar to those of the plains people of the east. He spent three years in his youth with the plains people and likes to dress in their comfortable clothes. He also has mid calf high boots of leather. All pieces of his clothing have decorations of bead and feathers. He does not wear armor as a rule, but will wear plate if forced to.

  • Rogan is blunt and to the point. He says what he means, much to the disbelief of his nephew. His voice is deep and rumbling. He is gruff man, rough around the edges, but he is usually friendly with his friends. HE doesn't talk a lot and takes time to develop an opinion about a person. Slow to anger, but when he is driven to anger he is like some hell spawn.

  • If playing in the time of the High King's Sword, he is the man you have to go through to get to Cailus, whether before or after he is crowned High King. He will want to know the caliber of the person and will send them on an errand before letting them see Cailus

Thursday, April 14, 2011

Item: Cloak of Sircarius


  • Magical cloaks are not unheard of, but don't abound in Martapa, either. Most cloaks which hold magic protect the wearer from fire or the elemetns. But one unique cloak is coveteted by thieves and assassins everywhere. The Cloak of Sricarius was originally given to Sircarius most faithful, but it fell into the hands of common thieves at one point in its long history.

  • The cloak is pitch black with elaborate embroidered trim. A clasp, in the shape of a pouch and dagger, is made of platinum and will only open on command.

  • There are several properties this cloak holds. One is it gives the ability to climb walls, no matter how vertical, like a spider. At least two limbs have to be free to use this ability. The second is to be able to disappear into the shadows unseen, muffling all sounds made by the wearer while they are wrapped in it. The third is it gives the wearer immunity to poison. Fourth, it will repair any rips or tears to itself within three days, unless it is burned to a complete crisp.

  • It is rumored only worshipers of Sircarius can wear the cloak and the priests of Sircarius will send assassins after those who possess the cloak to take it back.

Wednesday, April 13, 2011

Expanded time LIne IX

2159 PA (Post Avatar)

  • Rumors of a dragon attack on a Black Wizard compound near Karoon abound. All there were killed, bodies and wreckage were found, but no one can truly believe that dragons, let alone one dragon, did all the damage. Most figure the compound was attacked by a rival Black Wizard.

  • Several prominent Seers have mysteriously disappeared from the larger cities, including one in Notitia in the Empire. No one can find a trace of them, not even the famed Finder's Guild, and there is no connection between them. Several of the family members of several Seers have asked for help finding their loved ones.

  • A ship washes up on the shores of Vandez with no visible markings, baring strange coinage and even stranger looking people. Mages have been dispatched to discover what they can about the ship and where it came from.

Tuesday, April 12, 2011

Gambling Halls of Bloodhelm


  • Every city has somewhere for people to blow off steam, and money, to help keep the peace in the city. In Bloodhelm the gambling halls go by the names of The Golden Coin, Splendor's Luck, and the Leprechaun. Each serves different levels of play (High stakes/Medium stakes/and those who just have a little to spend). Each also offers certain amenities the others don't. The Coin is meant for the nobles and offers fine food, wine and music while you gamble. The Luck is for the merchant class and does offer food, drink and music. The Leprechaun offers only drink, though food is allowed in for the working class.

  • These buildings are large, windowless (so you don't know what time its), and well protected. They all hire guards who are well equipped and take their jobs seriously. The Monelenders and docks are nearby, so business is always brisk for the gambling hall.

  • Games available are Pezuta's Luck (Basically Craps), Sailors Curse (Blackjack), Thunder's Roar (Texas Hold'em), and Dancing Lady (Poker). There are other various games which are just variations of these. I'll post the names of cards later, but for the most part use the same rules you would for those games.

  • As in real life, the house always has the advantage. Sometimes this is truer then normal. If the house is losing too much, a little magic of trickery and illusion may be used to push the house back to the top. All three keep mages on retainer just for this reason.

  • The PC's may come here for fun, because they have to meet someone, or because they are desperate for money and thought to find it this way. (Good job GM if they're at that point :) ) These places are all run by humans, but the owners switch so frequently that no owner lasts more then a few months before they cash out their profits or just plain cash out because of an angry customer.

Monday, April 11, 2011

Character: Pathfinder


  • Pathfinder is the only person of Peter's original 16 friends who was half-elf. He was the son of a frontier scout and an elf. Pathfinder had the best, and worst, of both worlds. He trained well as a bladmaster, archer, and scout. He was a quiet boy as well as a quiet man. He hunted and traded with local human villages, liking many of those he met. When he found Peter fighting against the ogres in Last Stand he could only add his expertise.

  • Pathfinder was a half-elf, he was two hundred and three when he died, was five foot two inches in height and about one hundred forty pounds. He was modest size, not wide, but not willow thin. His face was narrow with prominent cheek bones, his complexion tan with tattoos. His eyes were violet and oval. His hair was silver with green and violet streaks.

  • Pathfinder preferred hunting leathers of green and brown, soft leather boots that lace on the side, short forest green cloak. Straight forward though his words were musical and flowing.

  • Pathfinder loved to teach people to hunt and use the blade. If the pc's are playing in this era they could be trained by Pathfinder if the offer to help out his House of Pathfinder.

Thursday, April 7, 2011

Frithen's and Cresh's Money Exchanges


  • Both of these moneylenders are some of the most despised but needed businesses in Bloodhelm. Both businesses exchange foreign coin for local money, usually at the steep cost of 1 1/2 coin for equal value local coin. Cresh often states better to stiff foreigners then locals. They use the coin to buy foreign trade goods, because they get a better deal then those who use Tridon's money. Then they turn around and sell the trade goods for a sizable profit.

  • The second reason for these businesses is to lend money. The cost here is high, as well. They charge 20% interest and enforce such interest with big, hired thugs. They do brisk business with two gambling houses so near by.

  • Both buildings, which are kitty cornered from each other and the gambling houses, are small, hardly more then a hundred square feet. Each has at least three hired muscles who follow each Frithen and Cresh around to ensure they are not harmed. There are no windows and the buildings are no more then over sized offices. Money is not kept on site, but at each owners home. Cresh actually has an extra dimensional pouch which he keeps on him at all times that holds all his coin.

  • Both Cresh and Frithen are human, and both are fourth generations moneylenders. They share a great grandfather who originally started the business, but his sons argued over it and split the business when he died.

  • Characters might have a gambling habit and need money. Maybe they came upon a stash of old coins that need to be traded in. Maybe they need money to buy equipment as well.

Tuesday, April 5, 2011

Character: Olaf Cole


  • Olaf is one of the founding members of the Kingdom of Tridon and one of Peter's core friends. The son of a fisherman that left the coast with his family for reasons Olaf never knew, he was new to farming when they came to the village of Stormvale. Peter was the first friend the shy boy had there and Olaf tagged after him from that moment on. He was a fine net maker and loved that Peter gave him a home on the coast when the Kingdom of Tridon was born.

  • Olaf was human, seventy one when he died, five foot eight inches in height and a slim one hundred and fifty pounds wet. He was rail thin and better suited for a ship then a suite of armor, which tended to just slide off him in most cases. His face was oval and long, he wore a long mustache in his older age but never a beard. (They were too itchy for him.)

  • Olaf's complexion was pale with a farmer's tan, his eyes brown, almost hazel. His hair was brown/black which he kept short or in a small ponytail. It grayed as he got older. Olaf wore cut off pants, baggy white shirt of muslin and rarely wore shoes, even as a Leader. Usually he only wore shoes for formal occasions or on the battlefield. He talked with his friends and relatives but was shy with unknown peers. He did love to chat with children and opened up with them freely. He loved fishing and could talk a man's ears off about the subject if given the chance.

  • If the characters in Cole right after Tridon is founded they might find Olaf fishing at the docks or in a small row boat. If they want to talk about fishing, he'll talk with them until the cows come home.

Friday, April 1, 2011

A Look Into Names

I don't know about other writers, but naming people and places is always a big chore for me. Not because I don't like naming, but because I'm very particular on how I name characters. I want the name to stand for something, mean something to me or the person who helped me with the character. Because of this I tend to look in many different places for my names.

  • My first is friends. Some of the characters in my stories were characters created by my friends for my roleplaying game or for other such games. I don't worry about the copyright infringements down the road because I asked permission before I started. (Which you really should do.) Everyone was excited about being part of a book that might actually get published (some day, cross the fingers and the like). Some examples of this was Tarkil and Duncan. I would never have come up with Tarkil, but my friend Karl thought long and hard on this character and his name. I didn't want to co-op his character and change the name, it just didn't seem right. And Duncan was my husband's simple farmer, with a simple name. Some flashy name just wouldn't do for him.

  • My second is baby name books. Whether you have kids or not, these are handy things to have. Most name books now have not only the place of origin (which is handy if you are trying to stick with a culture...like Tayke for me) and a meaning. The meaning is very important because in a way you are giving a reader a clue into this character, without really shouting it out.

  • Third is other languages. I prefer to look into Native American names. Lucky for me I was enamoured with Native Americans from a young age and have many of mismatch of dictionaries laying around. Plus I'm learning Cherokee to help learn about my Grandfather's people (thank you Ed from the Cherokee Nation!). Some of my Native American names are Tsalagi Mountains (It is pronounced jah-la-gee and means Cherokee), Pezuta (which if I remember correctly means healer in Lakotah), Waya (which means wolf in Cherokee) and Iktomi (which means spider in Lakotah). Latin is also a good dictionary to have as well not only for spells, but magic spells.

  • The last thing I do is make the names up. Just stick some letters together and call it good. I don't recommend this tactic unless you are just stumped, but it works some times. Van would be my best example. Van was not a good proper name for a noble so I added the letters 'dalar' to get Vandalar. Seems like much more of proper name. Vetch, who shows up later in my second book, is also a good example and example of a name that is apparently pretty good. I play World of Warcraft and you can check names on that site to see if you can get that name for a certain realm. Two years ago I made a character named Vetch but wanted to change realms, so I checked. Suddenly I was inundated with page after page of characters named Vetch. I was floored! I made the darn name up and there is was at noisome!

Have a great weekend and keep writing!

Thursday, March 31, 2011

Item: Message Box


  • Message boxes are also artifacts from the Great Mages of Tayke. With travel long and words often miss-remembered, the mages felt a need to rectify such things. The mages started with the simple knowledge that music and phrases could be impressed upon items. From there they developed a way to capture the image of the speaker using small illusions captured by magic. The long messages were the hardest. But after much trial and error they developed the magic box.


  • The box is usually a small cube made of jade or quartz (which can be used more then once). Tayke writing of who made it, fanciful pictures or seals are just some of the decorations that cover the faces of the palm sized box.


  • The message can be anywhere up to ten minutes long with a ghostly image projected from the box. Some use them for trade or treaties, others use if for messages to love ones. Some of the special ones allow questions to be asked of the illusion as well. But these type were far rarer then the others for the magic was harder to cast and required a very talented mage. When the magic is cast a person or people are specified and when they touch the cube the message activates.


  • Few of these boxes exist in the time of the High King's Sword and the ability to cast the messages has been lost to time. If one was found it would be worth a great deal of money. Or perhaps the box with its message is awaken with the touch of a member of the party! Now wouldn't that be fun to explain.

Wednesday, March 30, 2011

Expanded Time Line VIII

2158 PA (Post Avatar)

  • Dragons converge upon Varanath for the birth of a pair of twins to the Lord and Lady of the House. The two have red hair like their distant ancestor, Amber Blackwolf, and bare strong magic. The pair is named Amber and Richard and the dragons promise to protect them.

  • A harsh, magical storm attacks Weatherworn, but the Weather Mages manage to save the harbor and the boats. Investagations have begun to see who might have had the power or reason to unleash such a magical storm.

  • Magical storms rush across Ariella, mostly in the open plains. No explanation for this occurrence is found, either. Many people and livestock are lost.

Tuesday, March 29, 2011

Place: The Gold Mine Pawnshop


  • Pawnshops are very common in the bigger cities because people always need money and bigger cities always draw adventurers who need to rid of excess cargo or buy something on the cheap. And there are always people to provide those services who want to get rich. Darrell Woodsman is no exception.

  • The Gold Mine has been part of Bloodhelm for generations. It's been burned down, destroyed in a freak windstorm, and nearly run over by a team of run away horses. But still it survives. Darrell greats everyone with a warm, inviting smile. He'll listen to the stories of why they have to sell or where they got such items with just as big a smile. He speaks little, nodding his head when appropriate or sighing when needed to commiserate with the seller. But really he just wants to buy the item and send the person on their way. If a person is buying he will spend a good amount of time relaying what he learned of the item and where it came from, hoping to get more money for it.

  • Darrell's little secret, though, is he's a mage who specializes in charms. He doesn't use charm magic much, but if there is a particular item he wants but doesn't want to spend the money to get it he will charm the person to give him a good price. (He wont' send them away with no money, for the guards might arrest him for theft.) No one has caught onto the scheme, but there has been grumblings amongst adventurers that things are just not right.

  • Most items can be found here (GM discretion, though) and Darrell will buy for around 40% of list price (unless he is charming, then it's probably 10 to 20%) and will sell for around 70%, because he trying to undercut the Treasure Hunter. Tomorrow: Expanded Time Line

Monday, March 28, 2011

Character: Master Sinigan

Master Sinigan is one of the big background players of my books. He's the headmaster of the Temple of Catiana in Stormvale, the biggest temple in all Martapa. He is also visited and tasked by the God Targon, himself, at the beginning of the first book to find the High King and the "High King's Sword". He is the son of two Priests of Catiana and it was inevitable that he, too, would become a priest of Catiana. He loved magic and the idea of justice and the Balance in all things even at a young age. He worked his way up through the ranks of faithful, groomed for ten years to lead the order of Catiana. At the age of 34 he became the youngest Master in several centuries. He wants to return the world to the Balance and to remain safely in his temple, studying. Sinigan is human, about fifty five years of age, five foot eight in height, and about two hundred and ten pounds. He is heavy set, with a small paunch that has come with age, and broad shoulders. His face is round, tending toward the cherubic. His is pale, with a remnant of light freckles. His eyes are brown, round and deeply set. His brown hair is graying, but short. Sinigan wears the dark blue robes of his order with sturdy, short boots, utilitarian belt and knife. He usually carries a staff that is for show only, though he is trained in its use. He is a patient man, but if he does get agitated he become quiet animated. He is open and friend, though tough against rule breakers. He has a good sense of humor but always strives to be the best priest for Catiana he can be. For use in your campaign if they meet him before the High King's Sword, he is harried and could use help getting supplies, finding people, or saving someone. After the High King's Sword, he could need help with those things, but might be able to offer healing on a regular basis or be the Master of one of the player characters. Tomorrow: The Goldmine Treasure shop

Friday, March 25, 2011

Item: Ghostly Servant

Ghostly servants are the exclusive property of the great Tayke Mages. They can be found in ruins of Tayke east of the Tsalagi Mountains and in a few places in Empire. No one in the modern era has been able to duplicate them, but if they are found they are highly prized, though hard to move from their location.

A ghostly servant is just that, a specter which can cook, clean, sew, chop wood, play music, etc. They have to be relatively simple tasks (no making a banquet for three hundred or creating a sonnet) but ones they can do well once programmed. The Tayke used them for outposts so they didn't need as many people and in their libraries and places of learning for the same reason.

A ghostly servant is bound to an object, usually a small statue of a person doing the said task (so a cook stirring something, a man with a wood hatchet, a weaver at her loom). They are porcelain in most cases, though jade versions have been found, so few have survived into the current age. Some thought a soul was bound to the item, but the Tayke mages would never do such a thing. They were peaceful people and so some scholars believe the Tayke mages shaped the servants from the very weave of magic itself. This is a feat that none can duplicate (or think of how to duplicate) now.

Ghostly servants must stay within fifty feet of their statue or simply disappear to reappear near their statue some hours later. As long as the servant has supplies in an area they will continue to create/make/do what ever they are tasked to do, on what ever time table they are on forever.

Finding one is a rare find and worth a small fortune to some richer nobles or collectors, depending on what the servant does. Let me caution you, as a Gamemaster, to not put one of these in unless you have a good reason. The PC's have to find a Tayke ruin that hasn't been picked over and then find an intact statue. I would perhaps use this as flavor text when the party visits somewhere, as if they owner of such place has been lucky enough to find one.

Thursday, March 24, 2011

Expanded Time Line VII

2157 PA (Post Avatar)

The High King's son and wife are found by a group of adventurers. He bestows Knighthood upon them. Those responsible are put to death. A Wolf Warrior appears soon after and states he is the protector of the boy. He goes by the name of Skaska.



Shipping along the west coast is hit hard by a group of pirates calling themselves "The Black Blades". They steal the cargo and kill the crews, or hold them for ransom depending upon who's on board. Calabay sends out a fleet to take care of the pirates but has problems finding them.



The Akicitia and allies turn back the Empire, killing over three legions of men. The Empire retreats, but poisons wells and land as they do so. The shamans of the villages are busy trying to fix the damage and ask for help from the mages of the north.



Tomorrow: Some cool item

Wednesday, March 23, 2011

Place: The Treasure Hunter's Pawnshop

Placed near the brothels and the Temple of Sircarius, this is the destination of all great treasure hunters and adventurers in need a little cash after their last foray out into the wilderness. The building is small, maybe twenty by twenty feet, but big enough for the proprietor, Temple Shortstalking, to show his newest and ever changing wares. Temple is a rare kind, being half human/half dwarf. He's the size of dwarf, but has the lithe build of a human. He keeps a fairly short beard, but his hair of black he keeps braided long like many dwarves tend to do.

The building itself is made of wood, with a few windows which are bared on the outside, (Temple has had a few robberies so he is slightly paranoid about his stuff), two rooms inside, and a heavy outer door reinforced by magic. There is one large room for holding all the items he buys and then resales and a small office which is locked at all times and has magic wards upon it so only he (or someone who knows the password) can get in. This is where he keeps his money as well as any magic items or special items he doesn't want to put out on the floor.

Temple will take most anything, but pays only about 20% of the actual value, then sales them for around 80% of value. This makes him very unpopular in some circles, but there are few pawn shops which will take everything that Temple will. Because he is not particular about what he buys, there is a 10% chance that magic items may not work, may not have all the charges he says, or may not even be what he says they are.

Temple has hired a pair of large, burly ex-mercenaries who take turns watching him and his shop. He has one with him at all times for he fears for his life. Mostly such fear is made up, since few really want to do him harm, but there are few customers who feel jipped by Temple and would like revenge upon him.

You can use this place after your players have had a good haul to sell stuff if they haven't made it good with the other pawnshops. The players can earn his trust over time to increase how much he pays them, but it will take time. Most anything can be found here, including rare spell components, but there is a good chance that they may or may not be what they are actually looking for or that they may not even work. Buyer beware.
Tomorrow: Expanded time line

Monday, March 21, 2011

Character: Stormchaser

What, a horse you say? That can't be an important character, even a minor one. Sounds silly doesn't it, but Stormchaser is an important part of the story and Tarkil's life. Sure Tarkil outwardly considers Stormchaser just his mount, but the events that lead Tarkil to acquiring the stallion is a telling part of how Tarkil really is.

Stormchaser is a 17 hands high black stallion with a beautiful arching neck, long mane and tail which Tarkil refuses to cut and a single deep scar which runs along his right flank. He does not like to be handled by anyone but Tarkil and Master Cardon, the stable master, but will put up with such treatment if Tarkil says it is okay. He loves treats of any kind and running free for miles on end if he could.

The story behind Stromchaser is he was once Raphael's horse, being broken for the purpose of riding, but Stormchaser never liked Raphael much. Raphael was going to kill him when his father stated killing such things was below him and that Tarkil would take the undisciplined horse off his hands. Lord Ikaris had noticed how much Tarkil had been wanting the horse and how many times Tarkil had jumped forward to stop Raphael from harming the horse during its training.

There was an instant bond, two loners in the world together. Stromchaser is truly the one thing in the whole world Tarkil cares about. It gives Tarkil heart, even if he doesn't want to show it to the world.
Next: Treasure Hunter's Pawnshop

Thursday, March 17, 2011

Item: Spear of Moonshade

The Spear of Moonshade is an artifact from before the War of the Gods. Presented by the God Targon to Moonshade, the first female leader of the Wolf Clan, the spear is impressive yet simple. The wood is a stout oak, strong and sturdy like the woman herself. The spear head is made of platinum and etched with magical runes. On command the spear can crackle with lightning which doesn't harm the user, but makes it look impressive.

The spear works as normal, either for stabbing or throwing, but it has a long haft so is not really meant for throwing. It can also double as a quarterstaff because it is made of such a stout wood. There are several special properties laid upon it. One, it uses magical lightning. On command, or when the user becomes anger or agitated, lightning will appear crackling about the weapon. The lightning does 1d6 + (level of the user) worth of damage on a successful hit. The weapon also acts as a +5 weapon, giving a bonus against one particular creature the user particularly in hate. (In Moonshade's case it was ogres.).

The weapon also protect the user from foul magic (giving the user a +5 to their save versus magic) and against poison (+5 versus poison) if the user is holding the weapon when attacked by such things.

Targon is particular on who can use this weapon. He has been known to take it and hide the spear if he doesn't like the person in possession of it, even though he is not supposed to meddle in the affairs of mortals. It is rumored he loved Moonshade deeply and this is why he does such things.

Wednesday, March 16, 2011

Expanded Time Line VI

2156 PA (Post Avatar): The High King's son and his wife are kidnapped. It is unclear who has taken them, but both the Black Wizards and a group calling themselves the "True High King" have claimed responsibility. The High King has sent out his best mages and knights to find them, offering rewards to who ever might find them alive and whole, or even information leading to where they might be.

The Warrior College in Pathfinder is beset by a strange malady which lays low many of their instructors and students. The place quarantined and no one is let in or out. Supplies are brought in by magic, mages standing outside the gates and lifting them through the gates with magic, causing them to tire quickly. Several priests of Tinaka have entered the campus to determine what might be wrong.

The pass between west and east through the Tsalagi Mountains is closed because of a landslide for three months. During that time items from the east are two to three times their normal price. Many medical herbs that only grow there become scarce, worrying the Priests of Tinaka.

The Akicitia and their allies begin to push back the Empire, causing the Empire to send out more troops, including more of their chariots and horses along with their battle mages. The devastation is great, but the Akicitia continue to fight back.

Tuesday, March 15, 2011

Place: The Featherbed

Near the docks, this place was originally a fine inn for incoming people on both boat and on foot (when Bloodhelm wasn't so big). The building is made of hard woods which were dragged in from quite a distance, the base finished with imported lava rock. The windows are large, the porch lined with stout colonnades and inviting front door carved with ivy and flowers.

The downstairs has a large dinning room, a huge kitchen and private dinning rooms. The rugs and wall hangings are old, but fine made and imported from Tayke when the House still stood. Upstairs the rooms each have a sleeping and sitting room. Beautifully, hand carved chairs and furniture with the ivy and flower theme fill the rooms. Curtains of velvet are hung on stout rods with ivy decorating both. Porcelain water basins and pitchers along with wooden wardrobes finish the rooms.

The only change since its founding is that now it is a brothel for the upper class. Dinner is served at all hours, as are the girls and men who work here. The prices are spendy. One dalliance might cost up to 50 ducats for mere hours. The owner of the Featherbed is Lindsey Dancer and her husband Donald. Donald inherited from his father, but he doesn't take as much interest in running the business as Lindsey. He would rather work on his carving then work in this line of work. Lindsey sees the business runs well, watches out for her girls, because they are a business assets, but is just to quick to let them go if they aren't working out.

Perhaps your players have need of a wand or staff carved for a magic item. Donald is one of the best carvers in Bloodhelm and works for reasonable prices.
Tomorrow: Expanded Time Line

Monday, March 14, 2011

Character: Liam

Liam is one of Tarkil's "friends" he is forced to pal around with to learn about the noble Houses and where they stand. It isn't one of his most favorite things, but he doesn't mind Liam too badly. Liam is the son of a noble House Taladian in Bloodhelm. He loves booze, loose women, and lots of gold ducats. He doesn't want to train as a Knight and figures he will be well provided for by his father because he is a second son. He never thinks beyond the moment and takes what he wants.

Liam is human, twenty two years old, six foot tall and two hundred and twenty pounds. He is muscular with broad shoulders and trim waist. His face is blocky and square, his complexion pale. His blue eyes are narrow and his sandy blond hair is kept neatly trimmed in a short pony tail at the base of his neck, as is the style.

He wears the latest trend, simply because he doesn't want to lose any standing in the circles he runs in. He loves his floppy hat with giant feather, sword at his hip, and rings of untold wealth upon his fingers.

Liam is callous to those below him, pandering to those above him, and jovial with those he considers equal to himself. He is always looking out for his own good, never the noble House he is sucking off of.

Liam loves to gamble in seedy places (he thinks it's exciting) and maybe the PC's find him here. They could also have a bad run in with him, such as they won't move at a tavern for him or they are blocking his way down a roadway. He thinks he has a lot of pull, but if he is truly in the wrong his father might very well side with your players.
Tomorrow: The Featherbed

Friday, March 11, 2011

Book Review: Side Jobs

I love to read as much as I love to write. My father turned me on to "The Hobbit" when I was nine and I haven't stopped since. Because of my first encounter with fantasy/sci fi I'm sort of a fantasy nut...

My recent read was "Side Jobs" by Jim Butcher. This is a collection of short stories set in his world of the Dresden Files. If you haven't read these books, start at the beginning with "Storm Front". The Dresden Files themself are about a wizard detective in modern day Chicago that has some issues of him own, but has to be the white knight when it comes to innocents against the dark underworld of magic.

Personally, I've never liked mixing modern with magic, but Butcher does this combination very well. He makes the reasons for more people not knowing about magic or accepting it very plausible. And he adds quirks to everyday things that make you think.

But if you just want a sampling of his work, "Side Jobs" is a good one. The book contains 11 short stories set in his world, usually ones he's written for compilation books. The last one is a set after his last novel, "Changes" and I don't suggest you read this last short without reading the series from start to finish for it gives a lot away.

My favorite short in here is "Day Off". This is where Dresden, our hero wizard, might actually have some time to himself, but the world is out to get him. Instead of relaxing as he means too he goes from one hilarious catastrophe to another. Though Butcher does use a lot of humor to add to the horrific things Dresden gets into, this one is especially funny.

Though Dresden is the main character, and Butcher puts a lot of time an effort into him, he has very three dimensional support characters. His police friend, Karen Murphy, as one of the other characters describes as "small, but fierce", is a good example. She is up to her eyebrows in the paranormal and would back Dresden to the end, despite not wanting to believe what she sees. She is stead fast and wants nothing more then to be a good cop for Chicago. Butters is the morgue person/Dresden's doctor. He isn't meant for action, can't believe half of what Dresden tells him, but is always happy to help. (In this world technology doesn't mix well with magic and thus Dresden never wants to go to the hospital when he gets hurt...which happens a lot.) And my personal favorites are Mouse and Mister. Mister is a house cat with an attitude that is the size of a bobcat, at least. And Mouse is a giant, gentle dog who is intuned with magic (think those special Chinese dogs) and has a personality all his own.

Though I would have liked to have more stories, this is a good read, with good tension, good plots for such small stories, and good character development. I would recommend anyone looking for a good modern fantasy read to take a look at Jim Butcher's Dresden Files and this collection of short stories.

Wednesday, March 9, 2011

Expanded Time Line V

2155 PA (Post Avatar): The High King is blessed with a son, who is destined to be the lord of all Tridon. Named Varalan, he is a healthy lad and the High King plans celebrations through out the whole year. There are rumblings about the legitimacy of the heir since the High King's wife was of common stock.

A logging dispute erupts in the Tsalagi Mountains west of Willowdale. Loggers from the west and east sides are trying to harvest the same stand and each side claims they own it. Troops are sent, skirmishes ensue, but nothing is resolved.

The Priests of Aiyana go into seclusion for some unnamed reason. Requests to have prayers answer go unheeded. A rumor surfaces that Aiyana's most treasured Devoted was killed and that she is in mourning.

The Akicitia who went to the Empire's capital are executed in public. At the same time troops kill an entire tribe of Akiticita near the expansion area. In retaliation the Akicitia and the elves of the area strike the troops at the front down, killing most of the troops. The Emperor is set on sending more troops and settlers right away but his council suggests caution.

Tuesday, March 8, 2011

Locations: The Harpy

I seem to be on a brothel kick, but believe it or not I have every building figured out in Bloodhelm. (Before it ever became a story location I led my husband, sister, and a good friend around my world and so I had to have this all figured out.) So this week I'm going to discuss the Harpy.

The Harpy is right next door to The Mermaid (Bloodhelm's fathers wanted to keep all this sort of activity in one place. Easier to patrol and manage.) But unlike the Mermaid, the Harpy is in disrepair, the porch has one hole in it near the door which has never been fixed. The rooms for the girls are small, the roof leaks and the interior is very dim and uninviting. But the atmosphere isn't why people come.

The Harpy is the original Brothel of Bloodhelm. It's had many names, many owners, and many problems. As other brothels moved in the Harpy has gone down hill and the owners never want to put money into the building or keeping up on the interior. The current owner, a half ogre named Snot Axeblow cares for little but the money. He hordes it like any dragon, lives a good life compared to his girls (and one man), and doesn't really care what his customers do to his workers. If the coin is good enough he'd let someone be killed.

The workers are never allowed to leave. Food and clothes are bought for them. They are not given any money, though they are promised it before hand. There have been attempts to tell the authorities, but those who patrol this area are easily bribed. The rooms are small, holding only a bed and a clothes chest, a mirror and a wash basin.

The woman range from human to a few half ogres. (As a side note, some half-ogres look very human, but have only a few traits that mark them as half-ogres.) Only paying customers are allowed in.

So the PC's, if evil, could find themselves here for a bit of fun. If they are leaning toward good or neutral, maybe they are asked to save one of the woman by a family member. Maybe an upright guard actually asks them to look into the situation and promises a reward.
Tomorrow: Expanded Time Line

Monday, March 7, 2011

Character: Lady Jessica Draedon

The Lady Jessica is just mentioned in the first chapter with Tarkil. She is preparing to have a grand ball where all the nobles will come and be entertained. But in the world of nobles, balls are very important social gatherings and full of political maneuverings. Lady Jessica loves putting on balls and if anyone needs to know anything, she is the lady to go to. She knows gossip before it happens.

Lady Jessica is the current lady of noble House Draedon. She loves to throw balls and celebrations for the most outlandish of reasons. She loves to play politics, pitting one noble House against another. Her marriage was arranged and there certainly isn't any love there, but she puts her best foot forward for the best of her children and her new noble House.

Lady Jessica is human, forty three years of age, five feet tall and just over a hundred pounds. She is thin and willow like, almost bony. Her face is oval with skin which is beginning to show sags and crows' feet which she tries to hide. Her complexion is porcelain white for she rarely goes in the sun. Her snow blond hair is starting to gray, which she tries to hide with magic and dye.

Lady Jessica always wears the latest styles in the colors of black and blue or brown and black. She only wears slippers of silk and never rides. She only rides by carriage. She giggles, despite being 43, and this makes people drop their guard around her. This is how she gets so information and dirt on people. She is a nasty woman when she wants to be and she always wants her way.

Your party of adventurers could have some gossip for her. They might be hired to find something for her (a rumor or magic to help her look younger). They could even be hired by a rival to take her out (if your party happens to be evil). Or maybe they are invited to one of her balls!
Tomorrow: The Harpy Brothel

Friday, March 4, 2011

Item: Trinket of Beauty

These items are common among nobles, though they really don't do anything in the way of true value. They are usually a small, decorative comb worn in the hair as a decoration. They can be made from everything from ivory to jade, carved with fanciful creatures or flowers. The size depends on the person but is usually is no bigger then the palm of her hand.

The primary purpose of this item is to give the woman a glow, magically hiding some of their physical flaws like chapped skin, zits, upturned nose, etc. It is just a minor magic and only lasts as long as the comb is in the hair of the woman.

In game terms, this gives the woman a +2 to the Charisma. It's not a strong magic, but enough to make a young, noble woman feel better about herself in the presence of her peers. They are usually around 50 gold ducats and are common in the bigger cities that have magical shops.

Thursday, March 3, 2011

Expanded Time Line IV

2154 PA (Post Avatar) The elves of Qalataqa send an emissary to Stormvale to remind the High King of the connection of all the races. The High King accepts their gifts and knowledge, exchanging gifts as well. Things are going well when the head of the elven delegation is killed. The High King calls for help on the investigation as the the elves cry for justice.

Gypsies are killed in Karoon by the citizens of the city. They blame the gypsies for the plague which swept through Tridon. Such incidents arise all over Tridon. The gypsies go into hiding for they are not a violent group and do not wish to cause more trouble.

The Akicitia send a delegation to the capital of the Empire to stop the expansion of the Empire. They are imprisoned on arrival, inflaming the Akicitia to attack expansion settlers. The Akicitia do not kill if they do not have to, but allow the people to go. The soldiers they do not kill they imprison, though. The Empire sends large units after the Akicitia, but the skirmishes become epic and the Empire finds its self at a stand still.

Tuesday, March 1, 2011

Place: The Mermaid Brothel

The open secret in most cities is there is always a brothel of some sort. Tridon society doesn't encourage brothels, but they haven't outlawed them either. In far flung posts, sometimes moral is boosted by the presence of brothels, and by not outlawing them, the House can tax them. Win, win for everyone. Most brothels keep a healer on hand to keep the women disease free, but not all brothels are so well kept. If your campaign has rules for such diseases, feel free to use them on your careless PCs if they frequent such places.

The Mermaid in Bloodhelm is currently owned by Shayla Tidewater. Her grandmother bought the business from some other woman of the night and made it her own. Shayla, nor her mother or grandmother, ever were one of the "girls" but she treats them well. She gives them half the cut and makes sure they are well fed, well cared for, and well protected. She currently has fifteen young women under her care, most human though she has a half elf in the mix. The crazy thing about Shayla is that after a certain age she figures her girls should be married and carrying on a family so she looks for nice "gentlemen" to marry her girls. Most arrangements work well and the girls always come back to thank Shayla (or in the past her mother and grandmother). Some of her girls' children even come back to work under such conditions.

The Mermaid a stout, square building with three floors near the docks and kitty corner from the temple of Sircarius. The first floor is flamboyantly decorated with rugs, wall hangings and fine furniture. Here the girls are dressed in lovely, but seductive dresses and await their gentleman callers. Food and beverages are available. There are the men who simply like to have a meal with a lovely lady and are willing to pay the extra gold with the meal for such company.

The second and third floors are the girls room where they take their gentlemen friends. Shayla lets the girls decide if they will service a man or not or how far they are willing to go. Shayla will not take abuse of her girls, even from nobles and has several very burly men who watch over her girls. She fears no retribution from the nobles because she is protected by none other then Lord Kredoc who use to frequent the place in his youth.

For your party this could be a place to get information about the House members or other nobles. It could be a place to relax and and spend their gold. Perhaps one of the party is the daughter or son of one of Shayla's girls. Or maybe they just need a tumble. What ever you want!
Tomorrow: A Bit of History

Monday, February 28, 2011

Character: King Alvador

King Alvador is the King of the Dwarves in the time of the High King's Sword. Guthlaf has several not so good run ins with the King, which cost his father some gold and gems, but nothing to hurt Guthlaf's clan. Alvador is the 21st king of the dwarves since the War of the Gods and he is a dwarven man set in his ways. He doesn't believe the outside world beyond his islands are any concern of his except if it affects trade and his treasury. He is a traditionalist through and through.

Alvador is a dwarf, two hundred seventy five years, two hundred and twenty years and just shy of four feet. He is a broad, muscular man, though his stomach is going a bit south. His face is square with a recessed chin and bulbous nose. His complexion is pale, his eyes coal gray. His hair is black, with liberal streaks of gray. Both beard and hair are long, decorated with beads, braids and other trinkets.

Alvador wears a tunic with runic trim, pants with braid on the side, a short cape with the house symbol, (a mountain of stone with crossed axes on a field of silver with gold trim), upon it. His boots flop over his knees and he always carries an axe.

Alvador speaks fluent trade, dwarven and a smidgen of elf. He speaks well, for a dwarf, but is straight forward and to the point. His a typical dwarf, surly, but steadfast and jovial with his friends.

Alvador doesn't care for the outside world but he hates slavers. If your party is chasing slavers, he will give aid. He slow to accept ideas, but maybe the group can change his mind on something. If they group brings significant news he will hear them, but may take time to decide on what to do if it involves the outside world. It is very unlikely the party will see him, but maybe an underling, but maybe this will help the GM decide what the king might decide to do.
Tomorrow: the Mermaid Brothel

Friday, February 25, 2011

History: Expanded Time Line Part III

2153 PA (Post Avatar): The dwarves open up the gates and ports to the Dwarven Islands with no fan fair and no explanation as to why they closed them the year before. No dwarf lets the reason be known. If asked, they get very defensive.

The settlers to the east in Ariella run into villages of Akicitia. At first the Akicitia are friendly, but when the settlers try to take their land they try and run them off. Battles ensue between Akicitia, settlers, and the Empire's troops.

The Black Wizards take complete control of Last Stand, the closest major town on the east side of Taina to the Tsalagi Mountains and Tridon. There is some resistance and some parts of town still are under siege.

The bards of Tridon begin to sing a ballad of love meant to show the love between of the Gate dragons and their loss. No one is sure where the ballad came from or who wrote it, but the tune is sad, tear jerking and lovely.

Ogres are seen in the Tsalagi Mountains and north near Goldshire. Calls go out for help to fight them off. Mercenaries and adventurers are being paid well for ogre ears.

Thursday, February 24, 2011

Place: Temple of Sircarius

(Sorry about the day delay...Cub Scout banquets take a lot of time for some reason :))
The temple of Sircarius is a beautiful affair made of marble of the bluest hues. The temple steps are taken care of by a boy or girl of indeterminate age who also acts as a person who gives directions to those who wish to enter the temple or are simply in need to know where to go in the city. (This young boy or girl is trying to earn their entrance to the priesthood and must find some juicy rumor or secret to be admitted.) Four, stout marble columns guard the entrance to the temple, as do two, heavy wooden doors.

Inside there is a smartly dressed man (or woman) at a desk who will direct or turn away someone who comes to ask for help or to give supplication to the God of Thieves. This is usually an older member of the clergy who can no longer perform the physical activities (thieving) of the God of Thieves. This person is very particular on who they let in to see the Master Priest of Sircarius. Bribes might work, but if the person doesn't like who is trying to enter, trying to bribe will not work only make the person very angry.

The inside of the temple is simple. There is a worship area, small library, and a meeting room downstairs. And upstairs are the sleeping quarters of the order. Everything is sparse, simply made and decorated, flaunting no wealth one would expect in the temple to the God of Thieves. There is gold sconces, frescoes, tile work, but no more extravagant then most temples.

The real place of beauty and wealth is the secret basement. The place is a rich area of tapestries, treasures, and wealth. This is the store house of the order. Any plunder, while it waits to be pawned stays here. The members of the order always give their plunder to the church, but they are always well taken care of, which also includes escape from prison if they are caught.

One use of the temple is to find information. Sircarius is also the god of lies and secrets and maybe the players in your campaign need information which may not be easily found. Also, maybe there is a thief in your party and they wish to pay honor to their patron god and the church wishes the player character to do something for them.
Tomorrow: More history

Tuesday, February 22, 2011

character: Jeffery Vandez

Jeffery is one of Peter's original friends who left Stormvale with him. He was the middle child of seven and twin to Sarah Vandez. Jeffery figured he would always be a farmer. He loved playing with Peter and Olaf so when they went east, so did he. He returned a changed man who married his sweetheart after he was made Lord of Vandez.

Jeffery was human and seventy one when he died. He was six foot tall, two hundred pounds and of average size and structure. His face was slightly round, with a strong jaw and slight cheekbones. He was very tan because he loved the outdoors and hard work. His eyes were brown, round and always bright. His brown hair was always cut shaped like a bowl and his hair bounced when he walked. It grayed when he was older but he never went bald.

Jeffery liked to wear black breeches, slightly over sized brown tunics, and hand tooled leather belts. His boots were always unlaced and in desperate need of repair (even when he was a Leader).

Jeffery was open and honest when he spoke because he was so used to being bullied by his sisters. He shrugged a lot when he talked. He was friendly, open, always willing to lend a hand. When he was Leader he was known to build barns for farmers nearby the manor. He was always quick to anger if a woman was in danger.

A good way to use him in your campaign if you are playing right after Peter becomes High King is to perhaps have him helping someone build a barn. This way he can judge the parties worth then perhaps send for them to help him out with something. If they don't leave a good impression he may even have the arrested.
Tomorrow: Temple to Sircarius in Bloodhelm

Thursday, February 17, 2011

Item: Signet Rings

Signet rings are common to the Houses, noble Houses, and merchant houses. Even commoners might own a signet ring.

Most times a signet ring bears the coat of arms of the House or the symbol of the merchant company. Some people have signets of their own made, especially adventurers who have come into their own but are not from an established House or merchant family.

Signets are made from bronze to platinum, depending on the wealth of the person. Usually only House Leaders bare platinum rings which have been handed down from generation to generation. They are usually simple bands with a flat seal of the House which sits on the top of the fingers, but the rich are not above decorating them highly.

The signet rings are used to sign contracts, bills of sales, letters of credit or even commendations. Ladies like to use them to seal letters to family or friends. Wax is melted, then dripped upon the paper. The signet ring is then pushed into the pile of wax and when the wax dries the picture (or seal) will be in the wax.

These can cost anywhere from a single silver eagle to many platinum dragons depending on how elaborate they are. They can be commissioned at any jeweler in most major cities. Usually a deposit is required for work to begin and takes several weeks to be made, depending on how busy the jeweler is.

Wednesday, February 16, 2011

Expanded Time Line Part II

2152 PA (Post Avatar)

After a harsh winter, a deep spring sickness sets in, killing up to one out of every 10 people. Some places are hit harder then others, the more isolated areas more removed from the epidemic. Several House heirs are lost and in Vandez a civil war erupts between the second and third brothers to see who will be the next heir of Vandez.

Rumors of dragons surface in the east, near Last Stand. No one can verify such sightings, but several Black Wizards' compounds are burned to the ground at that time.

The Emperor of Ariella sends expansion trains to the west, hoping to expand the Empire farther into the "barbarian" lands. Many poor people sign on for the promised ten acres, pair of mules, milk cow and 10 gold ducats.

The dwarves shut themselves away for most of the year, trading with no one, sending the price of gems upward as well as the price of dwarven goods.
Tomorrow: Some item of Martapa

Tuesday, February 15, 2011

Place: Ghost Ship Inn and Tavern

This run down inn near the Temple of Sircarius is a meeting place for the secrets meetings of Bloodhelm. The regular clientele are sailors and down on their luck mercenaries but the Priests of Sircarius also meet here to speak with the Thief Guild hierarchy as needed.

This building is two stories, small cramped rooms upstairs, tavern downstairs. The food is brought in from another inn, for the Ghost can never keep a cook and the rum, ale and make do wine are the cheapest kind. Nothing here is clean, not even the servers. The place is dark, dank and not very open. The servers are older, run down women and the bouncers are extra burly, for bar brawls happen often, (usually to cover up some secret meeting).

The most impressive part of this inn is that it is literally an old ship, with the rigging somewhat intact. The cargo hold is the tavern, the second floor of the ship was where the crew would have slept on the ship. Time can be rented for using the roof of the ship (which would be the actually deck) to use for business which just can't be overheard. No one is exactly sure how the ship ended up in the the city, but there is a rumor of a dragon being involved somehow.

The owner of the Ghost is a middle aged man named Fredrick who has no goal but to skim from his own business. He bought it on a whim when he stopped adventuring because of a bummed leg. Because the temple uses the place as a meeting location they pay him to keep it open and keep his mouth shut.

For roleplaying purposes you can plant rumors here. If you have thieves or Priests of Sircarius here would be a good place to get orders. Or maybe the party followed a rumor to this location and are simply following it up.

For those who like maps I hope to have a map of Bloodhelm up and running soon, but my computer is on the fritz so I'll have to get to that at a later date.
Tomorrow: A bit of History

Monday, February 14, 2011

Character: Jamilia

Well, this woman is an important factor to my stories. How else would Kenna come to being if Jamilia hadn't escaped her greedy uncle and made her way to Tridon? Jamilia was sold into slavery when she was merely fourteen by her uncle when her father died. She was the youngest of twenty three children by four different women. She was brought to Tridon where her captor was killed by elven freedom fighters. They brought her to Midway after they taught her to speak trade language and she knew her rights in the north. They found her work at a tavern where she helped runaway slaves. When she met Flynn Whiteswan on one of his runs she knew she was in love. The birth of Kenna only strengthened the feeling. The loss of both Flynn and then Kenna leaving has been hard, but she continues on.

Jamilia is Ariellan human, thirty eight years of age, around five foot tall and one hundred and ten pounds. She was trim, but age is setting in and she's put on a little weight in the normal places for someone her age. Her face is round with round,b right eyes, long lashes and lush lips. Her skin is dark black and her eyes are dark brown with flecks of gold. Her crinkly black hair that falls slightly below her shoulders and she wears it loose.

She wears the standard fair for Tridon in grays and light blues. With her increasing age she has taken to covering her head. She speak halting trade language and she speaks very little when she does. She is intelligent but her halting speech makes her hard to understand when she is excited.

Jamilia is friendly and attentive. She hates slavers and men who only want women for their bodies.

For your campaign you could have her at the Inn of the Five Roads in Midway as a serving woman. She takes no gruff, knows how to use a knife well, but has all sorts of information that could be useful for traveling party.
Tomorrow: Some place in Bloodhelm

Thursday, February 10, 2011

Item: Sewers of Bloodhelm

The sewers of most large cities are a combination of engineering and magic. The large fire hardened clay tubs which lay beneath the city can be accessed like most modern sewers. The entrances are near major cross streets and where they leave the city. Waste pipes are attached to gutters in all parts of town and to some houses directly. Running parallel with these underground pipes are pipes that haul water from a nearby spring into the city. (The Bloodhelm manor is on its own spring.)

The magic part is the disposal of the waste. These pipes do not smell and remain intact even if cracked because of strong protection magic. Work crews, hired by House Bloodhelm, fix the physical parts, while mages will refresh the magic one a month. At the ends of these pipes are magical cleaners which filter out filth and relocates it about five miles away in an abandoned mining pit.

The water is similarly cleaned, but also filters out poisons as well.

Though not the first House to put them in, the benefits of such systems are clear. Ridding of filth cuts down on disease and because the sewers are patrolled they cannot be used for major invasions. That said the thief's guild uses these grand pipes as highways. Perhaps your PCs can as well, if they are in trouble are in need of escape. Maybe they have to find someone or something missing in its depths. Use them as you will.

Wednesday, February 9, 2011

History: Expanded time line

For those roleplaying people, I know how you like to know what is happening each year of your campaign. It was nice when they use to do that for Forgotten Realms in D&D, so I thought I might give it a go! (I'm starting 100 years before the High King's Sword, and may work my way backward at a different date.)

2151 PA (post avatar): The last council of the Knights was held in Stormvale. Disputes of all things ranging from land grabs to abuse by some House Leaders was discussed. Everything fell apart so the council never again sat at the table of Peter in Stormvale.

Also this year pirates attacked Weatherworn and nearly assaulted the docks of Weatherworn because the defending mages were some how stunned or incapacitated during the attack.

The winter this year is harsh, killing many in the northern Houses and near the mountains. Refuges flood the Houses and pleas for aid go unheard in many parts of the country, though the High King tries his best to send aid.

Ogres and skiegs attack the summer manors of the Houses three days from Bloodhelm. Most of the Houses had abandoned them long before, but those who had been using them leaves them to the elements.

The price of food is high and merchants carrying food during the summer are regularly raided because of all the deaths up north during the winter.
Tomorrow: Magic Item

Tuesday, February 8, 2011

Place: Upscale Housing in Bloodhelm

Though I'm doing this for Bloodhelm, you can use these housing notes for any major city. Whether for flavor text or background for the characters of your party, these are good things to know.

Upscale housing will house not house nobles, but usually houses merchants and other rather rich, but not noble people. These houses are usually two stories, with bedrooms upstairs (usually 4 bedrooms) and a living and cooking/dinning area down below as well as a study.

The study is large enough for a desk, shelves on several walls and chairs for guests who wish to speak business. They are elaborately decorated, though not with much gold or fancy tapestries. The living area is large enough to put three large quilts down comfortably on the floor, with fine chairs and a small table to hold snacks or tea. The dinning room is right next to the kitchen and can house up to 10 people at the table comfortably. The kitchens are usually very nice, with several bread ovens, several cooking fire places and sometimes with pumped in water.

The bedrooms upstairs usually have one large bed or two small beds per room, with chests for clothes and shelves for books and other nick-knacks. A wardrobe is also a normal feature of upscale bedrooms, alone with a fine porcelain wash basin and wall length mirrors. The master suite might even have a soaking tub of their own.

These houses are made of fine wood or fine brick. A bath house is usually adjacent to the house, as is the out house which can be pumped out to the magical sewers in the city. Most have a small stables with three or so horses and maybe a carriage. Most will employ two or so serving staff, but not much more, and the servants will not stay at the house unless they sleep before the fire in the kitchen.
Tomorrow: A bit of History

Monday, February 7, 2011

Character: Hugh Brightwater

Though more a historical character, if you choose to roleplay in the time right after Peter becomes High King, Hugh might become important to your campaign.

Hugh was a gawky boy and no one ever thought he would make a thing of his life. He shirked work whenever possible and found fun in making fun of others. But he was always loyal to Peter. So when his friends left Stormvale, so did he. Always loving to dream of the sea, he was happy when he was able to make a House near the sea though he'd never seen it before then.

Hugh was human and was 62 years old when he died. He was six foot tall, a scrawny 170 lbs and lanky like no Knight would ever be. His face was oval and narrow, almost bony. Even when he was old he had freckles which stood out on his pale skin. His eyes were small and dark blue. He always kept his brown hair cropped short otherwise they become an unruly mess of curls.

Hugh always wears dun colored pants and tunic which were always rumpled. Even when he was a leader, his clothes were rumpled. He speaks fast, with deep gasping breaths between words. He tries to appear as every one's friend, but just wanted to get others to work for him. When he became a Leader he did work hard, but there was always that need to be a slacker on occasion.

Hugh is also a gambling, a good one at that, which got him into a lot of trouble when he was young. For your campaign you might be able to get him into a good gambling game where he loses on purpose because he likes the PC's or he wins to get the characters to do something he wants them to do.
Tomorrow: Upscale housing in Bloodhelm

Friday, February 4, 2011

Item: Spellbooks

This mundane item is an important part of everyday life for mages who must study their magic daily. Inside such books are research notes, formulas, even the words of power and or hand motions which bring the spell to life.

Mages have to study each day, but unlike some roleplaying systems, they simply need to browse through their spells to refresh their knowledge and don't have to pick a particular spell they will memorize. As long as a mage has learned about a spell they can cast it, as long as they study about an hour a day over their research notes. If they haven't studied for a while or cast a particular spell in a while there is a roll against intelligence to ensure they can cast it properly. (They must roll under their Intelligence score with a d20.)

The books vary in size and shape. Traveling mages tend to have small, weather proof books while those that stick close to a library or mage guild will have large, ornate books filled with quality ink and pages. Usually these books hold around seventy pages of vellum or parchment, but they can be custom made. Some mages also put locks upon their books or small charms that only they can break.

Mages can share their spellbooks, but mages tend to keep their research to themselves unless they have an apprentice.
Monday: Some fun character!

Thursday, February 3, 2011

History: The Fall of House Varanath

Varanath was a powerful House after the War of the Gods, especially with two of the Chosen within her walls. The Gods themselves continued to use House Varanath as a safe haven and as a repository for magical artifacts and Knowledge. A lot of the lost culture of Tayke, a very magical culture, was brought to the library of Varanath.

Because of this, the Black Wizards coveted the knowledge and power. Many in Varanath became Mage-Knights, or Mage Lords, to better protect the library. But even they could not protect against betrayal. The husband of an older aunt wanted more power and helped the renegade Black Wizard (Mathanos) conquer Varanath and kill all of the Varanath line, or so they thought. This happened about 65 years before the High King's Sword novels.

But the library was protected by a curse which only the blood of Varanath would open the path. So Mathanos lingered hoping to find a solution even as none of the other Houses moved to recover Varanath for Tridon. Eventually, around 18 years later, Sebastion Blackthorn, Noshi Bluecrystal, and the Snowbird twins retook Varanath, Noshi having the blood of Varanath flowing through her veins.

So for your game play, if you want to play in the time before Mathanos takes Varanath, your players could be Mage-Knights, though I wouldn't allow them to be in direct line for the throne of Varanath, unless they have a very good reason. I would do these characters as multi-classed characters, mage/fighter or if your campaign rules allow for a mage/cavalier or knight like character, allow that. No bonuses, other then they can cast in heavier armor (with what ever minuses this causes in your rule set) and same negatives any multi-classed character might have.
Tomorrow: Magic Item

Tuesday, February 1, 2011

Place: Poorer Housing of Bloodhelm

Though I deal with the richer areas and even the merchant areas of Bloodhelm in my stories, as a GM you are going to send your players through some of the not so nice places in my city (or any city in Martapa). One of those places is the poorer housing. Maybe your character came from a poorer area, maybe they have to deal with people in such areas. Maybe you just need flavor text to fill our your description. Here is a quick overview of these places.

The housing for the poor are crowded together and more fire prone then other sections of the city. (The city fathers tried to spread them out, a bit, but couldn't stop the crowding). They are made from wood of not so good quality, though some have river rock, since it is so available here. They are usually one story, no bigger then about ten by fifteen feet in area. They might have a make do loft used for the kids to sleep in, but not a full second story. Usually the adults' bed is to one side, a fireplace/stove to the other. There might be a small, wooden table, but usually people just keep chairs to sit in while they eat food from a bowl or with their hands.

The roof is usually made from clay tile (something else easily found), but sometimes thatch is used. Locks are unheard of, but rarely are houses without people inside. Most of the women who are here work, either as seamstresses, cooks, laundry women, or other such things they can do while having a wee one in tow. Men here work, but their jobs are far in few between or low paying.

Family size ranges, but on average, these people have three children and may have grandparents in the same house, as well.
Tomorrow: a bit history