Thursday, August 25, 2011

Item: Keys to the Temple of the Gods

The Keys to the Temple of the Gods are an interesting item. Two small medallions and one large instead of a normal "key", they are inscribed with words of protection in Ancient Elven. They glow faintly in the presence of evil and offer small protections against magic to the holder. All three have to be used with in moments of each other to unlock the doors of the Temple of the Gods. If not, a guardian of flame, in the shape of a dragon, will attack the user.

Usually the Master of the Temple to Catiana in Stormvale cares for them, but for awhile near the time of the Chosen, they were lost.

Wednesday, August 24, 2011

Expanded Timeline XXVI

2176 PA (Post Avatar)
Sprites over run the small city of Thimbleberry near Merryweather. A call is sent out to any and all who can rid of the little pranksters, offering a large reward.

Gold is found southwest of Notita near a small village. The village has to be "relocated". Many of the residents disappear and some family far they have been sold into slavery. Many spend good coin to have them found. There is also raids on the establishing mine, though no one knows by who.

Tuesday, August 23, 2011

Location: The Healer's Guild

The Healer's Guild, in Bloodhelm, is a place many visit. Run by the healers of Tinaka, they take in all who need healing, from richest to poorest, from the most pure to the darkest of heart. They ask for donations to buy supplies and feed the healers, but even the darkest of assassins pay them well. Life is always worth a little extra money.

Though they can heal most wounds, poisons and illnesses, they can not bring people back from the dead and will not try. (Though this may go against a lot of fantasy roleplaying, which has resurrection, this is the one faith in all of Martapa, that will not resurrect characters, unless they are a follower of Tinaka and then it is reincarnation, not resurrection since death is part of life.) If the healers are harmed they will withdrawal treatment altogether.

The building is three stories with a basement for storage. The top two floors are healing wards, while the first floor is for mingling and meals, along with sleeping quarters for the healers.

Monday, August 22, 2011

Characters: Lady Sandara

Lady Sandara is "the" seer in all of Weatherworn. Though Weatherworn has many with magical abilities, Sandara is the most sought after, though most despised, woman. She is a short five feet tall with gray hair braided to her waist. She wears layers and layers of skirts and shirts, along with bracelets and necklaces that jingle. Her skin is pale, for she doesn't go out in the sun often. Her most striking feature is her pure white eyes, for though she can see the future clearly, the physical world has been taken from her.

Her fortunes are always accurate and even the Leaders of Weatherworn use her from time to time. She is expensive, fifty gold per question and she turns away as many as she sees.

Her biggest secret is that she is several hundred years old, even though she is human. Many a god has used her to steer their followers in the right direction and thus she is an asset they do not wish to lose. A Player Character may go to her in Weatherworn and the see if they can find out their future. This is up to the Gamemaster. As a gamemaster you could use her to move a plot a long or if you don't want them to see that far ahead (maybe because that would give them an unfair advantage or you haven't planned it out) she can have the door slammed in their face. She is there around the time of the High King's Sword, but about three hundred years before that as well.

Thursday, August 18, 2011

Item: Whetstone of Cleaning

A Whetstone of Cleaning is a simple magic item which many soldiers who fight undead and poisonous creatures like to have. Not only does these whetstones sharpen blades, giving them a nice huen (adding +1 to damage) but also will remove any acid or undead blood which may etch the blade in harmful ways. It also removes poison from a blade, even if purposefully placed. Thus many thieves like this item as well.

Wednesday, August 17, 2011

Expanded Timeline XXV

2175 PA (Post Avatar)
The Vandez heir dies because the priest of Tinaka have not the right magic items to aid in healing to save the heir from a deadly poison. They blame the magic item tax and the Lord rescinds the tax, though for three years he heavily taxes the temples.

A large migration of whales on the west coast supplies a large harvest for the Western Houses. Fall celebrations are large, allowing for large tournaments and feasts.

Tuesday, August 16, 2011

Location: Spellcasting Inc

Spellcasting Inc was recently put together by five young spellcasters who did not like the confines of the Guild in Bloodhelm. Master Saber gave them his blessing, despite the complaints of others in the guild, and the bunch is now trying to make a living as spellcasters.

The building is new, but mostly river rock and local wood. It has three rooms, a greeting room, supply room, and sleeping room. The five spellcasters will make potions, magical locks, dispel curses, make magically binding contracts, scrolls and spellbooks, and cast spells on request. Prices are usually the cost of supplies plus 20 percent.

They will not knowingly harm others or dabble in necromancy, but some of what they do could be used for such things. Two of their numbers are always there, while the other three are always in the countryside looking for ingredients. They will buy magical components at 50 percent of value and give said sellers discounts on their services if the sellers consistently bring them good components.

Monday, August 15, 2011

Character: Ferid, Son of Gune

Mentioned a few times in my stories, Ferid's biggest contribution is being Guthlaf's father. An average sized dwarf his black hair is now streaked with gray as he reaches his fourth century. Like all dwarves his hair and beard are studded with knick-knacks and beads. There is a small fortune in gems in his beard alone.

Ferid is a master metalsmith crafting axes and fine chainmail which is heavy duty but light weight. Ferid makes most of the armor for the King's men and takes pride in his work. He is frustrated with his youngest, Guthlaf, but figures he'll work through his impulses in a few decades.

If your characters are dwarves, he will most likely be the person to fit their armor if they are in the dwarven capital. The only time he leaves the island is to travel to Merryweather to bargain for supplies he can not find on the islands. Players might meet him during this time and could even commission some armor if they had enough money and don't some how insult good Ferid.

Thursday, August 11, 2011

Expanded Time Line XXIX

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News of dragons near Stormvale incite rumors. Some say they have returned from their self imposed exiles. Some say they are upset with the High King. Some say it's the ale talking.

A group of dwarven lords is set upon by ogres ans they travel to Stormvale. A group of merchants lead by Karl Rockcutter save them with little loss of life.

A magic tax is placed upon items of magic brought into Vandez. Mage guilds complain to Vandez and their own liege lord, but find themselves at a stalemate.

Wednesday, August 10, 2011

Location: Precious Gems

Precious Gems is the gem place in Bloodhelm. Set behind the Temple of Sarjon and Shade, this building is not extravagant, but made of magically sculpted river rock and tight grained cedar. The doors and windows, though they have no bars, are magically trapped. Inside Jessie Rockcutter keeps a fine assortment of gems from the simplest to the most rare.

Jessie's family has had a tight bond with the dwarves and thus always has access to good gems. Rumor goes that a previous Rockcutter saved a dwarven lord and thus the dwarves are repaying the debt by giving him good access to beautiful gems.

Jessie and his apprentices make custom jewelry, everything from peasant promise rings to items fit for a king. Just depends on the money and time a person has. He would love to get his hand on some elven jewelry to see if he can copy some of the styles, and thus would pay well for an example.

Monday, August 8, 2011

Characters: Sunshine

Sunshine is, for all intensive purposes, just a draft horse. A bay colored body with straw blond mane and tail he stands 17 hands at the shoulder. He's docile to the point he needs no leads, unless it's something he truly doesn't want to do. This something usually involves cold weather or rain, thus his name. Duncan's wife, Audry named him, though Duncan thought it was a fitting name. Sunshine became the bright spot in his life after all the fighting with Audry. Sunshine likes most people, though he can sense if someone means him ill will. His other unique trait is his ability to open latches on fences and barn doors. There isn't a barn built that can keep him in, though he is always there to be fed in the morning.

Wednesday, August 3, 2011

Expanded Time Line XXIII

2173 PA (Post Avatar)
A tsunami strikes the east coast of the dwarven islands and Taina. Many lives are lost and cities are destroyed. The High King and the Emperor both send aid in hopes of winning friends. Many scholars send expeditions to retrieve artifacts and look for anything interesting that may have washed up on shore.

The Emperor takes Melody Thanes, a merchant's daughter, as his wife. Though not from a noble family she is well loved by many Some in the Senate complain, but not openly after rebellion so clear int he Emperor's mind.

Tuesday, August 2, 2011

Location: The Temple of the Gods

The Temple of the Gods, two days north of Stormvale, was the location of King Peter's home village. After he was crowned, Peter had the temple made to House the great artifacts, honor all the Gods and bring all the faiths together, as he was bringing the country together. For hundreds of years the faiths did meet here in peace until Shaniko, the Black Wizard, tore them apart and the Temple was forgotten.

The temple was discovered again by the Chosen who fought back Shaniko's army there. After the war the temple was restored, housing was added and caretakers were assigned.

Then when the last High King was killed the union began to fall apart. By the time of the High King's Sword series the Temple and grounds are in disrepair and no one resides there.

Originally there was a single temple, round with a golden dome and nine pillars on the outside supporting an overhang. Murals to honor all the Gods adorn the outside and reliefs of the Gods adorn the columns.

After the War of the Chosen housing was added and a marble, cobbled plaza in the middle was also added. On the south side a statue was dedicated the Chosen, a likeness of each one carved from marble.

By the time of the High King's Sword the place is overgrown and abandoned. Only the temple appears pristine.

Monday, August 1, 2011

Character: Nandith

Nandith was training to be a historian, set to copying text, writing commentary on important events, keeping track of genealogies, the like. But that all changed when he came upon some ancient ballads. He longed to put them to voice and song and thus went from historian to bard over night.

His voice is pleasant to listen to and he brings the history ballads alive. He also plays the lute and harp. His travels brought him in contact with Flynn Whiteswan and the two traveled together for sometime. It was Flynn w ho introduced Nandtih to Calius Goldleaf, the hope for Tridon and hopefully the next High King.

Nandith acts as a go between and spy for Calius now, enjoying the intrigue and the attention from the ladies.

Nandith is an elf, lithe and beautiful with bright green eyes and forest green hair. He wears flashy clothes, floppy hats and a rapier he can use quite well. He is quite comfortable in court and commoner situations alike.

A party near or during the time of the High King's Sword could easily find him in any tavern telling a mean tale or spreading rumors. If they party wishes to contact the High King, maybe they find out how to do so through Nandith, after he tests their moral standing a bit, of course.

Friday, July 29, 2011

Item: The Sword of Sarjon

The Sword of Sarjon is both in truth a god-spawned weapon and the symbol of a Master's station in the temples of Sarjon.

Sarjon's two handed sword flames while in battle, shoots lightning when it strikes and sings battle dirges to inspire Sarjon's followers. The sword comes to the aid of the most faithful in their time of need, but foes will burn in pain if they touch the blade.

Each Master of a temple carries a two handed sword which gives them strength, courage and healing so the battle can continue. In game terms the sword gives a Master of Sarjon a +5 Strength. It gives all those in a twenty foot radius who are faithful to Sarjon a +5 save vs. fear. And the blade gives a regeneration of 2hp/round to the bearer. Only faithful of Sarjon may touch the blade. If they are of a faith opposed to Sarjon take 10 points of damage a round until they die or drop the weapon. A person killed in such a way can not be resurrected by any means short a wish.

Thursday, July 28, 2011

Expanded Time Line XXII

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The Great Gathering is held in Stormvale to celebrate the coronations of the four new House Leaders. A month of celebration is planned and bards come from all over to entertain. Competitions for Knights and commoners a like are held. The winner will win 1000 platinum dragons and a Knighthood.

Noble women are wanting the furs of the great white bears of the north. Hundreds of unprepared travel north to hunt the bears, many dying along the way.

The new emperor is looking for a bride. Fathers of the richest families are bringing their daughters to Notita. Many fear bandits and hire protection for the trip.

Wednesday, July 27, 2011

Location: Qalataqa

Qalataqa, capital of the northern elves, is a mystical city, fairy tale in nature. All the buildings have sweeping lines, are white washed with gold or silver trim and covered in turrets. Most are only three stories tall and all are made from magically shaped wood.

The avenues are broad, cobbled and maintained by ethereal keepers who keep the streets clean. Magical lamps shaped like fanciful creatures which light up on their own when the sun goes down line the roads.

A magical wall of energy surrounds this city of fifty thousand and can be raised at nay time by the Guardians of Qalataqa.

A palace dominates the east end, a grand library and the home of the royals inside. Mages and priests have temples to the north, the Clan Warriors to the south, the market to the west. Houses are spread through out.

Magical smiths make magic items and enchanted weapons here. Though Tsi-wa is the center o Warrior training of old, Miyaca trains many clan warriors here now.

Non-elves are not allowed here, the magical shield redirecting those not wanted, though some non-elves are invited in on occasion. This would be a good starting point if your party consists of nothing but wood elves.

Monday, July 25, 2011

Character: Miyaca Snowbird

Miyaca Snowbird is an elven archer of great renown, known to elves and mercenaries alike. Her snow white hair, braided to well past her waist is as well known as her skill. Mercenaries speculate she will only cut her hair when she finds the man she loves. Elves admire such beauty for it shows her patience. She stands tall for an elf, about five and a half foot tall, her bow just as long. Her frost blue eyes are bright and see everything about her. She bares a saber at her hip, which she could use nearly as well as the bow, and her hunting leathers are comfortable and durable.

Miyaca is also a Wolf Clan Warrior. And more precisely she was the only true Wolf Clan Warrior until twenty years previous to the High King's Sword. She has trained this generation of Clan Warriors and they worship her as their queen though she does not seek such attention. She has a charge, which is also her twin brother, Shadizar Snowbird, Mage and Seer.

I had started a story set in between my original stories and the High King's Sword with Miyaca and her brother, along with Noshi and Sebastion (who do guest appearances in my High King's Sword), but I never finished and there they sat until I need a tie-in. I have to admit she is one of those "favorite" children, even being several roleplaying characters and a World of Warcraft character. What is a person to do when you like a character so much? But in the High King's Sword series she is only a blip, just something to tie in a few background points for my main characters.

Your player characters could meet her as a Clan Leader about twenty years before the High King's Sword. They could meet her as a mercenary before then, or even meet her in Varanath after she helps Noshi save the fallen House. She will not, under any circumstances, help Kin or Wizards. During the High King's Sword she is more likely to be found near Qalataqa or near Varanath.

Wednesday, July 20, 2011

Expanded Time Line XXI

2171 PA (Post Avatar)
The Senate tries to take over the Empire from the new Emperor. But the army steps in, always loyal to the Emperor. They kill most of the disloyal senators but are searching for the ones who managed to escape.

Vandez, Goldleaf, Pathfinder and Cole's Leaders are killed by assassins,while Bloodhelm and Weatherworn are seriously wounded. Most of the assassins escape but one is killed and it is clear the King and the Black Wizards are behind the whole affair. Parties are sent out to serve retribution.

The ruins of Elven home are found or at least part of the ramp the groundlings can use. Expeditions are sent to see if away can be found to the high aeries.

Tuesday, July 19, 2011

Describing Your Character

For those who roleplay you probably have a great picture in your head of what your character looks like. But sometimes, even for the best of us, it's hard to let others know what they look like. Here some ideas on how to show what you mean.

A simple way is to write down what your character looks like. "My character has blue eyes, brown hair, and loves to wear plate armor." Not as descriptive as most people would like, but it does give a good start for others to figure out what your character looks like.

Another way is to be a great artist or have one in your group...(Thank you Scott where ever you are :) ) This definitely helps in giving your friends a visual idea of your character.

A new one for me (since we didn't have access to such things when I was roleplaying in college) is video games. What, you say? This is a paper and pencil game what does video games have to do with this. Well for those online games where you have to make characters (or even some non-online games) you will have a picture of your character in the game which you could then screen shot to use as your roleplaying picture. I know in world of Warcraft there are many races to choose from and if you just wanted to make a human or orc with the hair color and facial features and even skin color of your roleplaying character and then screen shot it, there is at least a basic idea of what your roleplaying character looks like in bold colors!

To add to your character a little background helps as well. Give a short background (where is he from, what things in his past shaped your character), what race, height, age, eye color and hair color, he is. How about how he speaks, how he behaves around people, maybe even his best or worst qualities. My favorite is to pick a hobby or little quirk that makes them unique. An example is that Guthlaf (my dwarf in my novel) likes to relax with a good pipe, no matter where he is.

Happy Gaming!

Monday, July 18, 2011

Characters: Myriam

Myriam was another of those characters I threw in as flavor text and suddenly I find her in all four of my books. She was just suppose to be the spokesman for the slaves the party rescues, but suddenly I found her as a vehicle to move my plot along. Crazy how that happens.

Myriam is dark, chocolate colored skin, almost pitch black, her hair a similar color. She was a beauty in her younger years, but at the age of forty she is beginning to show her age. Her hair is starting to gray, though just slightly, her figure is a little rounder in a places, and her face has a few more lines of worry then before. But she is still a beauty. She also has a head on her shoulders. She has been trained in history, politics, math, and strategy. Her father wanted her trained in case he needed to sell her instead of marry her off. (In the empire girls in the middle and lower income levels are not seen as a benefit, but a burden. Thus many of them get sold into marriage or just sold as household slaves. Many fathers will train their daughters so they can get more for them if they have to resort to such things. It doesn't mean they don't love their daughters, they are just being practical for their place in the world.)

Myriam dresses conservatively, feels no pity for herself for what she has been through and takes no guff. She is like a school teacher of old who will look at a person once and know if they are telling the truth or not. She also knows how to make a deal, since her father was a minor lord on the edges of the Empire. Her father loved her greatly and she was married to a man her father thought would be a good match. It turned out he just liked pretty things to look at and when Myriam started to show her age she was sold into slavery by her husband. She had three children, luckily all boys, though she tells no one of this. She doesn't want to think on the past, even if that means forgetting about her beloved children.

In the time of the High King's Sword Myriam can be found at Tarkil's nicer inn, the Rolling Rooster. She will see through any lies, (in game terms she can not be bluffed unless on a natural 20 or the equivalent), but she does know many rumors. Even in her short time running the inn she has made many contacts and might be able to help find something or someone. Alternatively she runs a good inn/tavern and will have fine, clean rooms for a reasonable price.

Tuesday, July 12, 2011

Location: The Village of Matris

The village of Matris is little more then a farming village. It holds a single inn, which doubles as a meeting hall and raid safe house. The owners are nearby farmers who simply enlarged their house (then built a new one for themselves) and who always have stew ready to eat.

There is a blacksmith, who can make weapons, though it might take a long time and it might be easier to go to Calabay to get one. But he can sharpen weapons and tools, repair armor, and make all sorts of arm implements.

Matris is 120 miles east of Calabay and serves as a resupply post for Calabay patrols upon the road.

Most of the history of Matris involves ogre raids and animal attacks, so everyone able to lift a weapon knows how to use one. Many of the youth join the Home Guard of Calabay for a time before returning to farm so many have their own fine weapons and armor.

Like all those up north the people here love a good tale and reward fresh news with food and drink.

Monday, July 11, 2011

Character: Master Pelish

Master Pelish is a broad man built for battle and devoted to the God of War, Sarjon. Pelish hasn't always been the largest person in the room. He was a scrawny child who could barely lift the sacks of grain needed for his father's horses. After years of being teased he got frustrated and prayed to Sarjon for strength which Pelish promised to use to serve him. Not too soon after he began to grow in both size and strength. Always a man of his word, even at a young age, he took off for Calabay when he came of age and joined the temple of Sarjon.

He enjoys good sword play and the art of war, leaning toward strategy in his older age. His dark hair is graying on the sides and thinning on the top. His eyes are dark blue and his skin pale. He also likes a good tale and a good stein of ale. He prefers half-plate and chain, and a two handed sword, though he can use a long sword and shield just as well.

Pelish worked hard to attain the rank of Master of Calaby. And like all Temples to Sarjon he works hard to retain his rank. everyday is a battle in a Temple of Sarjon, whether with swords or words.

Pelish might meet the party in a tavern and share an ale or two with them if they have a good tale to share. Or even duel them if they so wish. If he is on patrol and happens upon them in their time of need he will heal them, but ask for the tale behind the wounds and perhaps a favor.

Friday, July 8, 2011

Magic Sight

Magic Sight, or mage sight, was originally used by mages and priests to see auras upon people or items of power. They had to call upon the power and not everyone can use it as well as others. Auras can tell if a person is good/evil or powerful/weak in the magical. Or it can tell if an item is powerful/weak and what type of magic an item holds. All items or people have an aura, even rocks (though it would be very faint) for all things hold some bit of magic in them. So for those using the sight, the world becomes very bright.

Master Sinigan, who knew auras was one of the few things his prodigy could see, developed a way to use the magic to see words or runes thus allowing Featherborn to read. Now many mages and priests use this ability to help those who are blind "see" in a limited manner if they harbor any magical sight. This takes practice and some can simply not attain such abilities, but they try hard to gain this limited sight.

Thursday, July 7, 2011

Expanded Time Line XX

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During peace negotiations the Emperor, most of his party, and most of the High King's party is killed, though the High King lives. The Wizards of Shaniko are blamed for the deaths and the High King sends parties to search for the perpetrators. The Empire and the new emperor do not blame the High King but recall the truce party and all hopes for the truce is forgotten.

Gryphons migrate south in the hundreds. No one is sure why, though many scholars and druids go to investigate. Mount trainers try to capture some for it was once said the Winged Elves rode the magnificent creature to battle.

Wednesday, July 6, 2011

Location: Town of Caelon

The town of Caelon, which sits on the opposite side of the bay from Calabay, has ever been a busy little town. The staging area for the fine ships of Calabay, many fisherman and wood workers abide here. Several taverns and inns have good business, along with a bustling trade with the seas elves. Mages and scholars have a small manor here so they can study the northerners, along with the sea elves.

About five thousand people call this place home, including some shepards and farmers. Even House Calabay has a get away manor here.

People here are mostly fair haired and fair skinned and nearly all know how to operate at least a row boat. They wear strudy clothing, suited for ships as well as the colder climate.

Some rumors here are a ghost fleet can be seen off the coast on stormy nights. Monsters of the four footed variety hunt in the night taking live stock and children alike. And a dragon, tied to House Calabay, sleeps in the bay, waiting to protect the heirs of Eric Calabay.

Tuesday, July 5, 2011

Character: Priest Featherborn

Featherborn was born in the bay village of Caelon near Calabay. Born to a priest of Catiana and a fisherman, most people assume this happy-go-lucky half elf is half wood elf. In truth his elven half is sea elf, though he looks like most typical half elves. Unknown to most scholars sea elves can breath on both land and water without magic. Even less well known is that Veo Sunstar started a Clan of Warriors among the sea elves, leaving his own mark of red hair, something that amongst all elves shows the Sunstar blood. So no doubt is left that Featherborn is one of Veo's descendants with his red hair (which only his descendants amongst elves have) and thus most believe he is simply half-wood elf.

His most remarkable feature, besides always having a kind word for anyone, is his solid, creamy white eyes. He is blind in all sense of the word, but it never slowed him down. Once he was old enough to apprentice as a Priest of Cataina his mother sent him to the temple in Stormvale. There Master Sinigan and his wife took him in and taught him the ways of Catiana. They were taken by his hard work and Sinigan researched a magical spell for him to "see" with magic, though he usually only uses it to read, not get around.

Featherborn is liked by most in the Temple and is heir apparent to Master Sinigan and the title of Master of the Temple of Stormvale. Characters in the time of the High King's Sword will meet Featherborn first if they are in need to speak with Master Sinigan. He will use his aura reading ability to detect anyone who wishes to harm Master Sinigan, but otherwise will be polite and friendly with any he meets. He will also offer healing if he catches someone in an act of unseen kindness.

Thursday, June 30, 2011

Thoughts on Adventures

I've been giving you, my reader, a good tour though my world, in hopes you will use my world as your campaign setting. Well that's wonderful, but how about the adventure? How should you go about making a good adventure set in my realm or any other realm.


  • First, know your players. Every player is different. Some like high adventure and magic, while others like intrigue and backstabbing. Hopefully your party is compatable with each other, but even if they aren't make sure you put a little of everything everyone likes so everybody has fun.

  • Take a gander at those characters and their abilities. If your thief never gets to disarm a trap or pick a pocket, they are not going to be having fun. That, afterall, is their strong suit. Don't go out of your way to accomodate every characters special abilities every session, but at least get them in frequently.

  • Pick an area and stick with it. Fleshing out a single area, whether a small forest or a whole continent, is a good idea. This way you can flesh out your NPC's, get good descriptions of locations, and make the players feel like they are there. Here is a bit of tricky spots, some players like lots of "flavor text" (descriptions for those non-roleplayers) and others don't. This goes back to knowing your player. If they like to know what color that building is, you best know.

  • Have a list of names. You have know idea how often we made my husband randomly name his NPC's that he had no intent on actually bringing into the plot. (My husband takes hours to name characters, so we liked to give him a bad time.) At my house we have a book-0-names, just in case. Open it up and randomly pick, it works most of the time. :)

  • If you intend to have the campaign for a while, plot out a main theme or goal. Every session doesn't have to be centered around that goal, but having one gives your campaign life and a reason for being. It could be anything from trying to crown the High King to finding that elusive ruin in some far off place.

  • Be prepared for your players to veer. You don't know how many times my players in our Star Wars campaign went totally off the path I had planned. But don't get upset, the idea of playing is for your players to have fun! Just role with it. I tended to have alternative adventures if not fleshed out, at least outlined so I could always wing things. It takes time and practice to wing adventures on the fly, but don't get frustrated if you have to. Just have those monster books handy and let your players drive the plot for awhile. You can always try and push things back to your plot next session.

  • Most importantly, remember to have fun! No matter what happens make sure you and your players are having fun. Most people say they don't want you to fudge rolls (let the dice fall where they may) but sometimes that heroic leap is only missed by a few points. Let your player have it. Then everyone has fun and its a good story to boot. This is why you should never tell your players the difficulty number so you can fudge if they are very close. I don't suggest doing this often, but sometimes a whole night of fun may hinge on that one roll!

Wednesday, June 29, 2011

Expanded Time Line XIX

2169 PA (Post Avatar)

The Emperor of Ariella asks for truce with Tridon and asks the High King to meet in the Dwarven Isles. He proposes trade negotiations and peace talks. The High King's advisers say its a trap, but the High King wishes to go. Many adventurers are hired to protect the wagon trains and work on the ships. The prices along the route become very expensive and raids upon the route increase. Merchants hire on more protection.

The ruins of a city are found outside Karoon. Scholars flock to the area to see who might have once lived there. Protection is hired and opportunities for treasure abound.

Tuesday, June 28, 2011

Saber's Blades

Though not as talented with magic or graceful with the blade work as Snowbird's Spellblades, Saber has made a troupe of his own spellblades. This dozen or so individuals are all good at battle magic, (some better at that then regular magic), and have all learned to fight with weapons. Saber trains them in basic sword play, but mostly in battle magic. He has brought in specialist masters of the blade to help in the training. Each person, regardless of station, is watched by Saber for several years before he offers them a spot.

Saber prefers independent thinkers who he can send out on assignments. He uses his spellblades to recover magical items, lost tombs, and even lost mages. He is working up the courage to approach Miyaca Snowbird about helping him train his own blades so they, too, can be a force for good.

Monday, June 27, 2011

Character: Master Saber

Master Saber was not always Mage College material. Once when he was still handsome, this older gentleman was a young man who used his talent as a mercenary for battle mercenaries and caravan guards. He revelled in the thrill of battle, using sword and magic. He dreamed of being one of Snowbird's Spellblades, but knew he'd never give into the discipline.

He hated study so most of his incredible power was channelled into battle magic, short lived magic with a punch. On one escort mission a mage from the College of Bloodhelm asked to take him on as an apprentice he was so impressed with Saber. Saber shrugged and gave it a go.

Twenty years later he became master of the college, hating politics, loving magic even more and beginning to put his own "spellblades" together.

He becomes Duncan's "master" almost by accident. Saber had met Master Flash as a mercneary and trusted the man's judgement about Duncan. He took in Duncan happily.

Saber, like the God Targon, dresses most of the time like a swashbuckler in blues and grays. He carries a magical enscrolled saber instead of staff. He doesn't put up with politics, but knows how to use it to his advantage.

In the time of the High King's Sword he would be the one to say whether a mage can be accepted to the Bloodhelm College or if they are ready to become a master. He would also be the one to speak to if a mage was needed for something. He takes his job seriously and will not willingly put his people in harms way.

Thursday, June 23, 2011

Items: Dragon Dagger of the Gods

The Dragon Dagger of the Gods is a simple affair, meant for a simple boy with platinum blade and dark handle shaped like a dragon with onyx eyes. Etched with blessings of the Gods in ancient elven, the blade was meant to do several things. The first was to give strength to the bearer. The second was to give immunity to poison. The third allowed the blade to be come a broadsword on command.

In game terms I would give a +5 to strength (or what ever gives the equivalant of +5 damage), a Damage reduction of 10 against poisons, and it takes one game round to turn into a broadsword after the command word is spoken.

This blade was only used by Jared Swiftarrow, the blade itself has been lost to time. Some suspect it is around the Temple of the Gods in Stormvale or hidden in some forgotten elven city by now.

Wednesday, June 22, 2011

Expanded Time Line XVIII

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The druids of Pathfinder forests clash with loggers. Many die and eventually House pathfinder sends a negotiation team. He druids claim a sacred grove was logged and want compensation.

Some Houses require blood pedigrees for Knights after a low born is accepted as a Knight Captain. Some House bulk, but some are eager to accept. Some of the Knight ranks are purged leaving some former Knights disgruntled against the Knights and Houses

Giant sand storms race across much of Ariella, burying some small towns and villages. Adventures are hired to seek out these lost places and offer aid.

Tuesday, June 21, 2011

Location: Village of Star's Rest

The village of Star's Rest sets in the middle of the Pathfinder House holdings. Home to a little over three hundred people this small village appears a simple, normal place. But this village is anything but normal. Originally a druid shrine, wood cutters found the grove a lovely place and a nice place to live. They at first feuded with the druids, but the wood cutters eventually said they would protect the grove if they were allowed to cut some trees the druids said they could cut.

For three centuries the bond held until some in the village became greedy. They took more then allowed, enraging the druids. The druids cursed the village stating they would be part of the forest until the souls of the trees were appeased.

Now every member of the village, even those who marry in or are born after this harsh event, are subject to the curse of the werewolf. They seek what they need to do to amend their transgressions, but the druids have yet to release the village. They change shape on nights of the full moon, but also on other holy days of the druids. They discourage visitors at such times because they do not want to be the subject of werewolf hunters. They can not spread their curse, so unlike other werewolves they will not seek to harm other people, they are just cursed with the form.

Monday, June 20, 2011

Character: Jared Swiftarrow

Jared Siftwarrow, or Mouse as he was know to his friends, is a tragic but loved figure in my original stories from Martapa. Loved by none other then the Goddess of Love, one of the Chosen, and a simple seventeen when he "died" he was the glue of the Chosen. He wormed his way into Eric of Calabay's heart, who had just lost his younger sister to the Black Wizard Shaniko. He rescued Aiyana when she was in her avatar form of Beth and she was instantly taken by his boy like charm and chivalry.

Mouse was dark skinned with black hair which hung in his black eyes. He wore Eric's cast offs, for they were better then what he had. He fought with daggers and always bore a long, dark cloak. In his "life" now he wears fine silk clothes befitting a gentleman and always matches the color of outfit with Aiyana.

At his death Aiyana took him from the God of Death himself and gave Mouse eternal life as her concert. He watched Eric, Richard, and Amber live their lives, but never regretted his own rewards.

Those who are likely to see him are those who are devout to Aiyana and are in need of aid. This would be true for any year after the War of the Gods.

Wednesday, June 15, 2011

Expanded Time Line XVII

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Magic has become the hobby of the rich and many common mages become tutors, allowing them to research their own magic in their free time and find rich patrons. Many Mage Guilds swell in number because of these want to be mages from the nobility.

An expedition is sent into the wilds near Willowdale to find Master Mage Ukiah's cabin, rumored to hold many elven treasures and magic. The expedition, sent by Varanath, is meant to recover heirlooms of the house, though others want it for the wealth.

It is challenged in Ariella that all mages should serve mandatory time in the army as are all young men. The Mage Council is incensed and withdrawals all magical support for nearly a year.

Tuesday, June 14, 2011

Place: Soaring Dragon Inn

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.

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.

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

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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.

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.

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.

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.

Wednesday, May 25, 2011

Expanded Time Line XV

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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.

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).

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.

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.

Wednesday, May 18, 2011

Expanded Time line XIV

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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.

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.

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.

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.

Wednesday, May 11, 2011

Expanded Time Line XIII

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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.

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.

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.

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.

Wednesday, May 4, 2011

Expanded Time Line XII

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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.

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.

Monday, May 2, 2011

Character: Tresh Bloodhelm

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

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

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

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

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

Thursday, April 28, 2011

Item: Clan Necklaces

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

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

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

Wednesday, April 27, 2011

Expanded Time Line XI

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

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

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

Tuesday, April 26, 2011

Location: Gunther's Provisions

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

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

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

Monday, April 25, 2011

Character: Tres Silversword

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

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

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

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

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

Thursday, April 21, 2011

Expanded Time Line X

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

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

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

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

Tuesday, April 19, 2011

Place: The Long Shoreman

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

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

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

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

Monday, April 18, 2011

Character: Rogan Thatchhammer


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

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

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

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

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

Thursday, April 14, 2011

Item: Cloak of Sircarius


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

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

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

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

Wednesday, April 13, 2011

Expanded time LIne IX

2159 PA (Post Avatar)

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

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

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

Tuesday, April 12, 2011

Gambling Halls of Bloodhelm


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

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

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

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

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

Monday, April 11, 2011

Character: Pathfinder


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

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

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

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

Thursday, April 7, 2011

Frithen's and Cresh's Money Exchanges


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

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

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

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

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

Tuesday, April 5, 2011

Character: Olaf Cole


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

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

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

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

Friday, April 1, 2011

A Look Into Names

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

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

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

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

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

Have a great weekend and keep writing!