The Soaring Dragon Inn is three stories tall made of local wood and blessed with magical protection. The bottom floor holds the tavern, the kitchen, baths, and a few rooms. The second floor holds only rooms and a small common area. The third floor houses Joseph Sandturn's family and a large suite. The Soaring Dragon is located about half way into the city from the western gate.
Joseph's wife and oldest daughter cook the food and always have a savory stew simmering. Rolls and bread are always in stock and a small selection of seasonal fruits and vegetables are available.
Ale and wine are available, though dwarven rum does come up for purchase now and again. The prices here are those of a common inn, though Joseph tends to charge merchants from the east more.
Rumors fly here, what with merchants coming and going and the locals coming for a cup of warm brew and talk. A bard might be able to find work here as might someone looking for work in trade for a place to stay. In the time of the High King's Sword Joseph Sandturn is the proprietor. He has a blacksmith/farrier on the grounds, as well as a very nice seamstress.
An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Tuesday, June 14, 2011
Monday, June 13, 2011
Character: Joseph Sandturn
Joseph Sandturn is the son of an innkeeper and had big goals. He joined the militia in hopes of seeking a fortune, but instead found fame. His squad held the pass at Devonshire, under his leadership by themselves for an entire day until help arrived. After his time in the militia he returned to help his father at the Soaring Dragon Inn and eventually took over the inn altogether.
At the time of the High King's Sword he is a middle aged, balding man, who's middle is a little more round then it use to be. His arms are beefy, from many days swinging pick axes and sword practice. Even now, that he isn't in the militia, he practices his blade at least three times a week with his friend Chet. What little hair he has is salt and pepper mixed with dark brown. His eyes are brown, with good Merryweather stock in his bloodline. His face is round, his nose down turned, and his ears a little bigger then his head should allow.
Joseph wears good, sturdy clothing, never flaunting that he can afford more, especially since he has six children of his own, some of whom are already grown. He keeps good tabs on his friends, always willing to help them, especially the mother of his friend, the seer Lee.
In the time of the High King's Sword he runs the Soaring Dragon Inn. He is willing to help those down on their luck. He also might hire on extra help or a bard for the night in exchange for room and board. He also is the keeper of many rumors and the underground militia, ex-militia who keep secret stash houses and train incase the Black Wizards attack Devonshire.
At the time of the High King's Sword he is a middle aged, balding man, who's middle is a little more round then it use to be. His arms are beefy, from many days swinging pick axes and sword practice. Even now, that he isn't in the militia, he practices his blade at least three times a week with his friend Chet. What little hair he has is salt and pepper mixed with dark brown. His eyes are brown, with good Merryweather stock in his bloodline. His face is round, his nose down turned, and his ears a little bigger then his head should allow.
Joseph wears good, sturdy clothing, never flaunting that he can afford more, especially since he has six children of his own, some of whom are already grown. He keeps good tabs on his friends, always willing to help them, especially the mother of his friend, the seer Lee.
In the time of the High King's Sword he runs the Soaring Dragon Inn. He is willing to help those down on their luck. He also might hire on extra help or a bard for the night in exchange for room and board. He also is the keeper of many rumors and the underground militia, ex-militia who keep secret stash houses and train incase the Black Wizards attack Devonshire.
Wednesday, June 8, 2011
No Excuses
If you haven't noticed I haven't been on for a bit. With the end of school, things have gotten a wee busy and I'll be back on schedule next week. Now off to the next big field trip!
Thursday, June 2, 2011
Expanded Time Line XVI
2166PA (Post Avatar)
The gates of Devonshire are closed for a period of two weeks. No one is let through the pass or into the city. Rumors fly it is because of a magical plague or a murder. Magical lights are seen above the city during this span of time.
Gypsies arrive in Varanath and sadly predict a disaster will befall the House some time in the future. Though skeptical, for the time the event will happen is not pinpointable, the Lords of Varanath take the warning seriously and begin looking for ways to stop such a disaster.
A good portion of the Imperial fishing fleet is lost in a hurricane but mages spot survivors with their magic. The Empire puts out a call for aid, even asking via mages any ships from Tridon to help rescue their citizens.
The gates of Devonshire are closed for a period of two weeks. No one is let through the pass or into the city. Rumors fly it is because of a magical plague or a murder. Magical lights are seen above the city during this span of time.
Gypsies arrive in Varanath and sadly predict a disaster will befall the House some time in the future. Though skeptical, for the time the event will happen is not pinpointable, the Lords of Varanath take the warning seriously and begin looking for ways to stop such a disaster.
A good portion of the Imperial fishing fleet is lost in a hurricane but mages spot survivors with their magic. The Empire puts out a call for aid, even asking via mages any ships from Tridon to help rescue their citizens.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
Wednesday, June 1, 2011
Devonshire
Though mentioned in the first book, Devonshire doesn't really become important until the second book when Duncan and Elly find themselves there. This city is the protector of the only major pass through the Tsalagi Mountains, separating the West from the East, the Knights of Tridon from the Black Wizards. (A disclaimer, there are other passes that people on foot and those on horse can cross, but merchant caravans and large numbers of people would find them difficult to maneuver.)
The gates in the pass are always manned, closed at night and repaired and maintained every day. Mages and Knights, both, along with the common foot soldiers man the gate. Devonshire really didn't start to grow until the time of the Chosen when all the remaining Knights and their armies came here to defend the pass from the Black Wizards. Since then the place has grown. There is a huge market square, businesses of all sorts, and of course the support staff for the people who must maintain the pass.
Every House sends troops to help defend the pass, even Calabay who is the furthest from it. This pass is vital to keeping the Black Wizards out of Tridon and establishing some trade with the east. Mostly humans live here, but elves and half elves come in to trade and the dwarves like to look for minerals and the like in the nearby mountains. Minotaurs are also allowed in the city, though not greatly loved.
Most things can be found here, since it is a trading hub, but items which might be found on the coast cities will be far more expensive then say items from nearby Houses. Any time after the Chosen this city should be huge and bustling, and even before that time it was a very large city for not being the seat of a House. Items should be easy to find, though wait times for items being fixed and made may be longer if not a little more expensive.
The gates in the pass are always manned, closed at night and repaired and maintained every day. Mages and Knights, both, along with the common foot soldiers man the gate. Devonshire really didn't start to grow until the time of the Chosen when all the remaining Knights and their armies came here to defend the pass from the Black Wizards. Since then the place has grown. There is a huge market square, businesses of all sorts, and of course the support staff for the people who must maintain the pass.
Every House sends troops to help defend the pass, even Calabay who is the furthest from it. This pass is vital to keeping the Black Wizards out of Tridon and establishing some trade with the east. Mostly humans live here, but elves and half elves come in to trade and the dwarves like to look for minerals and the like in the nearby mountains. Minotaurs are also allowed in the city, though not greatly loved.
Most things can be found here, since it is a trading hub, but items which might be found on the coast cities will be far more expensive then say items from nearby Houses. Any time after the Chosen this city should be huge and bustling, and even before that time it was a very large city for not being the seat of a House. Items should be easy to find, though wait times for items being fixed and made may be longer if not a little more expensive.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Tuesday, May 31, 2011
Character: Vetchdoron
Vetch, as I call him, doesn't show up until the second book where he shadows Elly for a reason only known to him. But he does become a keystone in my storyline despite my best efforts. (Darn those secondary characters!) He is a fun character to write because he is a big minotaur with brains. Bronze with brains, what a change.
Vetch is large minotaur, standing a good six and a half feet tall, clay red fur, with a white splotch over his right eye. The tip of his left horn is broken from some battle in the past. He wears leather armor with studs and carries a two handed battle axe nearly as big as himself. He wears studded bracers with the symbol of the dragon on it, denoting his rank as captain amongst the minotaur mercenaries.
Like many of his kind, Vetch is a mercenary who hires out to the highest bidders. In this day and age it is the Black Wizards. Vetch in a quandary. Because minotaurs are so honorable they are bound by contracts, but at the same time they do not like what the Black Wizards are doing, for they are trying to bring back Kahalla. Vetch in the books is trying to figure out how to save his people from the Black Wizards while still remaining honorable.
Vetchdoron is most likely to be found in Last Stand in the time of the High King's Sword, for that is where his troop of mercenaries are stationed. He works hard to keep his men safe and would hire extra help (i.e. the players) if they are honorable and will work hard. He and his men can also be hired for protection if Vetch and his company are not currently working for the Black Wizards.
Vetch is large minotaur, standing a good six and a half feet tall, clay red fur, with a white splotch over his right eye. The tip of his left horn is broken from some battle in the past. He wears leather armor with studs and carries a two handed battle axe nearly as big as himself. He wears studded bracers with the symbol of the dragon on it, denoting his rank as captain amongst the minotaur mercenaries.
Like many of his kind, Vetch is a mercenary who hires out to the highest bidders. In this day and age it is the Black Wizards. Vetch in a quandary. Because minotaurs are so honorable they are bound by contracts, but at the same time they do not like what the Black Wizards are doing, for they are trying to bring back Kahalla. Vetch in the books is trying to figure out how to save his people from the Black Wizards while still remaining honorable.
Vetchdoron is most likely to be found in Last Stand in the time of the High King's Sword, for that is where his troop of mercenaries are stationed. He works hard to keep his men safe and would hire extra help (i.e. the players) if they are honorable and will work hard. He and his men can also be hired for protection if Vetch and his company are not currently working for the Black Wizards.
Thursday, May 26, 2011
Item: Dragon Shield of the Gods
The Dragon Shield of the Gods was used by Richard Guildenstern, one of the Chosen. Presented to him by the Master Mage Ukiah and made by the God Taniger himself, Richard loved the shield, once he got over the magic it harbored. The shield is made of pure platinum (though not heavy to the wielder) with a platinum dragon breathing fire upon its face.
This shield bares several qualities. The first is that with a single word it becomes palm size and can be attached to a bracer to be opened up on the shield arm with a single word. The second is it negates magic. If placed in the path of magic it brings the magic into itself and the magic can be redirected, either to heal the user or to harm an attacker. The third is it is meant to protect the wielder from God like blows.
The shield has been lost and it is rumored that the dragon Fire Flash looks for the shield of his human friend. Beware any who might have it.
This shield bares several qualities. The first is that with a single word it becomes palm size and can be attached to a bracer to be opened up on the shield arm with a single word. The second is it negates magic. If placed in the path of magic it brings the magic into itself and the magic can be redirected, either to heal the user or to harm an attacker. The third is it is meant to protect the wielder from God like blows.
The shield has been lost and it is rumored that the dragon Fire Flash looks for the shield of his human friend. Beware any who might have it.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
Wednesday, May 25, 2011
Expanded Time Line XV
2165 PA (Post Avatar)
A dragon is found dead outside of Varanath's gates. The beast is covered in wounds, scorch marks, and weapons still stuck in her hide. The Lord of Varanath can not determine who killed the dragon, who she might be, and why she was injuried and came to Varanath to die. The Lord of Varanath would like to find some other dragons to help him, but can't find any.
Unicorns are seen on the plains of Ariella. The elves of Ariella would like to protect them by capturing them and bring them to their home range. There are also other people who would like to capture them for their horns, blood and other magical components. Adventurers are asked to fulfill both requests.
Strange creatures with red eyes and look bear like attack Calabay in the middle of winter, killing livestock and men alike. The Leader of Calabay asks for help tracking down these strange creatures.
A dragon is found dead outside of Varanath's gates. The beast is covered in wounds, scorch marks, and weapons still stuck in her hide. The Lord of Varanath can not determine who killed the dragon, who she might be, and why she was injuried and came to Varanath to die. The Lord of Varanath would like to find some other dragons to help him, but can't find any.
Unicorns are seen on the plains of Ariella. The elves of Ariella would like to protect them by capturing them and bring them to their home range. There are also other people who would like to capture them for their horns, blood and other magical components. Adventurers are asked to fulfill both requests.
Strange creatures with red eyes and look bear like attack Calabay in the middle of winter, killing livestock and men alike. The Leader of Calabay asks for help tracking down these strange creatures.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
Tuesday, May 24, 2011
Locations: Willowdale
Though not as important in the High King's Sword series, Willowdale is a fine little country village which doesn't seem to grow any larger in the three thousand years from the time of the Chosen.
This village has an inn, a general store, a stables, and a blacksmith. Comprising of only about three dozen houses, the village of Willowdale is the home to mostly farmers and foresters. About one hundred people live here, the inn doubling as a school room during the winter when there are few travelers.
North of Devonshire but near the Tsalagi Mountains, this village doesn't see a lot of traffic, except for seasonal lumberjacks, trappers and gold miners. Sometimes the King's Men will do training excersies nearby. Supplies are shipped in from Devonshire or Varanath once a month, usually just staples which can not be made or found in the village, like sugar, flour, iron ingots, silks, even writing materials. Wool is turned into cloth here, so boys are always shepherding sheep around because they provide not only clothing, but meat as well.
Travelers are looked upon with suspicion, though their coin is accepted. Bartering is actually the best way to get a good deal here, since coin is not needed so far from civilization. A group of adventures fresh from discovering a "haul" might find that jewelry box they thought was worthless, might be worth a warm meal and bath instead.
A healer is available (in games terms usually a druid or cleric of level 8-12th level), but he or she will ask for a favor to help the village in turn for his or her service. Whether it is getting rid of a monster problem or just clearing debris from the only road in, the healer will make sure his work helps the village in some manor, since he taken care of by the village.
Stories and news are always welcome. Magic is not shunned, but certainly frowned upon (save the healer) since the village was the target of the Black Wizard Shaniko in the time of the Chosen (and his descendants on and off through the years).
This village has an inn, a general store, a stables, and a blacksmith. Comprising of only about three dozen houses, the village of Willowdale is the home to mostly farmers and foresters. About one hundred people live here, the inn doubling as a school room during the winter when there are few travelers.
North of Devonshire but near the Tsalagi Mountains, this village doesn't see a lot of traffic, except for seasonal lumberjacks, trappers and gold miners. Sometimes the King's Men will do training excersies nearby. Supplies are shipped in from Devonshire or Varanath once a month, usually just staples which can not be made or found in the village, like sugar, flour, iron ingots, silks, even writing materials. Wool is turned into cloth here, so boys are always shepherding sheep around because they provide not only clothing, but meat as well.
Travelers are looked upon with suspicion, though their coin is accepted. Bartering is actually the best way to get a good deal here, since coin is not needed so far from civilization. A group of adventures fresh from discovering a "haul" might find that jewelry box they thought was worthless, might be worth a warm meal and bath instead.
A healer is available (in games terms usually a druid or cleric of level 8-12th level), but he or she will ask for a favor to help the village in turn for his or her service. Whether it is getting rid of a monster problem or just clearing debris from the only road in, the healer will make sure his work helps the village in some manor, since he taken care of by the village.
Stories and news are always welcome. Magic is not shunned, but certainly frowned upon (save the healer) since the village was the target of the Black Wizard Shaniko in the time of the Chosen (and his descendants on and off through the years).
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Monday, May 23, 2011
Character: Margaret
Of all the characters who were simply supposed to be background text, something to give the world life, Margaret was perhaps the only one to take on such a life of her own. She appears in the prologue of the book, the Seer's granddaughter who leaves the scene with in two pages. But my critique friends and even my husband demanded to know what happens to her and thus I have had to write her into four books.
Margaret is an eight year old human, four foot tall and fifty pounds wet. Her hair is curly brown and reaches her waist. Her doe like brown eyes watch the world with a soul much older then her age. She wears typical dress for an eight year old from a stable family, a skirt of blues and a tunic of the same color. She likes to wears ribbons in her hair and a shawl like her grandmother does.
She is always very helpful, very quiet speaker, and truthful to a fault. She is curious about history, magic and other races and will pester anyone who might know anything about those subjects. Her grandmother is a great Seer who people from all over come to see, though they live moderately. Margaret has shown no magical aptitude at the moment, which her grandmother is grateful for because being a Seer is a hard mark to live with.
The PC's might come into contact with Margaret during or after the High King's Sword books at the inn and tavern in Devonshire owned by Joseph. She spends most of her time there with her mother's friend, Joseph, and his children because Margaret's grandmother teaches the children.
Margaret is an eight year old human, four foot tall and fifty pounds wet. Her hair is curly brown and reaches her waist. Her doe like brown eyes watch the world with a soul much older then her age. She wears typical dress for an eight year old from a stable family, a skirt of blues and a tunic of the same color. She likes to wears ribbons in her hair and a shawl like her grandmother does.
She is always very helpful, very quiet speaker, and truthful to a fault. She is curious about history, magic and other races and will pester anyone who might know anything about those subjects. Her grandmother is a great Seer who people from all over come to see, though they live moderately. Margaret has shown no magical aptitude at the moment, which her grandmother is grateful for because being a Seer is a hard mark to live with.
The PC's might come into contact with Margaret during or after the High King's Sword books at the inn and tavern in Devonshire owned by Joseph. She spends most of her time there with her mother's friend, Joseph, and his children because Margaret's grandmother teaches the children.
Thursday, May 19, 2011
Items: The Lost Library of Janesh
The Lost Library of Janesh is an extrademinsional library brought from the lost of islands of Janesh when the islands were destroyed in a volcanic eruption. The form in which it was transported has been said to be many things. Some have called it a door, a key, a locket, even a small cube of little decorations. A key word has to be said and a meta-physical door decorated with fanciful creatures and ancient writing appears.
Once the door is open inside is an immense library of five levels with sweeping arches and huge windows which open up into ethereal nothingness, and the center area is open to all five levels. Books on every subject abound here for the people of Janesh loved to study everything. Ancient, forgotten magic, languages long dead, even studies of dragons can be found here. The prize is the tome supposedly called Life Immortal by Hideo. The book supposedly gives a way to magically extend life. This is what the Black Wizard, Shaniko, was after when he ransacked Tayke.
But even though finding the library is hard, actually finding the password and crossing the threshold is near impossible. The password was passed from Keeper to Keeper of the Lost Library, the last killing himself before Shaniko could reach him. And it is in the ancient language of Janesh, which few, if any, can speak.
Finding this library and how to open it could become a whole campaign spanning goal. It would be up to the GM on whether or not Hideo's Life Immortal is actually there or actually holds the key to life immortal.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
Wednesday, May 18, 2011
Expanded Time line XIV
2164 PA (Post Avatar)
The High King of Tridon calls for expeditions to the ruins of Tayke to find the lost library of Janesh. He is offering a huge reward for anyone who can find the artifact. Subsequently he also will pay well for any other artifacts or treasures found from the ruins.
Settlers in Ariella head off west, encountering Akicitia and Elven resistance. Many die, but some settlers do manage to build holdings here and there. Some even come to agreements with the local clans of Akicitia and tribes of elves to live in peace.
An alchemist believes he has found the secret to eternal life and is seeking certain ingredients, which includes elven hair, dragon scales, and unicorn horns. Searches in the forests and high mountain tops explode as people try to not take advantage of the craze, but also try and earn immortality.
The High King of Tridon calls for expeditions to the ruins of Tayke to find the lost library of Janesh. He is offering a huge reward for anyone who can find the artifact. Subsequently he also will pay well for any other artifacts or treasures found from the ruins.
Settlers in Ariella head off west, encountering Akicitia and Elven resistance. Many die, but some settlers do manage to build holdings here and there. Some even come to agreements with the local clans of Akicitia and tribes of elves to live in peace.
An alchemist believes he has found the secret to eternal life and is seeking certain ingredients, which includes elven hair, dragon scales, and unicorn horns. Searches in the forests and high mountain tops explode as people try to not take advantage of the craze, but also try and earn immortality.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
Tuesday, May 17, 2011
Location: Ruins of Tayke
This once proud House sits east of Goldleaf over the Tsalagi Mountains with no good pass between the two. Before the Chosen ever came on the scene, the Black Wizard, Shaniko, destroyed this House looking for information and magical advances, none of which he obtained. Many of the inhabitants fled, carrying their knowledge with them, or killed themselves so they could not be used to help Shaniko. Many of the buildings were destroyed outright, but as time has gone on more have been lost.
What remains are the ghosts of elegant sweeping buildings, once beautiful gardens, and fountains of such beauty they would make a person weep. The city was huge, with a stone wall which encircled it all. Most buildings were made of wood, single story, and decorated with fanciful creatures, both real and imagined. Tayke was a city of magic users and innovators, and so some structures still stand, even after three thousand years of neglect because of magical wards.
Many come to these ruins in search of magic not seen for three millennium as well as innovations of mechanical skill not known in the time of the High King's Sword. Many people have traveled north, but few have returned. Between the Black Wizards, ogres, and rumors of undead in the area, few have lived to tell the tale. Those who have returned have told of huge mazes of underground networks, creatures of the like no one has seen before, and ghosts that sing haunting tunes of sadness and death.
The prize, which many believe Shaniko was after, was the lost library of Janesh, an ancient civilization of power who disappeared long before Peter ever dreamed of the Kingdom of Tridon. None have been able to find such a thing, but if the library did exist, many would pay a king's ransom for such knowledge.
What remains are the ghosts of elegant sweeping buildings, once beautiful gardens, and fountains of such beauty they would make a person weep. The city was huge, with a stone wall which encircled it all. Most buildings were made of wood, single story, and decorated with fanciful creatures, both real and imagined. Tayke was a city of magic users and innovators, and so some structures still stand, even after three thousand years of neglect because of magical wards.
Many come to these ruins in search of magic not seen for three millennium as well as innovations of mechanical skill not known in the time of the High King's Sword. Many people have traveled north, but few have returned. Between the Black Wizards, ogres, and rumors of undead in the area, few have lived to tell the tale. Those who have returned have told of huge mazes of underground networks, creatures of the like no one has seen before, and ghosts that sing haunting tunes of sadness and death.
The prize, which many believe Shaniko was after, was the lost library of Janesh, an ancient civilization of power who disappeared long before Peter ever dreamed of the Kingdom of Tridon. None have been able to find such a thing, but if the library did exist, many would pay a king's ransom for such knowledge.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Monday, May 16, 2011
Character: Jarvis
Jarvis has been Kredoc's butler since Kredoc took on the title Lord. But they have been friends since Kredoc turned into a wild adult. They were partners in theft and assassinations when Kredoc was learning the ropes and they saved each other's backsides more then once. Jarvis doesn't think anyone is good enough to see Kredoc, not even his sons, and is always an obstacle to overcome when trying to reach Kredoc.
Jarvis stands about six foot tall, greying hair in a proper short ponytail and is always dressed in proper, black attire. His face is severe and it appears he never smiles beneath his hooked nose. (Rumor has it his nose was broken in one of he and Kredoc's adventures.) He is lithe in stature, but even now can outrun most people half his age. He speaks in proper and respective tones, but seems to be talking down to everyone. He loves poetry and bardic tales, and always carries a dagger at his side (sheathed in poison).
Jarvis has many skills besides those of a man servant. He can scale walls, blend into shadows with ease, and pick pockets like a well huened thief (which he once was). He can tell without trying if someone is lying to him and he doesn't take kindly to such things. His biggest asset is his honest fondness of his friend, Kredoc. Anything which threatens Kredoc becomes his problem and is dealt with swiftly.
Jarvis probably won't be encountered by player characters unless one is trying to reach Kredoc. Then it becomes a game of cat and mouse as to making their way through Jarvis. He can not be bribed and would take such things badly. If there is information regarding some harm coming to Kredoc or the House Jarvis may allow the PC's to see Kredoc then.
Jarvis stands about six foot tall, greying hair in a proper short ponytail and is always dressed in proper, black attire. His face is severe and it appears he never smiles beneath his hooked nose. (Rumor has it his nose was broken in one of he and Kredoc's adventures.) He is lithe in stature, but even now can outrun most people half his age. He speaks in proper and respective tones, but seems to be talking down to everyone. He loves poetry and bardic tales, and always carries a dagger at his side (sheathed in poison).
Jarvis has many skills besides those of a man servant. He can scale walls, blend into shadows with ease, and pick pockets like a well huened thief (which he once was). He can tell without trying if someone is lying to him and he doesn't take kindly to such things. His biggest asset is his honest fondness of his friend, Kredoc. Anything which threatens Kredoc becomes his problem and is dealt with swiftly.
Jarvis probably won't be encountered by player characters unless one is trying to reach Kredoc. Then it becomes a game of cat and mouse as to making their way through Jarvis. He can not be bribed and would take such things badly. If there is information regarding some harm coming to Kredoc or the House Jarvis may allow the PC's to see Kredoc then.
Thursday, May 12, 2011
Item: Salay Warhorses
Salay warhorses are the finest of all warhorses on Martapa. Bred to be fleet of foot, brave of heart and quick of wit these horses are always a much sought after commodity.
Bred by ranchers near the House Cole the lines of Salay horses are always carefully recorded and documented. Inbreeding is discouraged because it weakens the animal.
They stand around 17 hands at the shoulder and though built like a riding horse, they can carry quite the load and still put on the speed. They are solid color of black, chestnut or charcoal gray and bare no markings save a small mark on the left shoulder which resembles a lightning bolt, which all Salay horses bare.
People buy these animals both as warhorses and riding horses because they are all battle trained. Stallions are never sold, only geldings and mares. These animals are five to six times more expensive then their normal counterpart and can only be sold by authorized Salay sellers.
Bred by ranchers near the House Cole the lines of Salay horses are always carefully recorded and documented. Inbreeding is discouraged because it weakens the animal.
They stand around 17 hands at the shoulder and though built like a riding horse, they can carry quite the load and still put on the speed. They are solid color of black, chestnut or charcoal gray and bare no markings save a small mark on the left shoulder which resembles a lightning bolt, which all Salay horses bare.
People buy these animals both as warhorses and riding horses because they are all battle trained. Stallions are never sold, only geldings and mares. These animals are five to six times more expensive then their normal counterpart and can only be sold by authorized Salay sellers.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
Wednesday, May 11, 2011
Expanded Time Line XIII
2163 PA (Post Avatar)
The Emperor of Ariella is nearly assassinated. A group of humans, elves, and Akicitia breech the walls of Notitia but are stopped by the Hand. Some escape but most are slaughtered. The Emperor loses most of his Hand and offers a reward for any survivors of the attack that are found and brought to him.
A trading dispute erupts between Merryweather and Varanath and logging is halted in the area. Prices of hardwood for furniture and the like triple and many people who depend on the business of logging go hungry.
Undead appear in the pass of the Tsalagi Mountains, attacking caravans. Caravans hire lots of adventures as protection and the city of Devonshire looks to hire adventurers to help clear out the undead.
The Emperor of Ariella is nearly assassinated. A group of humans, elves, and Akicitia breech the walls of Notitia but are stopped by the Hand. Some escape but most are slaughtered. The Emperor loses most of his Hand and offers a reward for any survivors of the attack that are found and brought to him.
A trading dispute erupts between Merryweather and Varanath and logging is halted in the area. Prices of hardwood for furniture and the like triple and many people who depend on the business of logging go hungry.
Undead appear in the pass of the Tsalagi Mountains, attacking caravans. Caravans hire lots of adventures as protection and the city of Devonshire looks to hire adventurers to help clear out the undead.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
Tuesday, May 10, 2011
Place: Last Stand
This place is pivotal in not only the High King's Sword, but my never to see the light of day stories as well as the very history of Martapa. Here is where Peter and his friends started their march against the ogres. Last Stand is where Jared Swiftarrow of the Chosen finds a part of the Gift of the Gods, and here is where my troop of merry adventures in the High King's Sword find answers to more questions then they thought they had.
Last Stand originally was a farming village before Peter and his friends came. Taken over by ogres and the inhabitants made slaves, they were eventually freed by Peter. The village grew into a great trading city, being so close to the only pass viable for wagon trains in the Tsalagi Mountains. Before the Black Wizard Shaniko destroyed four of the Houses on the east side of the mountains, this city was a place of learning, housing no less then three mage colleges. Magical strides were being made, coming close to matching those of the ancient land of Janesh. But Shaniko came for them and instead of allowing the Black Wizard to claim the knowledge, many mages destroyed their research and then killed themselves. It was a dark time.
In the time of the High King's Sword, Marius Vandez rules the city as leader of the Black Wizard's of Shaniko. It is Marius which the group seeks and something he stole.
The city itself houses nearly 50,000 people. There is no wall, per say, but there are gates on all the major roads which lead into the city. Because the Black Wizard's rule, few of the Black Wizards have felt the need for such mundane defenses as walls. Anything is available for sale here, even slaves. Ogres, half-ogres, and skiegs are common sights walking around the city, many hired personally by the Black Wizards which reside there. People live here willingly, at least in recent years. Marius sees no need to put his thumb down on people. Commerce is good for the Black Wizards, after all, as it is for any city. But most people who live here willingly are exiled nobles, Black Wizards, thieves, assassins, down their luck people, and those who are always looking for a quick gold coin. There are a few honest people living here that are simple merchants and tradesmen and Marius has made it clear they are not to be harmed unless they break the law. After all, they bring in money and must needed goods for the city.
Bringing your party here is a good jumping point off into adventure. They can enter freely, as long as they don't scream "Death to the Black Wizards". The only people that may be stopped are elves. Elves are always looking to destroy the Black Wizards and player characters may have to go in as slaves if they wish to go in. Anything, I mean anything, can be bought here, but always at a price. If you want to let a PC to have it, but couldn't think of a way to get it in, this is the place. Magic is monitored, so over use of it may draw unwanted attention from the Wizards.
Last Stand originally was a farming village before Peter and his friends came. Taken over by ogres and the inhabitants made slaves, they were eventually freed by Peter. The village grew into a great trading city, being so close to the only pass viable for wagon trains in the Tsalagi Mountains. Before the Black Wizard Shaniko destroyed four of the Houses on the east side of the mountains, this city was a place of learning, housing no less then three mage colleges. Magical strides were being made, coming close to matching those of the ancient land of Janesh. But Shaniko came for them and instead of allowing the Black Wizard to claim the knowledge, many mages destroyed their research and then killed themselves. It was a dark time.
In the time of the High King's Sword, Marius Vandez rules the city as leader of the Black Wizard's of Shaniko. It is Marius which the group seeks and something he stole.
The city itself houses nearly 50,000 people. There is no wall, per say, but there are gates on all the major roads which lead into the city. Because the Black Wizard's rule, few of the Black Wizards have felt the need for such mundane defenses as walls. Anything is available for sale here, even slaves. Ogres, half-ogres, and skiegs are common sights walking around the city, many hired personally by the Black Wizards which reside there. People live here willingly, at least in recent years. Marius sees no need to put his thumb down on people. Commerce is good for the Black Wizards, after all, as it is for any city. But most people who live here willingly are exiled nobles, Black Wizards, thieves, assassins, down their luck people, and those who are always looking for a quick gold coin. There are a few honest people living here that are simple merchants and tradesmen and Marius has made it clear they are not to be harmed unless they break the law. After all, they bring in money and must needed goods for the city.
Bringing your party here is a good jumping point off into adventure. They can enter freely, as long as they don't scream "Death to the Black Wizards". The only people that may be stopped are elves. Elves are always looking to destroy the Black Wizards and player characters may have to go in as slaves if they wish to go in. Anything, I mean anything, can be bought here, but always at a price. If you want to let a PC to have it, but couldn't think of a way to get it in, this is the place. Magic is monitored, so over use of it may draw unwanted attention from the Wizards.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Monday, May 9, 2011
Character: Mahatalo
Mahatalo is an Akicitia who was a leader filled with destiny. He left his home in the southern part of Ariella to head north to Tridon and the Tsalagi Mountains. He did so with a group of loyal followers after Catiana herself came to him and said he would be needed in the north. His people were persecuted by ogres and the elves of the newly formed Clan Warriors helped them put a foothold in the north. Because of this, Mahatalo promised his people (who were longer lived then elves) would be protectors of the protectors, though in the open.
Mahatalo was ancient when he finally died, thousands of years old. He stood six and a half foot tall, was broad shouldered, and weighed as much as two grown humans. He was lightning fast, even when he approached death, and his followers called him "terror claws". He wore the hunting leathers of the Clan Warriors, even down to the feathers in his mane. He was a dark color, almost chocolate brown, and his eyes were wide and brown.
Unlike most Akicitia he was open and friendly, joking with people of any race, playing cards, rolling dice. He could socialize with anyone. But if you meant to harm any of his friends he was death with claws. He had a special friendship with Veo Sunstar, seeing him as a wayward son who needed guidance, but a friend to go drinking with. Mahatalo was particularly watchful of any of the Sunstar line, for he knew they all would need a little guidance.
When he died, his sister, Kangi, took the remaining members of the tribe to the south once more, seeing as most of the Clan Warriors had died. Though he doesn't show up much in the books, mostly as conversation on Krom's part, he shapes not only Krom, but some of the Clan Warrior history and I thought he might be of interest here.
If your party encounters Mahatalo he will be friendly and open with them, especially if one of them is a clan warrior or one of his kind. His one problem is his hate for ogres, so if any bares ogre blood he will attack on site, no questions asked. He can help them on their way with supplies, maps, or even a tale or two. Perhaps he has a tale which will get them on their way to some lost ruin or such.
Mahatalo was ancient when he finally died, thousands of years old. He stood six and a half foot tall, was broad shouldered, and weighed as much as two grown humans. He was lightning fast, even when he approached death, and his followers called him "terror claws". He wore the hunting leathers of the Clan Warriors, even down to the feathers in his mane. He was a dark color, almost chocolate brown, and his eyes were wide and brown.
Unlike most Akicitia he was open and friendly, joking with people of any race, playing cards, rolling dice. He could socialize with anyone. But if you meant to harm any of his friends he was death with claws. He had a special friendship with Veo Sunstar, seeing him as a wayward son who needed guidance, but a friend to go drinking with. Mahatalo was particularly watchful of any of the Sunstar line, for he knew they all would need a little guidance.
When he died, his sister, Kangi, took the remaining members of the tribe to the south once more, seeing as most of the Clan Warriors had died. Though he doesn't show up much in the books, mostly as conversation on Krom's part, he shapes not only Krom, but some of the Clan Warrior history and I thought he might be of interest here.
If your party encounters Mahatalo he will be friendly and open with them, especially if one of them is a clan warrior or one of his kind. His one problem is his hate for ogres, so if any bares ogre blood he will attack on site, no questions asked. He can help them on their way with supplies, maps, or even a tale or two. Perhaps he has a tale which will get them on their way to some lost ruin or such.
Thursday, May 5, 2011
Item: Horn of Strength
Horns of Strength were created by the dwarven battle mages to help their warriors in battle. When played, usually by the standard barer, any orders given by horn blow gives a +2 strength bonus to all in a 100 foot radius which lasts for ten minutes. If the sound of retreat rings those within 100 feet receive a 10 foot move per round bonus and a +2 to their defense. They also do not suffer any retreating minuses.
Only those of similar alignment to the horn blower gain the bonus and if they leave the area of effect they lose the bonus right away instead of after 10 minutes.
Most horns are made from a ram's curved horn and carved with dwarven runes and scenes of battle. Dwarves covet these and may seek to buy one off a non-dwarf at any price. If they happen to be a not so honorable dwarf they may seek to steal them.
Only those of similar alignment to the horn blower gain the bonus and if they leave the area of effect they lose the bonus right away instead of after 10 minutes.
Most horns are made from a ram's curved horn and carved with dwarven runes and scenes of battle. Dwarves covet these and may seek to buy one off a non-dwarf at any price. If they happen to be a not so honorable dwarf they may seek to steal them.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
Wednesday, May 4, 2011
Expanded Time Line XII
2162 PA (Post Avatar)
Mount Varanath explodes in the dark of night, sending plumes of ash into the air for miles around and lava crashes through the thick forests, but misses any civilization. As the lava cools the rulers of House Varanath ask for adventurers to go check on scouts and woodcutting villages that may have been in the area.
A giant sea serpent begins attacking ships between the Isles of Taniger and the mainland. Many trade ships are lost and both Tridon and the dwarves send ships out to hunt the monster
A pact is made between the elves of Ariella and the Akicitia. The pact covers trade, movement between each others lands, and a clause is put in that if one is attacked by the Empire, the other will aid, whether with troops or aid for refuges.
Mount Varanath explodes in the dark of night, sending plumes of ash into the air for miles around and lava crashes through the thick forests, but misses any civilization. As the lava cools the rulers of House Varanath ask for adventurers to go check on scouts and woodcutting villages that may have been in the area.
A giant sea serpent begins attacking ships between the Isles of Taniger and the mainland. Many trade ships are lost and both Tridon and the dwarves send ships out to hunt the monster
A pact is made between the elves of Ariella and the Akicitia. The pact covers trade, movement between each others lands, and a clause is put in that if one is attacked by the Empire, the other will aid, whether with troops or aid for refuges.
Labels:
fantasy,
fantasy author,
History of Martapa,
role palying,
roleplaying
Tuesday, May 3, 2011
Place: Mount Varanath
Mount Varanath is a semi-active volcano which has given the land around it good nutrients not only for forest land, but some pasture and crop land as well. House Varanath is named after the mountain, and mountain itself was named after a scout name Spring Varanath who discovered and studied the mountain before the Houses were even formed.
Though seen from a distance while in the city of Varanth, Mount Varanath is over two days away from Varanath proper by horse. Once in the forests that surround the volcano, people will find little used paths, fey creatures and the remains of old elven villages and buildings. Though the elves had little presence near Varanath, they still left their mark, building observatories and libraries in the study of nature and the volcano. Such places have been striped clean in some cases, others they were buried in volcanic ash in the few eruptions which Varanath has belched forth. These places might house long lost elven artifacts or well preserved libraries and mosaics. What most scholars would like to find is the long lost observatory the elves set up to watch Varanath, hoping to find the knowledge the elves garnered so long ago
Recently ogres and undead have been spotted by rangers and druids and the animals of the area have been acting strange. Observers aren't sure if Varanath is ready to blow again or something insidious has come to roost.
Though seen from a distance while in the city of Varanth, Mount Varanath is over two days away from Varanath proper by horse. Once in the forests that surround the volcano, people will find little used paths, fey creatures and the remains of old elven villages and buildings. Though the elves had little presence near Varanath, they still left their mark, building observatories and libraries in the study of nature and the volcano. Such places have been striped clean in some cases, others they were buried in volcanic ash in the few eruptions which Varanath has belched forth. These places might house long lost elven artifacts or well preserved libraries and mosaics. What most scholars would like to find is the long lost observatory the elves set up to watch Varanath, hoping to find the knowledge the elves garnered so long ago
Recently ogres and undead have been spotted by rangers and druids and the animals of the area have been acting strange. Observers aren't sure if Varanath is ready to blow again or something insidious has come to roost.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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.
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.
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.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
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.
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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.
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.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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.
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.
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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.
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.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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!
Labels:
fantasy,
fantasy author,
Names of Martapa,
role playing,
roleplaying
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.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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.
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.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
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
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
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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
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
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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
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.
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.
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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
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
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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
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.
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.
Labels:
book review,
fantasy,
fantasy author,
Jim Butcher,
Side Jobs
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.
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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
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
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
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
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.
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.
Labels:
fantasy,
fantasy author,
Items of Martapa,
role playing,
roleplaying
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.
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.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
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
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
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Subscribe to:
Posts (Atom)