Monday, March 19, 2012

Fire Flash, King of the Dragons

Fire Flash was (and still is) the first of the Gate Dragons. Born to a flesh and bone dragon, he was the last true dragon upon Martapa. He was originally saved as a pup by Targon as his siblings and mother were killed by ogres and mercenaries. The God of Magic placed him as a pup in a safe immortal realm where he stayed until the Time of the Chosen.

He helped open the Gate of the Gods to summon the Gods to the mortal plane then became bond mate to Elemental Storm, who he lost tragically twenty years later. After the Chosen died he continued to search for her and still searches for her in the present time.

Fire Flash hates Black Wizards, ogres and the oppression of the weak. He is the most likely to socialize with mortals of all his kin, but he is the one who picks the place and time, not the other way around.

Fire Flash is a platinum hued dragon, with a flash of fire red upon his belly scales. He carries very little with him, except several ragged feathers tied with leather to his left horn, said to be a gift from Amber Blackwolf. He's larger then most wealthy manors, (in modern terms he's about 3/4 of a football field in length, from tip of his nose to the base of his tail) and is not afraid to use his bulk to help others.

Friday, March 16, 2012

Pets of Martapa

As I look at my lazy cats lounging next to me as I try and be creative, I realize, you know what, even characters need pets. Here are some ideas for pets for your wandering adventurers:

The most common, of course, would be dogs and cats. Cats might be a little harder being on the road so much, but maybe they like to ride on horses or hang in a backpack. I've had some weird cats (including one that fetched like a dog and heeled better then some dogs) and it could be possible.

Parrots or other birds...Maybe your player wants that pirate look.

Some more fantastical animals might be pixie dragons, giant spiders, even a wolf. Let their imagination soar, though rein them in, as well. Giving them something to care about might give you something to do an adventure about later.

Happy Gaming!

Wednesday, March 14, 2012

Extended Time Line 46

2196 PA (Post Avatar)

This year sees many Gods walking the realms, or at least believers think so. Targon, Aiyana, Shade, and even Lokar appear at random places through out Martapa, speaking with followers and giving them guidance if they have lost their way. Tithes increase at temples because of the sightings.

Mass migrations of swallows cause good crops in areas usually hit hard by bugs. The farmers of some areas call this the "Year of the Swallow" and leave offerings for the small birds and Wesa in hoping the huge flocks come back to stay next year.

Ruins are found of the coast of Calabay when the water recedes lower then normal. Scholars from all over go to investigate.

Tuesday, March 13, 2012

The Seeress

Many people claim to be seers, it's a good way to make a profit if you know how to work the system, but few really are. The owner and operator of the Seeress in Bloodhelm is no exception. Though she is a mage of some power, she doesn't have the insight which true seers have. Madam Nala uses illusions, divination spells, and other little cantrips to give her customers what they want. She doesn't give specifics, but works her magic both with real magic and convoluted words that only the people who are truly listening will here the truth.

When a customer comes she tells them to wait for a moment then casts a divination spell in another room to see who there and how their life is going. Then she'll break down their disbelief by telling them something about their life that only they would know. After that she uses magical cantrips to put on a show which makes the mark believe that Nala really is seeing the future.

She's only had a few people come back and try to harm her for her false words, but that is why she keeps several large bouncers at her beck and call and her small estate in the richer part of town is well warded and guarded against intrusion. Though Nala has always wished for a true vision, she's never had one and she just keeps working her magic to make her money to keep her comfortable lifestyle.

Monday, March 12, 2012

Justin the Fair

Though I portray the Empire of Ariella as evil, it was actually a God send after the War of the Chosen. Justin the Fair made most of it possible.

This young man of only about twenty winters at the time Shaniko was vanquished, was a thinker and a doer. He wanted to help his fellow people and he liked to think of new ways to do so. He gathered the survivors of the monastery and the support staff around the area and said they had to work together if they were survive. He then negotiated with nearby tribes and groups of people who needed help as well and slowly the Empire came to shape. It was only a few, small cities at first, but with his wisdom and strength, Justin was able to gather a small Empire within twenty years, one he ruled fairly and the people adored him. Of course there were detractors, but Justin listened to them as well, even if he didn't always heed their words.

Justin was dark skinned with short, cropped hair (how many of the legions wear their hair today in memory of Justin). His eyes were a dark brown and there was always a smile upon his face, despite the hardships he faced. He wore the typical outfit found in the Empire now (togas and pallas), though not nearly as elaborate as the Emperor wears his now. He carried a short sword and was very proficient in the short bow. He married a lovely lady named Tensa and they had five children, all boys, though it was said Justin always wished for a girl to spoil.

Thursday, March 8, 2012

Taxing Your Characters

As I finish up my own taxes (yes, I actually do my own taxes) I realized, wouldn't your player characters also be taxed in their own little world. Why yes, but you don't usually worry about it because it slows down play. Slowing down play equals not so much fun, thus we don't usually do it. But here are some reasons you may want to do so.

One, the characters have more money then you really want floating around in your campaign. The feudal system was known for being harsh and taking what it wanted. The characters are flaunting money by buying things usually reserved for royalty, then they will be noticed by the nearest tax officials. They will come calling and ask for their share. It doesn't have to be a huge percentage, because if the player characters have a large amount of money it will add up quick. And if they don't pay, they officially become outlaws. Do they really want to give up that cushy position as the the Baron's protection force just over a small tax?

And what if they have just too many magic items? They could be taxed every time they go into a city, of course! Have a city with a gold piece per magic item tax. It will be annoying at first, but will start syphoning off some gobs of money after awhile. Maybe enough to have them sell their magic items they really don't need.

But you also can use it just illustrate a point. Maybe taxes are too high in an area and the characters have to pay it too. Maybe they will see it as an injustice for the poor and try to make that right. And adventure hook all in itself!
Happy Writing

Wednesday, March 7, 2012

Starting Areas for Your Campaign

Starting a new campaign is always hard. Trying to figure out how to get characters together or if they just know each other. Trying to figure out how much magic you want. Determining who the bad guy or opposition will be. These are all key things for a successful campaign. Another is starting areas, because this will help shape a lot of the discerns you make.

I'll be honest, I started in Bloodhelm for one reason, one of my characters was coming from another continent so I needed a port. I didn't put much thought into it and that hurt my campaign a little, though not badly. But Bloodhelm wasn't a bad spot to start. I had plenty of area around Bloodhelm to find ruins (dungeons), lots of monsters roaming the country side and a port to bring in more trouble. There were colleges (for those who needed training and research) and lots of places to restock. The best part was that I had made the House itself sort of dark so if I wanted to add a little more intrigue (which I did) then I had some right at hand.

If you use pre-existing campaign settings, do some research. Will the area you are going into really work for your campaign? My husband and I have drawn our children into the roleplaying and have been using the Pathfinder Inner Sea setting. It's wonderfully detailed, but there are definitely areas we will not bring the kids. There are places ruled by demons that would be extremely inappropriate for the kids, even though my husband and I would love to go thump on demons. There also are areas with the slave trade. And though we have rescued slaves with the kids, we never go into the gory details of what happened to them before they were rescued.

If you are making your own up, make sure it's balanced. Don't put magic shops on every corner or have incredibly rich patrons who want the players to do simple tasks for gobs of gold. Make sure you have places to shop, some nearby adventuring areas (at least at first) and something to keep the characters in the area and not wandering the country side where your adventures aren't happening. In my campaign they stuck close to Bloodhelm (at first) because Tarkil had ties there and could get them information and supplies pretty easily. Eventually they started traveling the countryside, but they had a good foundation under them and returned to Bloodhelm (which I'd fleshed out so well) after each great adventure.

Happy adventuring!

Tuesday, March 6, 2012

History of Shaniko

Shaniko is mentioned many times in by High King's Sword novels, but he is an integral part of my story arc. He is the father of the Black Wizards of Shaniko, though they were formed after his death. He was a wizard who hungered for the power that Kahalla offered him to simply take out all the other Gods in the pantheon. Shaniko felt he could do so, and so did the Gods, so they created the weapons for the Chosen to stop him.

Shaniko was born to a common elf and a Wolf Warrior. This was a horrible thing to begin with. To make this clear, Wolf Warriors were supposed to have children only with other Warriors (to ensure good, strong Warriors) or a love outside of the Clan had to be sanctioned, which Shaniko's parents were not. He was hidden away by his mother, who eventually was trapped by a wizard who stole Shaniko to use as his own apprentice.

Over a century or so, Shaniko learned great magic, along with great hate for his master, who he eventually killed. His power was so great, Kahalla noticed him and came to him in avatar form to give him an offer of power. After that Shaniko worked not only his own will, but that of Kahalla. He raised his armies of undead, gathered his allies of ogres and other ghastly humanoids and then began to pick up the major cities of Tiana one by one, until only the Knights of Tridon on the west side remained.

It was here the Chosen were born and they fought hard and valiantly to kill Shaniko before he could take over the world.

Monday, March 5, 2012

The Lay of the Land

This small little hole in the wall is an important part of Bloodhelm. A single story building made of wood and a little river rock, baring two windows (so as not to destroy the paper inside with unnecessary light), and a little slanted roof this plain building houses more knowledge then some libraries. Inside the owner, Thesan Happlepane, works his magic with inks and paper. This small, eccentric man was an explorer in his youth and loved maps to boot. Where ever he went, a map was sure to follow. He has ancient maps, new maps, and even maps of parts of the world no one dare explore. He loves to talk about each one as if they are a child, since he hand draws and paints each one.

Maps can be found on simple parchment to vellum, and even hide, if ordered in such a way. But they all come with a price. Thesan only has two apprentices, two grandchildren, who he trusts to do as good as work as he does, so maps take time. Depending on the area, maps begin at 10 gold ducats and skyrocket from there. If some one brings him a map he has never seen before he will be willing to copy it for free if he can keep a copy for himself.

Thesan is not intimidated by rich people and actually prefers adventurers like himself, often giving them as good as a deal as he can.

Thursday, March 1, 2012

Brother Clarence

Though few of the clerical orders take the vows of a monk, Brother Clarence took them with relish. At first it was to escape a failed relationship, but as he fell into the ways of the monk he began to enjoy the way of life more and more. As a monk there is little talking between monks, the life style is simple, with simple food and clothing, and no, they don't do Jackie Chan type moves. They spend much of their time copying sacred, and not so sacred, texts for temples of their faith, and do so for lay people for a fee to cover their sparse lifestyle. They do not marry and either sex can be a monk, though mostly males tend to be monks.

Brother Clarence, a scrawny human who gained no weight even in his later years, and stood no more then five foot high, was best known for his work "How to Quote History". Though supposedly just supposed to be a history text book for scholars, it also has passages to stir the moral thoughts of his readers. It was soon after Chaos and he wanted to make it clear to the followers of Catiana that even though they were neutral in thought, they needed to participate to help shape their world for everyone. He leaned more toward the light side of things, but he did want his fellow followers of Cataina to at least be part of the world in their neutrality, not just witness the world from the sidelines.

Brother Clarence eventually died at the ripe old age of 105, a very long life indeed for a human with many books of instruction under his belt, many of which are still used during the time of the High King's Sword.

Tuesday, February 28, 2012

Cultural Influence

Many people start writing for many different reasons. Mine are convoluted, mostly having few kids to play with in the remote outposts of the Forest Service life my dad got us into and thus had to make up friends. I've reams of paper with bad little stories I wrote as a child, but it was what got me going. When I got older it was trying to understand where I came from.

My Grandpa was half Cherokee...not that I knew until I was fully an adult. It wasn't something that was talked about in polite circles, apparently, though if I'd known as a kids I would have been overjoyed. I loved anything Native American, ate up anything on them in fact. And here I was part Native and didn't even know it! So when I did find out in college the fact that such knowledge had been hidden from me crept into my first attempt of a story on Martapa. My main character, Amber, is a half elf and knows so little of her mother's race (elf). It bothers her greatly and drives many of her actions.

My elves are my Cherokee...I've made them mysterious to my reader as my history was to me. Now I spend lots of time researching my family tree and Cherokee history, as well as online classes to learn the language from Mr. Ed Fields (He's awesome by the way if you really want to learn the Cherokee language!). But this one small spot in my life influences how and why I write, (not to mention got me hooked on genealogy!). What influences you to write or even come up with fun adventures? Think on it, because it might help you write better if you know where you are coming from.

Monday, February 27, 2012

Air Fairies

These little six inch tall creatures don't spend most of their time in any tangible form. They prefer to float among the breezes, travel with the clouds, or even just be part of a wind storm. But they can take physical shape when they want to. When in physical shape they have a transparent body (no, you can't see their organs) with wispy wings, all a blue-gray color. Their eyes are large and round and their hair seems to be streams of unruly wind of white and gray color.

They often transform into birds, for they are the creatures of the air. They live solitary lives for the most part, but often love to fly with flocks of birds while in that form. Little is known about their lives, for they are so shy compared to other fairies, but whole cities have been known to fall to wind storms if an air fairy is harmed or insulted.

Their magic extends mostly to the element of air, though they do a little earth magic as well. Storms, big and small, are often started by these little creatures, or at least folk lore likes to say.

Friday, February 24, 2012

Water Fairies

These elusive creatures are shy, but folktales say they are very important to the welfare of crops and the supply of water. Those in Ariella pay homage to these small sprites often, hoping they keep the wells and springs filled with life giving water.


Standing about six inches tall with teardrop shaped blue or sea green wings, their bodies appear to be made of water, transparent blue or sea green in color. They are solid enough, but can meld with water if they wish to travel great distances in but mere heartbeats. They have big blue eyes and antannae used for finding water when they can't find the water visually. They wear no clothes, either, but are beautiful to behold.


They live anywhere from solitary to in huge family groups. The Ariellans beleive that when the spring floods come this is when the little water fairies come together to have their celebrations and if anyone is stupid to disrupt them there are droughts to follow. Many leave small trinkets for the fairies so they will bless them with water. The fairies love the trinkets and in some places have become very protective of "their" humanoids.


They command the waters with ease and can save a life or snuff it out easily. They do guard water ways, wells, and springs and can take or give the water as they see fit.

Thursday, February 23, 2012

Fairies of Martapa Part III

Fire fairies are a mean spirited little sprite. They are about six inches tall in shape of a small humanoid with flaming wings and flames framing their body. They are beautiful creatures, alluring and stunning in appearance. Their eyes are oval but filled with fire. They wear no clothes, since that wouldn't be practical with all those flames.

Fire Fairies are not social creatures, except when enraged. They are solitary creatures who like to play jokes on any one unfortunate to fall onto their path. They live near natural steam vents, lava flows, volcanoes and other fiery place. Once a year they will gather to trade information, supplies, and mate. Children grow fast and do not stay long with their mother. Scholars have no idea how long fire fairies live but suggest that they do not live long because of their burning aura.

Fire fairies will not help humans or other travelers but most likely will help them into more trouble, especially if they are in trouble already. They have the ability to shape change and might try to lure a humanoid into danger by turning into a beautiful version of the opposite sex.

Wednesday, February 22, 2012

Fairies of Martapa, Part II

Earth fairies are perhaps the most common of all fairies on Martapa. They stand about 6 inches tall, have large leaf shaped wings (oak, willow, maple...etc.) and are usually a brown or green color (from skin to hair) just varying shades. Their faces and bodies are rather androgynous, but there are two sexes. Hair of both sexes can be long or short, covered in leaves or grasses, or be just a tangled mess. The clothes are at a minimum and most just go naked, figuring a body is natural. Their eyes are big, round affairs, though usually green or brown in color. They also bare antennae, much like an ants, though what their function is remains to be seen.

Earth fairies live in "flocks" of about thirty to forty. Most of the time the flock is related to one another, but they have no problems bringing other fairies into their flock from different ones. There is usually one male and one female in charge of the whole flock, chosen by those of the flock to lead. They aren't necessarily a married couple, they can be brother and sister, cousin and aunt, father and daughter, etc. The leaders are followed for as long as the flock has confidence in them.

No one is sure how long an earth fairy lives, but scholars estimate into the hundreds of years. Little is known about their gestation period or how often they have children, so numbers are hard to estimate.

Magic is a big part of their lives for they have been known to save whole stretches of forest with their magic. Most magic they cast will be earth based, very little arcane and certainly not fire based. A little water and air, but these are hard for them to cast. They have been known to help travelers who have shown respect for their stretch of nature, but will not lift a finger if that traveler has harmed their haven in anyway.

Tuesday, February 21, 2012

Fairies

There are so many kinds of fairies in our world, from the cute Disney Fairies to the mean, nasty critters of legend. Mine are some where in between. Oh, don't get me wrong, they are cute, but they aren't the happy-go-lucky ones you'd love to have for your kids either.

On Martapa there are many different kinds of fairies, but all are linked to the elements in one way or another. The major ones are Earth, Water, Air, Fire and Life fairies, though there are many other lesser fairies that populate Martapa. In the next few days I'll detail how they defer and how they are the same in the hopes you can use them to help or hinder your player characters in your campaign.

Friday, February 17, 2012

Magical Rings

Magical rings are items coveted by all, from rich to poor. They can protect the wearer from poison, allow flight, and even store spells. Most magical rings are made by mage guilds, though temples are known to make some, such as healing rings. Individuals can make them as well, but they may not always have the resources to do so.

Most rings offer protection from specific elements, poison, or physical attacks. Most rings made by priests offer healing though a rare few protect the wearer from death. Some mages also put offensive spells on them, allowing even non-casters the aiblity to cast spells. Some favorites are "fly", allowing a user to fly, "fireball", the abilty to cast balls fo fire, and "bolts of lightning" which allow lightning to be called forth at your enemies.

Wednesday, February 15, 2012

The Temple of Aiyana in Bloodhelm

The Temple of Aiyana in Bloodhelm is a small, but beautiful temple. Inlaid frescoes with mother of pearl and quartz, the place sings of beauty and innocence. Two stories, with storage below, the main temple is filled with statues of young lovers, small children, animals, and Aiyana herself. Water fountains and small indoor gardens fill the place.

Upstairs are the rooms of the priests and the small orphanage the Priests of Aiyana run. The orphans are taught skills to make their way in the world, though many become priests themselves.

People who wish for love or for innocent children to be found or healed often come here with offerings. It has been noted the scions of Bloodhelm rarely come here. It is rumored their family has become so dark that Aiyana won't let them in.

Tuesday, February 14, 2012

Extended Timeline 45

2195 PA (Post Avatar)
Called the year of the Howling Moon, strong winds blow along the west coast and earthquakes rage in such ferocity a Tsunami sweeps the coast. The major cities, and some smaller ones, are saved by the power of magic. Most of the small cities suffer huge loses and damage.

A bright star falls to its death over Ariella. Some say its a fallen God, others say it is a treasure from the Gods. Scholars, adventurers, and treasure seekers go in search of this great find.

Monday, February 13, 2012

Runnel Icehamer

The dwarven warrior of legend died protecting his friends and protecting all of Martapa. This dwarven man, near 300 years in his prime, was a special breed of dwarf. He had been selected to protect the last ancient elven princess. He did so to the best of his ability, helping to return the ancient elves to the world of the living.

He stood four foot tall, barrel chested, with a thick, black beard streaked with grey. He preferred chainmail, for it was lighter yet capable of protection. His flint grey eyes were beneath a sloped brow and sat on either side of a bulbous nose. He was gruff but cared deeply for his charge and his friends. A statue stands in the dwarven capital in his honor.

Wednesday, February 8, 2012

Mage Apprentices Part II

Another apprenticeship is with a single master. An apprentice mage learns many of the same things, but doesn't have the knowledge of many masters to learn from. Often, unsavory masters will make virtual slaves of their apprentices. Some masters expect payment for taking on an apprentice, while some just want an heir to their power before they die. Many must research their own spells, though some kindly masters allow them access to their own spellbooks. These apprenticeships can last anywhere from five to ten years, while a guild apprenticeship usually only takes around 5 years.

The benefit of a single master is that sometimes the master will leave his home/fortune/knowledge to his most favored pupil. Or maybe they are so famous the simple prestige of being their apprentice will give the apprentice mage a boost in the world.

Tuesday, February 7, 2012

Apprentices Part I

When one is an apprentice mage there are many things which could occur. One is a young mage can find themselves in a guild. Here they are taught humility, for mages wield great power, how to concentrate, how to harness the elements and how to write neatly. The first few years is filled with repetitive, back breaking chores. Cantrips (small spells like bringing light to the end of a staff or detecting magical energies) are taught as is control.

When they reach the journeyman stage they begin to learn spells of power, many of which are for mending and crafting so they can earn their keep.

Once their master deems them ready and safe they are given tests to earn the title master. They can either strike out on their own or remain on at the guild as a teacher and researching. Many hire on as guards, librarians or scholars for rich folk.

Monday, February 6, 2012

How Spells Work

Mage and priest spells work pretty much the same as each other. Each will call upon either the elements or their Gods in the language of the arcane (Latin if you are equating it to something on Earth), gathering the magic around them to focus the power. This does take something from the mages or priests, which is why it takes time for mages and priests to cast more and more spells, as well as more powerful spells, each day before they have to rest.

Those who cast spells spontaneously (with out study) draw the power form within. Clan Warriors, Spellswords, and bards all use single word, or just a few word, spells of power which draw a lot of energy from themselves. They can cast spells the more traditional way, but don't normally need to study. (Though if they do they can cast like mages.)

Thursday, February 2, 2012

Extended Time Line 44

2194 PA (Post Avatar)
The High King father's a daughter who he names Willow. Strangely, the purely human girl has streaks of green in her golden hair.

A toy maker sets up shop in Stormvale, using magic and engineering to make life like animals and dolls. Royals from all over seek his attention.

Wednesday, February 1, 2012

Mina Tumblestone

Mina is reaching her fifth decade and barely looks a day over thirty, her curly brown hair just slightly streaked with grey. Her face is barely wrinkled and her blue eyes always twinkle with love.

As wife of Derk, owner of the Traveling Tramp, she does many things. She's bookkeeper, cook, seamstress, and head maid. She oversees her two daughters and three sons and leaves Derk to serve ale and talk with the customers. She hires herself to sew up clothes for adventurers and chides them for their misadventures that brought the holes about.

Saved by Derk from slavers, she feels instantly responsible for any run away slaves who make it to the Tramp. She despises nobles and loves bards.

Monday, January 30, 2012

Common Armor and Shields of Martapa

Padded armor (basically quilted cloth armor)
Leather Armor (boiled leather)
Studded Leather (leather armor re-enforced with metal studs)
Scale Mail (this is armor made of overlapping metal plates)
Chainmail (Made of lots of interlocking metal rings)
Plate armor (armor made of metal to encase the body, each suit fitted to a specific owner)

Shields can be made of wood or steel and can be small, like buckler, or up to the size of tower shield.

Humans use everything of the above, as do dwarves. Elves are more likely to use chainmail or leather (both wood elves and ancient elves). Akicitia will use scalemail, though usually made out of overlapping leather plates, rather then metal. Ogres and Minotaurs use everything, though prefer the chain and half plate.

Thursday, January 26, 2012

Extended Time Line 43

2193 PA (Post Avatar)
The ruins of Dragon's Fire, a legendary school for mages, is a found. Scholars, mages and looters head for the site. Mercenaries and camp followers are hired by the droves.

The Bridge over the River Thorns near Merryweather collapses and kills most of the royal family of Merryweather on their way to Stormvale. The heir, a mere five year old, and his lady aunt are the only survivors.

Wednesday, January 25, 2012

The Unicorn

The Unicorn is the most up scale tavern and inn in Bloodhelm. All the young nobles, and older nobles as well, go to discuss business and pleasure here. The finest fair is served here by men and women in the fine garb of gray and white. Wines from every corner of Martapa are available, especially since patrons here are not concerned with cost. Dinner parties are available and the tavern is open 24 hours a day.

A full stable with all the amenities is available at an extra cost. The tavern is lit by hundreds of magical stones or can be dimmed for those romantic moods. The inn rooms are all suites for 30 gold a night, meals included. Each suite has a fire place, two bedrooms and a central room. Private bathing rooms are also available. There are two floors of rooms above the tavern.

Kelly is the current owner and is beloved by many nobles. She is in her mid fifties, a widow for twenty years. Her three children help her with the day to day, though she employs twenty more people full time.

Tuesday, January 24, 2012

Common Mounts of Martapa

Mounts are always a good way to get from point A to point B in a timely manner. Here are just a few that can be found on Martapa.

Pony
Horses
*Salay Horses
War Horses
*Salay War Horses
Camels
Donkey
Elephants
**Dogs
**War Dogs
***Gryphons

*Humans only
**For the little people, Fey and the like or even very small humans. Dwarven children may also ride dogs.
***Winged Elves only

Monday, January 23, 2012

Common Weapons for Martapa

So there are some very common weapons for each race, here is just a sampling:

Common Weapons for Every Race: Daggers, Maces, Morning Stars, Spears, Quarterstaves.

Common Weapons for Humans: Crossbows, slings, battleaxes, longswords, scimitars, flails, shortbows, bastard swords, sabers.

Common Weapons for Dwarves: battle axe, throwing axe, warhammer, crossbow.

Common Weapons for Elves: Long bow, saber, shortbow, spears

Common Weapons for Akicitia: shortbow, spears, bolas, blowdarts, shortsword.

Common Weapons for Ogres: Greatsword, bastard sword, heavy crossbow, spear, club, heavy flail, two handed mace, great axe.

Common Weapons for Minotaurs: Great axe, Greatsword, bastard sword, battle axe.

Common Weapons for Skiegs: dagger, shortsword, blowgun, darts, shortbow, shortspear, javelin, sap

Common Weapons for Ancient Elves: sabers, long bows, bolas, scimitar, shortspears

Thursday, January 19, 2012

Expanded Timeline 42

2192 PA (Post Avatar)
This year proves to be a quiet one with descent harvests, little bandit activity and few military skirmishes.

Several adventuring bands build a guild house in Merryweather. They hope to sign on many adventuring groups to fund training, medical attention, and a place to stay for those who want to see the world.

Wednesday, January 18, 2012

Starting Money

Many campaign settings have what is called "starting wealth", to give you an idea of how wealthy a character should be when they are created. Let's start with classes. Since I can't cover every possible class, because of different systems, here's some broad ones.
Mage: 2d4 x 10 gold ducats
Priest: 2d8 x 10 gold ducats
Fighter: 3d10 x 10 gold ducats
Thief: 3d6 x 10 gold ducats
Bard: 3d6 x 10 gold ducats
Knight: 3d12 x 10 gold ducats

Next there should be a modifier depending on position in society. This is something which should be decided with the background.
Poor: 1/2 of the roll
Moderate: Keep roll
Rich: 1.5 x roll

A GM can modifier even more by special background circumstance, but this should give a general idea about starting wealth

Tuesday, January 17, 2012

Master Carden

Almost all stable masters are Priests of Wesa or venerate her. Carden is no exception. He actually became a Priest of Wesa before he dreamed of becoming a stable master. But he found he loved working with horses and apprenticed himself under the previous stable master of Bloodhelm. He earned the respect of the home guard and many of the noble family. He treats each horse as his child, chiding soldiers that ride them hard, and even some of the nobles.

He is a big man and broad but always gentle with the animals. He is quiet, to the point and always looks people in the eye. His brown hair is thinning. His clothes are particularly spotless, but he works hard at every turn.

If encountered he will be brief, but will talk a person's ear off it someone wants to talk about horses, especially "his" horses.

Thursday, January 12, 2012

Moonshade's Spear

Moonshade's spear was something special, just like the Clan Leader herself. She was the first female Wolf Clan Leader and bore a special place in Targon's heart. He presented her with a spear made of a dark wood, deep from the ancient forests of the Tsalagi Mountains in the north. The spear head, though made of flint, is as strong as steal. The whole spear glints with a bluish hue, sparkling even in the dimmest of lights. The magical properties of this staff are several, one of which is the ability to call forth arching lightning which can harm enemies but not the one holding the spear. Lightning is temperamental and so was a good fit with the temperamental Moonshade. There is protections from elemental magic, though not death magic. And the spear has the ability to be thrown incredible distances with accuracy and be recalled to the wielder's hand with a single word.

After Moonshade's death it disappeared for Targon wanted no one else to bare the weapon but Moonshade.

Wednesday, January 11, 2012

Extended Time Line 41

2191 PA (Post Avatar)
The mythical tomb of High King Peter is spotted outside of the Temple of the Gods. Though his tomb to memorialize him is in Stormvale, his body was taken away by someone after his death. It is rumored the Gods interred Peter's body in a magical tomb and temple which appears to the faithful where ever faith and honor are strong.

The Royal Bird Watchers discovered what may be the ancient nesting grounds of a long extinct magical bird who could make plants grow with their song, (presumably so they could eat the seeds). They seek adventurers to protect them as they examine the site.

Tuesday, January 10, 2012

The Battle Hardened Tavern

The Battle Hardened Tavern was founded by a squad of men who were the only survivors of the Seventh Battalion during the Mercenary Wars at the Battle of Northern Cole. They lived by blowing up the Mercenary-Lord Velax and his entourage with powerful magic. Because they spent so much time drinking afterwards they figured they would just buy the whole tavern.

This one story affair can seat fifty at tables and a bar. Bards are sometimes available for entertainment and ale flows from very corner of Martapa into this tavern, though at a price for some. Food can be bought, mostly stew and bread though sometimes chicken is available. Prices are reasonable and the place is always open, though much slower in the morning.

The current owner, Bix Tenderson, is a grandson of one of the original owners, six of which still live. When ever they come in they are given free reign over the ale and talk of days gone by for hours on end fill the air.

Monday, January 9, 2012

Master Flash

Master Flash is a big man for a mage, but a magic user and sword wielder combined. He stands tall for a human, over 6 and a half feet and broad at the shoulders. He's blue black hair is long and kept in a ponytail which reaches mid back. His pale skin bares one tattoo, a black wolf with emerald green eyes.

He wears soft hunting leathers and bares a two handed, platinum blue sword. His short cape of blue and gray is more decoration then practical. He also carries a short bow and quiver, though it clearly sees very little use.

Flash does cast magic during battle, but prefers his blade in times of stress.

Master Flash met Duncan when Duncan was nothing but a farmer, but saw great potential in the farmer. Since he'd made so many friends in his travels and Duncan endeared himself with the small act of bringing Flash in out of the rain he decided to pull some favors for Duncan. Though he spent little time with Duncan, Master Flash does inquire after him often.

Flash is not a people person, not wanting to talk much with anyone. He will help anyone in distress and expect nothing in return. But if he is crossed, beware!

Thursday, January 5, 2012

Roleplaying Tips for a New Year

So here it is, a new year, and you are thinking, "Heck, I need to roleplay more!" But after school activities, work, and house work are getting in the way...darn it anywho!. Well here are some small things you can do to allow yourself to roleplay, even if it's just for a short amount of time.

My husband and I have two kids. Kids who have after school activities that constantly fill our calender, not to mention all the volunteering that we do on top of it. Our roleplaying friends are far away or just as busy as us. So here are some things we do.

1) Roleplay by email. It's slower and not as fun, because there isn't the social aspect, but at least you get some time in. What we did was the GM would email out the situation and descriptions and add in any dialogue anyone wanted to add then wait for replies to that certain situation and then bundle it back up again before adding some more to the situation. Conversations between PC's sometimes lasted far past the encounter, but that's okay.

2)Roleplay with the Kids. Ours are just about the right age to understand the rules and they love the idea of being dwarves and elves and orcs and the like. (My daughter loves being a dwarven Paladin in Pathfinder...) Some things you need to bare in mind is that kids can't sit for a long time. 2 hours tops. And you can't have a lot of adult subjects, so that does limit some roleplaying and scenarios. But we love setting our "Family Time" aside on Sundays to get a few hours in with the kids.

3)Just mark a time down on the calender and invite the friends over to play. If we want time for ourselves we write it on the calender...otherwise that day is likely to get filled with other things. Make it an event. Order pizza, get a movie for the kiddos who will probably be left out of the gaming. Make it a fun social event, even if it's only for a few hours and only once every other month or so.

Happy Gaming!

Wednesday, January 4, 2012

Basic Statistics

So every roleplaying game has a few basic statistics: Height, Weight, and Age. Here are some quick facts for the races in my world.

1) Humans: For Taina the average male height will be around 5'8", females 5'5". For Ariella the average male height will be around 6' and females around 5'6". Humans live, on average, to age 60.

2)Dwarves: Both male and female are around 4' in height and the average life span is 500 years.

3)Wood Elves: Both male and female are around 5' in height and the average life span is around 400 years (though they can live longer).

4) Ancient Elves: Both male and female are around 5'6" and live for thousands of years.

5)Akicitia: Males are slightly taller, but both males and females are on average 6'6". They live thousands of years.

6)Minotaurs: Males and females are both, on average, around 6'6" and live, on average, around 60 years.

7)Half-Elves: Males and females range between their elven parent and their human parent height. They live longer then humans, but only live on average 200 years.

8)Ogres: Males are 6 foot tall and females are just a hair shorter. They live around 40 years.

For those math geniuses in your life they can figure out a die roll to make it random for your stats, or you can just pick them in the appropriate range.
Happy Gaming!

Tuesday, January 3, 2012

Angel of Death

The Angel of Death is a rare, and unwelcome sight. Dressed in deep, enveloping robes, the apparition finds those near death to take them to Lokar's realm for judgement. Those who follow a God are sent to their God's realm for judgement if Lokar believes they should die. He can deny death if he believes it unfair, unjust, or untimely, but rarely does. If the person is important or has made a great sacrifice, Lokar himself will come and retrieve their soul. An Angel of Death is only seen by those who are about to die and those who are sensitive to reading magic auras.

Monday, January 2, 2012

Expectations for the New Year

Can you believe it's already 2012? Neither can I. All those projects I meant to get done still sitting on the desk or on a pile on a shelf. So I've made some goals for this year that may or may not get done, everything from saying "No, I will not do Cub Scouts again next year, my son is out of it!" (I have a hard time saying no to community projects....) to I will get an agent this year. (Haha on that one as well.)

So here are some writing goals I have for this blog:
1)I'd love to set this up like a Player's Handbook, with chapters and everything.
2)Go into more detail about how my world actually runs day to day, since that really is what player characters need as they adventure in a world.
3)Make sure I blog every week day...sort of like I should be writing every week day...we'll see how that goes!
4) Perhaps get a few more readers of my blog...that would be exciting!
5) Post more of my chapters!

I hope that your New Year is bright and full of promise! Enjoy every minute of it!

Wednesday, December 28, 2011

Extended Time Line 40

2190 PA (Post Avatar)
The Temple to Wesa in Cole is found desecrated and all the priests murdered. The Master of the Temple to Wesa in Stormvale asks for the perpetrator to be found. Assassins with concealing magic are assumed and the only clue is a single bloody dagger with a snake upon it.

A dragon appears in Merryweather with the birth of the heir. She blesses the child and reminds the Knights of their vows before disappearing once more.

Jessica of House Gold leaf becomes Leader. Many of the Knight's Council and Leader's Council object. But Jessica is the oldest and her father named her heir. An inquiry begins to see if she can be the legal heir.

The Knights Tournament in Stormvale attracts people from all over the world. Stormvale is packed and people win and lose fortunes betting on events. Nothing bad happens and the Leader's Council calls it a success.

Tuesday, December 27, 2011

The Inn of Storms

The Inn of Storms is a quaint, newer inn, though meant for the average traveler. The owner of this three story inn, Beth Simplestone, is a half-elf who was simply charmed by the place her human mother had come from. She loves to cook and thus the fair is always fresh and delicious, but at a reasonable price. She also loves to talk and thus has all sorts of rumors to share.

The tavern has three fire places, which helps warm the upper levels, and can seat about forty. Beth doesn't usually hire a bard but will allow one to play for tips. Rooms are small, housing two people and their gear, though there is a suite which will house six people.

The stables can house twenty horses and three wagons, food available for purchase. The Firestone brothers, two dwarves who came to Bloodhelm and never left, feel very protective of Beth and won't let anyone push her around. If the two bounces feel she's in harms way their axes might start speaking for them.

Monday, December 26, 2011

Hideo

Though not someone who comes into my stories until the third book , I personally like Hideo. I picture him as a wise, old Chinese man, right down tot he grey fu-man-chu. He wears highly decorated robes to denote his station and speaks softly and gently.

Sent by the leader of the Janesh to find a suitable place to relocate the Janesh people, he found himself in Ariella studying the people of Ariella long before there was an empire or even the Kingdom of Tridon.

He was the leader of Janesh's friend and right hand man, along with Janesh's official Historian. He loves to study new languages and people, especially their histories.

If the PC's meet him he will have a good conversation with them and pick their brains if he has never met someone of their race.

Tuesday, December 20, 2011

Imps

Imps are small, humanoid creatures no more than a foot tall with scorpion tails. They are red, green, or black in color with big beak noses, large, pointy ears and a vaguely human form. They are very resistant to magic, can cast fire spells and fear their enemies. They can also paralyze a person with their touch if they so choose. Wizards use them as familiars often since they confer their resistances to their partners.

They speak demon languages as well as mortal languages and can teleport themselves short distances, though not others. They also have a poisonous sting they deliver with their tails. They live solitary lives, but come together once a year to mate and exchange information. Imp children are raised by their mothers for about ten years then are full grown adults. These creatures can live up to 5 decades.

The power of the imp is determined by color. The green are the weakest, red the strongest. Length of paralizations and fears, strength of poisons, and the resistances to magic is determined by their colors.

Monday, December 19, 2011

Temples

Most temples are set up with the same hierarchy. There is a Master of the Temple and his assistant. Depending on the temple, the titles may differ. Beneath him or her is the Council of Masters, consisting of all the Masters of the temple (which there can be any number of depending on location and size of the temple). Beneath the council are the journeymen who teach the classes and herd the initiates. Usually to become a Master a task is set before a journeyman, dependent on the God the temple is dedicated to. Below them are the initiates who have two years of intense study and devotions.

All the temples of a single god have a Master Council, made up of all the headmasters of that faith's temples. Then the grandmaster, who is picked by all those temples, is part of the Grand Council of Masters made up of all the temples to all the Gods, that meets every ten years.

Thursday, December 15, 2011

Extended Time Line XXXIX

During the Winter solstice sightings of Gods in their temples around Martapa are observed. Priests make pilgrimages in hopes of seeing the Gods themselves.

The legendary thief, Lightfingers, the man who stole the crown jewels from the High King's bedroom itself, is caught. His execution is set for Summer solstice and promises to be quite the affair.

The Akicitia come together for a grand gathering int eh sacred location known only to the Akicitia and thought to be where Sarjon and Catiana brought them into being. Thousands make the trip. No outsiders are not allowed to witness such events.

Wednesday, December 14, 2011

The Temple of Sarjon and Shade in Bloodhelm

The Temple of Sarjon and Shade is more a military compound then a temple. The structure is simple, but effective. The columns are uncarved, just smooth marble, the murals of men and women fighting great battles. The building is 3 stories, upper story is the barracks, the basement is for storage, and the classes and temple itself is on the 1st and 2nd floors, with outdoor maneuvers performed in an outside arena of sorts. Each exit is covered by two armed priests who are in full battle regalia. Classes are offered on strategy, arms, and weapon/armor making to both the public and the clergy.

Each priest is required to travel as a mercenary for a year, either alone or with other initiates, before they become a full priest. This is so they can use their worldly experience for better strategy and be a better priest of Shade or Sarjon. Healing is offered to followers of Shade and Sarjon, but to any who have proven themselves in battle as well. Donations are expected, though the amount given is dependent upon the wealth of the individual.

Tuesday, December 13, 2011

Timothy of Noble House Dumatri

Timothy of noble House Dumatri, the second son, and thus set to be the captain of the guard or the head of the merchant business is a pretty ordinary man. He is certainly handsome, with his dark curly hair and vibrant blue eyes, but he has little ambition to do much, except to marry Chelsea of noble House Merlinous.

He spends most of the time training with sword, learning history and figures and hunting with a select few with Tarkil Bloodhelm. As much as he hates politics he does enjoy these outings as time to let loose, out from underneath their father's thumbs.

Timothy also likes to relax at the Rolling Rooster tavern which Tarkil recommended. If he is there he will happily play cards or share a drink with player characters. He'll listen to tales, hit on any women in the party with abandon, and tell tales of his own.

Thursday, December 8, 2011

Extended Time Line XXXVIII

2188 PA (Post Avatar)
Children disappear from a village near Cole. There is no sign of the perpetrator, so magic is assumed. A hefty reward is offered by the Lord of Cole and many come to find the children.

The seas produce a surprise. A giant sea horse, the size that could be ridden, is found in some fishing nets. Mages and scholars rush to the site to study the find.

House Pathfinder opens the Warrior College, mean to not only train Knights and troops, but mercenaries and bodyguards as well.

Tuesday, December 6, 2011

Dragon's Fire Square

Dragon's Fire Square in Devonshire is where the Knights of Tridon made their last stand against Shaniko's minions to be saved by the appearance of Fire Flash, the dragon, and the Chosen. Used as a celebration spot and sometimes as an open air market just near the eastern gate, the square is dominated by a huge platinum dragon statue (made of bronze and overlaid with a sparkling blue paint wash) with it's wings outspread toward the heavens. Children love to clamour over it and pretend he is real, soaring off into the sunset or battling bad guys.

Monday, December 5, 2011

Lee

Lee starts my High King's Sword novels and doesn't appear in any more, though her life touches the "Sword" more then once during the novel. A seer from a young age she tried to live a normal life, hiding her talent and marrying her sweetheart. After awhile of living in Devonshire her talent shown, saving the major and his family. As her daughter grew she was visited by royalty and peasant alike so they may know their future.

When her husband died she took to selectively picking her clients, because too much grief surrounded her. When her daughter and son-in-law died and left her their daughter her grief was suddenly eclipsed by the joy of her young granddaughter Margaret so close in her life.

Lee, in her fifth decade, is a tall woman standing five foot six inches. A frail looking woman, she is quite agile and fit. She keeps her grey hair in a bun, wears plain, but serviceable skirts and blouses and loves her knitted shawls. Lee speaks softly and speaks her mind. Her visions come when they want but she can also call the vision forth.

A GM may be able to use her as a plot tool, to turn his players in the right direction, but do so with caution. You never want to tell the players where to go, just guide them softly.

Thursday, December 1, 2011

Shapechangers

Shapechangers, or shapeshifters, are both a group of people and an ability made possible by magic. The first are comprised of mainly werecreatures, though some magical creatures, such as fairies, can also shift forms. The other is mostly comprised of mages and druids, though Priests of Wesa can change via magic.

Natural shapechangers can do so as often as they wish, though each change takes about 30 seconds, is usually only 1 or 2 shapes, and can be very painful. Magic shape changers must cast a spell or call upon their god to do so. This takes time, has a limited duration, and can only be done so many times a day. This transformation is normally not very painful and can be any living creatures shape, though it can not be a creature more then 3 times their normal size or 1/3 their normal size.

Wednesday, November 30, 2011

Extended Time Line XXXVII

2187 PA (Post Avatar)
In 2190 the Knight Games will be held in Stormvale. Preparations are already underway. Mercenaries are being vetted for guards, laborers are being hired to build the tournament site near the Temple of the Gods, and bards are being sought for the event.

The nomad problem becomes worse and the Emperor sends mages to the front to take care of the savages. Many tribes are lain to waste. The rest are rounded up and relocated further west.

Unexpectedly a pack of large black and silver wolves appear outside of Varanath. They harm no one but appear to be searching for something. Druids are called, but even they get no answers.

Tuesday, November 29, 2011

City of Goldleaf

Goldleaf, although the House's main city, is barely a small city. The keep is made from magically summoned stone and there's about 10,000 people who call this place home in frontier type styled housing. There are several permanent trading posts and a temporary fair that sets up in the summer. Boats can come and moor off shore during the summer, but during the winter the bay is completely iced in. Even when open, the long voyage from Calabay is treacherous. Those who live here do not hold nobility above commoners and often marry said commoners. Only a man's deeds determine how they are treated. It's often hard to determine who is nobility, other then they may have a little better equipment on their person.

People wear many furs, beads and feathers in their hair, and have a pale complexion with blond hair. They are friendly, jovial, and will accept a person no matter their birth as long as they work hard and show their worth.

Monday, November 28, 2011

Richard Goldenstern

Richard was my husband through and through. He confused me greatly in college, telling me not 6 months earlier in High School we were just friends. Then we cut to college and he treats me so different. Sorta like the confusion between Richard and Amber Blackwolf who finally fall in love. (For those who wondered my husband and I have been married for almost 13 years after 7 years of dating!)

Richard is six and a half feet tall, broad at the shoulder and a quiet, introspective man. He prefers axe and shield, though the axe he uses one handed is a normal two-handed axe. He wears chainmail, but doesn't like plate. He doesn't like the bulk.

Richard looks the part of the big, dumb brute but he is a very smart and handsome man. He tends to over think decisions, which makes his friendship with Eric odd. When he was little more then a toddler his mother and Father were killed by Shaniko's minions His step-father, Tristan, is an elf who had befriended Richard's parents and was Lord of House Eton, a long story all in itself. Because Tristan doesn't have an heir, at the moment, Richard is heir to both Varanath and Eton.

If encountered by a PC he will seem gruff but patient. But if his honor or that of his family is threatened he will not take that well.

Wednesday, November 23, 2011

Expanded Time Line XXXVI

2186 PA (Post Avatar)

Clashes between settlers and nomads escalate. The settlers kill a band of nomads and other nomad tribes kill the offending settlers. The Imperial army is sent to disperse the nomads by what ever means necessary.

Calabay makes an official treaty with the Sea Elves. A week of festivities and feasting follow.

The "captured" Winged Elf turns out to be a Black Wizard in disguise and nearly assassinates the High King. Mages search everyone entering Stormvale to stop that from happening again.

Tuesday, November 22, 2011

Calabay

Calabay, though much larger then the original fishing village of old, is still a relatively small House. Far north, where the bay is frozen three months of the year, few hardy individuals want to live there. The bay, deep enough for the largest ships, is the most important economic feature. The manor is on a cliff over looking the bay, while the city winds its way down from the manor to the bay.

Buildings, from homes to businesses, are log cabin like, with some of the newer ones made of brick. Both men and women wear cottons, leathers, and furs. And both carry weapons at all times, even if just a dagger.

Strangers are welcomed, but watched. Coin is used, but barter is more common. Fishing is the major profession, though it takes all kinds to run a city.

The other major feature is the Bard College, which I will go into later. But any bard who wants to be in court eventually finds their way there.

Monday, November 21, 2011

Eric Calabay

Eric was one of those characters who had a little too much influence from my friend. Granted, Eric is a whole lot more lithe and probably better with the sabers then my friend, but Eric's sould is a mirror of my friends.

Eric is a lithe, six foot tall man with blond, shoulder length hair and vibrant blue eyes. He perpetually smiles, loves to woe the women and befriend the men, and is a trouble maker of the first class. He is a master swordsman with two sabers. Most Knights use sword and shield, but it was clear from an early age he was not the big, bulky type.

He prefers fine clothes to leather or chainmail, can talk himself out of any corner and loves his family ferociously.

In my original novels he was brother in all but blood to Richard Guildenstern. Eric is also the reason Richard and Eric are sent off into the world and put on the path of fate.

If during the time of the Chosen, a player might find him in a tavern wooing women, playing cards and/or drinking. He'll brush off all insults and try to redirect any anger sent his way.

Monday, November 14, 2011

A Little Break

I'm taking a wee bit of break this week. I have a bunch of First Lego League stuff to do with my TAG kiddos and won't have time for my pursuits. Happy writing everyone and I'll be back next week!

Thursday, November 10, 2011

Bloodstones

Bloodstones were created by mages as a form of punishment for the very worse. Literally the stone sucks a person's very soul from their body, leaving the body a dead shell. The person is stuck there for all eternity unless certain criteria are met. One, body and stone must be reunited (which unless a priest or mage preserves the body this could get quite messy). Two, a mage of great power must speak the reversal incantation over stone and body. There, the body, stone and words must be brought to a high holy spot to that person's race. And four, the incarnation can only be spoken once and the stone is destroyed, whether the soul was released to its body or not.

Though originally meant as a punishment, those of more evil nature used it for darker purposes, until the practice of using or making bloodstones was banned by all mage guilds and priesthoods.

The stone itself can be anything from a small gem to a runestone carved in bone or wood. It is up to the individual maker as to how they want to fashion it. It take a month to imbue with magic and blood of the caster. The finishing must be done on the night of a full moon, unobscured by any clouds.

Wednesday, November 9, 2011

Expanded Time Line XXXV

2185 PA (Post Avatar)
Varanath puts a bounty on an elf killer. Someone has been killing elves and leaving them with cryptic notes upon the bridge spanning the Guilden River. Bonded with the elves as they are, Varanath wants the killer caught.

Someone claims to have "captured" a winged elf and is traveling to Stormvale to show the High King.

The Emperor annexes part of western Ariella populated by nomads. Settlers are sent to domesticate the area.

Tuesday, November 8, 2011

City of Varanath

Varanath, the 12th House of Tridon, fell to the Wizard Mathanos in the year 3184 PA, the House of Richard Guildenstern sundered. All were lost save one small babe named Noshi Bluecrystal who returned to save the House from darkness 16 years later.

Unlike most other Houses, the keep of Varanath is set up the slope of the great Varanath Mountain and away from the city proper. Walled,with underground retreats, the keep itself is a fortress. The River Guilden is crossed by a single, magically raised bridge which can be collapsed by the same magic. The city, which houses 25,000 people, has a wall and small lake to fish from. Houses are all timber, mostly one or two stories and spaced fairly far apart, especially compared to other major Houses. Roofs are pitched steeply because of the snows that come to this part of Tridon. Roads are wide enough for three wagons on major fares. People wear sturdy clothing and most carry weapons like most northern Houses. Young men are required a one year service in the militia though woman can serve as well. Southerners are looked on with disdain, but other races are welcomed, especially elves.

Monday, November 7, 2011

Sebastion Blackthorne

Sebastion was always a cranky man, at least in Noshi's way of thinking. A mercenary since the age of eighteen, Sebastion became a blademaster late in life. At six and foot and change, he is broad shouldered with dark hair and brooding eyes. He is not handsome by any stretch of the imagination, but he has a solid, rugged look. He prefers scale mail or brigand armor and a long sword, though he is well trained in everything from dagger to polearm.

He became entangled in Noshi's attempt to reclaim her House, Varanath, when both were young and he had already become the great Mercenary-Lord Blackthorne. Few know the true story of his rise, but those who do say nothing, but neatly direct them to the legend he killed the last High King.

At the time of the High King's Sword Sebastion is roughly eighty, though in good shape and still a fine swordsman. He is also Lord-Consort for the Lady Noshi of Varanath, a story all in itself.

Wednesday, November 2, 2011

Expanded Time Line XXXIV

2184 PA (Post Avatar)
Great prides of lions migrate across Ariella. No one is sure of the reason, but the priests of Waya believe they go in search of Waya, as her avatar lion is born in eastern Ariella.

A troop of acrobats, called the Tiny Tumblers, work their way across Taina. This group, made up of woman descended from Tayke, stops in every city they can, wooing crowds.

The price of Winged Elf artifacts soar and many are stolen from collectors at the scion of House Vandez's discoveries the year before.

Tuesday, November 1, 2011

Tender Mercy Healings

Tendy Mercy Healings is a simple healing shrine of Waya. Though the Goddess is the Goddess of Animals, animals need healing too. This place gives healing to animals in need as well as the rangers and hunters who call them friends. Small donations are accepted, but never required for the priests want animals to be well. Plus, a noble of noble House Taladian was a great lover of animals and left the healing temple a small trust which keeps them well.

The temple resembles a barn and smells like one as well. Any sorts of animals may be here, but many are ranger pets and well loved.

Monday, October 31, 2011

Shadowdancer

This young man has never had a chance at childhood, his mother dying when he was 7, his father a mercenary he never met. At the age of 15 he is a master thief and finder of information. He fashions himself the King of Thieves for Bloodhelm and most of the street urchins see him as their leader.

Shadowdancer is four and a half feet tall with tan skin and black hair which he keeps in a pony-tail like nobles. His outfit is cast off, mismatching pieces, but all in very good repair. He carries only daggers, though he only knows how to marginally use them.

In my novels Shadowdancer becomes Krom's information finder and worms his way deeper into the workings of my novels as children characters seem to do. If in Bloodhelm at the time of the High King's Sword, Shadowdancer can be found at the main gate looking for work as a city guide.

Thursday, October 27, 2011

Staff of Ukiah

The Staff of Ukiah, though never found after the Master Mage's death, is an object of great discussion. some say it was no more then a carved walking stick. Others say it was the key to his immortality (no matter that he was killed by Shaniko). Still others believe it made the users more powerful.

The following is a sample of what the famed staff could do. Augment spells. Treat spells as three caster levels higher to determine effect. Limited Immunity. Gives a +10 to saves versus magic and poison. Transformation. Allows users to transform to anything alive from mouse to dragon size. Immortality. Give the user protection against natural and unnatural deaths (a +10 save to save versus death).

Wednesday, October 26, 2011

Expanded Time Line XXXIII

2183 PA (Post Avatar)
The scion of House Vandez and his expedition make it to the top of Elvenhome and find it completely empty. Nothing is left in the great stone aeries except murals on the walls and gryphon nests.

A cocktrice is seen outside Cole. A reward is set of 100 platinum dragons for the person who brings it in, dead or alive.

Ogres attack the pass at Devonshire. The attack is repelled but a bounty is put on ogre ears of 2 gold ducats a piece.

Tuesday, October 25, 2011

Southern Outfitters

Southern Outfitters is the end all of adventure and travel gear. New and used equipment can be found here at list price, (80% for used). Everything is in good condition and as long as well maintained will last for a long time.

Everything from camping gear to dependable weapons, rations to armor can be found here in this overstuffed building. The brothers, Seth and George Venture own the store and have six full time helpers, one of which buys used gear three days a week. The two story building made of river rock and hard wood always has some one there, though the night watch sometimes fall asleep midway through his watch.

Monday, October 24, 2011

Shadizar Snowbird

This elven seer is not your typical hermit seer. The twin of Miyaca Snowbird, he is tall for an elf, with white hair and bright blue eyes. He is a mage of power and a seer of extraordinary ability. He is constantly researching magic, history, and artifacts. Now that Noshi is firmly the strong leader of House Varanath and his sister remains in Qalataqa training Wolf Warriors and Spellblades he is allowed such pursuits.

Shadizar rarely looks for visions, they come to him in their own time. If asked to "see" the future he can do so with great effort and reluctance. He would rather remain a simple scholar trying to help his people.

If he is accompanying Miyaca he will speak with adventurers and give them advice. He will not take anger directed at him, but will only retaliate if he feels in danger. But to feel his wrath is also to incur his sister's, an expert swordswoman and archer who puts her brother's life above her own.

Wednesday, October 19, 2011

Ancient Elf History

Though the Ancient Elves play little in my High King's Sword series, I originally had one single living Ancient Elf left in the Time of the Chosen. It was a tragic story of the Wizard Shaniko wiping out all the Ancient Elves and leaving only the princess to try to carry on. Miraculous things happen and she is reunited with a small cadre of Ancient Elves at the end of the books.

But time is not kind to my winged elves and by the time the High King's Sword comes around, there are no more winged elves in existence. So what happened? I'd like to think I had this all planned out, but it's been coming to me in bits in pieces.

Step one, the winged elves do recover for a bit. They grow in population for around five hundred years and become part of the world again. Step two, then, unbeknownst to the whole world, a disease is sent at them by some wizard and nearly wipes them out. Targon, the keeper of strays, scoops up the survivors and presents them a group of Tayke survivors that he had secured for his own purposes. Once with these survivors they are protected by magic that only those of Tayke know and begin to thrive again, once more.

Their numbers are still few and the world thinks them long dead, which they find just fine. Their main city, Elvenhome, is abandoned and falling apart, though wild gryphons (descendants of the gryphons the winged elves rode) still nest there. Nothing of value remains, for strangely the whole complex is devoid of anything save the murals on the walls.

Tuesday, October 18, 2011

Runner Stations

Part of Martapa that is critical, even in this age of magic, are runners, men and woman who run from town to town, House to village to deliver mail and news. These people are trained in combat but chosen for their ability to run great distances every day with ease.

But in order for this to work, these people can't worry about their next meal or shelter. They don't have time for that. So the High King set up Runner Stations. Spread a day's run apart, these small stations have a small cabin which houses two beds, a fire place, and supplies. Each little cabin, usually set off the road in a large clearing (so wagons can also camp here if they need to) is near a water source, whether magical or natural. Wood for the fire is stacked outside and supplies that will keep in the under ground cellar beneath the cabin are restocked when ever a patrol comes through. Runners are asked to chop wood if they have time, but sometimes their messages are vital and they have no time to stop, let alone chop wood.

People in trouble can use the cabins, but few do. To harm a runner or use their supplies and thus cause harm to a runner because they did not have enough supplies, is an offense punishable by death. The cabins on major roads are bigger and better supplied, but locals of off the beaten path roads try to keep the cabins stocked. They love when runners come in with news and want them to feel welcome.

Monday, October 17, 2011

Thoughts on Campaigns

Roleplayers are simple people. I don't mean they are dumb, I just mean they crave a few things while roleplaying. A good setting, good people to play with, defined rules, and a great adventure. Some of those things are easy to come by. Defined rules, for one are easy to come by. There are literally dozens of good roleplaying systems, and maybe even dozens of not so good roleplaying systems. Pick one that suits you and your math levels. Some of the older systems (like AD&D and Shadowrun) require some good off the top of your head math skills. While some of the newer ones (I'm thinking primarily Dungeons and Dragons 4th Edition) require very little math. Some even have some charts that you just have to look things up on to continue play.

But rules are also meant to be bent. Say you don't know what the saving throw for that save versus poison is. Don't spend twenty minutes trying to find it, think of a reasonable number and go with it. Your players will appreciate not having to waste time looking up a single role. The point is to have fun, not bog down play with rules.

Give your players time to roleplay, especially if that is truly what they want to do. Roleplaying shouldn't have that many rules or guidelines (though boundaries on what is acceptable and what isn't is perfectly fine) and you should give your players as much time as possible to do this, especially if that is what they want to do the most. Battles are fillers and ways to get your players treasure. Sometimes it's just the opposite, where they love the battles and roleplaying is at a minimum. Just be prepared for lots of battles and don't allow the Monty Hall treasure hordes in every battle or you will be in for a world of hard planning. If you have all your players carrying around the biggest, baddest of weapons and armor, your encounters are going to look like World War Three every time.

More thoughts later...

Wednesday, October 12, 2011

Expanded Time Line XXXII

The scholar/scion of House Vandez and his expedition makes it half way up Elvenhome. He finds murals and sculptures of great beauty. He sends them and field notes home, but stays for another season hoping to get to the top.

Prices of grain plummet after there is a bumper crop of wheat. Many have plenty of food, but farmers are unable to buy other things because of it. There is little demand for other items, because no one can afford them, and this sends certain areas into a depression for a few months.

The Council of Leaders, held in Stormvale, is a ruckus as the younger children of House Pathfinder and Merryweather run off and elope. Many of the younger Knights privately praise them, but the House Leaders are upset at the breech of etiquette.

Tuesday, October 11, 2011

Location: Dragon's Horde Pawnshop

Dragon's Horde Pawnshop is one of those strange but exciting places that people try to avoid but can't stay away from. This place was started by adventurers after they found a treasure "horde" somewhere (they weren't specific on where). They meant to buy others' items cheap, but sell at a good price. Unfortunately all four owners were killed by something big with claws before they did much.

The next owner claimed a dragon returned for his horde and killed the previous owners, thus named the place as it is so named.

The current owner, Gwen Settler, buys average items at forty percent of list price, a little more for magic items, and less for heavily abused items. She sells items at 80% of list, but can be bargained with. Gwen loves to tell the tale of the original owners and can make the tale quite graphic with word and illusion.

Monday, October 10, 2011

Character: Trent

Though barely mentioned in my stories, Trent is a key point in many of my main character's lives. He is the only person, besides Shadizar Snowbird, to be loved by Miyaca Snowbird so deep his death nearly broke her.

Trent is six and half foot tall, with blue/black hair kept in a long ponytail. His skin is a pale color, though he bares several dragon tattoos upon his arms. His eyes are a platinum blue, his face rugged, yet handsome. He wears an eye patch on occasion, not because he needs one because he enjoys the challenge. He wears scale mail, fights with two long swords of exquisite make, and wears a shimmering blue cloak that can change color at need.

He traveled as a mercenary with Master Flash for sometime and it was on one of these trips Trent met Miyaca. If encountered he has a gruff personality, doesn't ever work for free, but will loosen up after a few dozen ales. He is blademaster quality and never leaves a fight if paid to stay, and may not even leave if not paid.

Thursday, October 6, 2011

Flying Flame Skeletons

During the War of the Gods there were many forms of undead created by the Black Wizard Shaniko. One was a flying skeleton shrouded in flame. The membranes of the wings are arching fire between flame stained bones. The eye sockets flash with flames and they speak what ever language the corpse the skeleton came from spoke in life, though they understand their master's language.

They shoot balls of fire and attack with fiery swords. They are resistant to fire, but vulnerable to cold. They can cast spells, but only fire based. Life based priests can destroy them if they call upon their God's powers and have great faith.

Wednesday, October 5, 2011

Expanded Time Line XXXI

2181 PA (Post Avatar)
The High King and the Emperor of Ariella join forces to help build the translocation circles. The finest materials are used and artisans of all sorts arrive to help they hope to finish the network in five years.

Reports of every single Black Wizard in Last Stand was killed in a single night circulate. No one claims responsibility, though more then one group is pleased at the outcome.

A scholar of the House Vandez mounts an expedition to explore Elvenhome. The trek alone takes six months and bad weather set ins before they can climb the peak, stalling the progress.

Tuesday, October 4, 2011

King's Men Guard Posts

A typical guard post along a major road is usually a ten by ten tower, two stories in height. Built in stone (or wood if it is easier to find) the first floor usually holds a table and chairs, along with a fire place. Upstairs has cots, especially if far from a city, and access to the roof where archers can fire from.

If away from a city or village, four to six people will man the station, two on duty at all times. These also have a cellar with supplies for three or four months. They will offer shelter to lost travelers but not forever. Th guards here hunt and gather in their off time to help fill larders. Most know how to repair armor, bows, and clothes. Most come from ranks of country folk because they can survive better in the wilderness if need be.

If near a city or on the edge of a city, the guards usually live in town, and just show up for their 12 hour shift. Most of these guards are drawn from city folk, since little survival skills are needed.

Monday, October 3, 2011

Character: Gladwin

The son of farmers, Gladwin aspired to be a King's Man for as long as he could remember. A large man at six foot tall, with dark hair and a handsome smile he tried to behave as well as he could in accordance to the Tenets of Peter. He trained hard to learn sword and spear and attack while riding, along with reading and writing.

He trained in Midway and was accepted as a King's Man on his 18th birthday. As he grew up he played and became infatuated with Kenna Whiteswan. He would love to earn enough money to marry her and keep her well.

If one goes to Midway he is stationed on the western road from noon to midnight. He is helpful, friendly, but suspicious of any who do not adhere to the Tenets of Peter.

Thursday, September 29, 2011

Calander of Martapa

So the calender...which I seemed to overlook...is as follows:
There are 365 days in a year. This is known thanks to the residents of Tayke.

There are 12 months of 30 days with 5 holy days.

The 5 Holy Days are each of the equinoxes and solstices, as well as Year's Renewal.

Weeks are 5 days long and termed a "a five day". Each month has six. Holy Days are not included in each month. They are separate.

Days are 24 hours long.

The day is broken up into: Sun Rising (6 AM is), Sun High (noon), Shadow Fall (5 pm ish), Dark (8 PM ish) and Full Night (Midnight).

Days of the Week are simply numbered.

Months: Cold Dark (Jan), Deep Snow (Feb), Melting Snow (march), River Rain (April), River Swell (May), Green Planting (June), Warm Sun (July), Sun Scorch (Aug), Harvest (Sept), Leaves Turn (Oct), Leaf Fall (Nov), No Grass (Dec).

So for example if you wanted to do something on the 1st day of the 3rd week of July you would say: On the 1st day in the 3rd week of Warm Sun.

Wednesday, September 28, 2011

Expanded Time Line XXX

2180 PA (Post Avatar)
The text found of Tayke explain how to make fixed locations to use for translocation. The formulas are high magic and the most capable mages are sought to try making such objects.

Water is discovered in Weathered, a small, abandoned village outside Sunvale, where none had been for centuries. Druids are brought in to encourage flow and the ruins of an old city are found because of it.

Jousting tournaments are held in Calabay as a new tradition to end blood feuds and disputes. Everyone from peasant to noble is welcome.

Tuesday, September 27, 2011

Terrors in the Night

Terrors in the Night started as a familiar shop, offering cats, bats, rats, and other normal familiars. But after a time mages wanted more exotic and fantastic familiars or just odd pets. Now Terrors holds all sorts of creatures.

Most creatures are small, about dog sized or smaller. But some have been larger then a horse. Griffins and bears have been known to grace the cages of Terrors and even once a basilisk, (though this was killed quickly because it kept turning people to stone).

Terrors sells exotics for absorbent prices and will buy them if available, but only for 20% of the list price. They often hire adventurers to hunt down creatures for them, but only pay when the creature is brought in.

Skylar and Thebes Benshaw currently own the place and have several priests of Wesa on staff to heal creatures.

Monday, September 26, 2011

Character: Raphael Bloodhelm

Raphael is a solid six foot tall, full of muscle and handsome beyond belief. His blond hair is curly, hanging to his shoulders. His chin is chiseled from stone, his blue eyes the color of the deep ocean. He has a handsome face women would die for and he is well aware of the fact.

Though a pretty package, his insides are rotten. The heir of House Bloodhelm loves control and power, and having power over others. He's been known to kill a "lesser" on a whim and expect his father to cover it up. And he expects what he wants to be done at the snap of his fingers.

He wears the finest clothes but is a fine warrior in any attire. He goes through horses like water and women just the same.

The only way player characters would interact with Raphael, unless the player is a noble, is in a duel or being treated badly as he goes about his business. He will feel no hesitation to strike out at the players, who he will immediately assume are lessers. Even nobles, unless he knows they are firmly on his side, will not be treated well. Beware the heir....

Thursday, September 22, 2011

Pegasi

Pegasi are winged horses of all sorts of colors. from white to black, purple to green tinged, depending on the area they are at. They live in herds with one dominant male, a dominant female and three to ten other females and their young. Males older then five years old form bachelor herds until they can take over a herd of their own. Females stay with their birth herds unless run off.

They nest in cliffs, though some nest in meadows. They can fly with passengers,thus are coveted as mounts. The Elven Clan Warriors of the Pegasus clan usually bonded with Pegasi. They are herbivores but bite, kick and trample to protect themselves. They live for up to 100 years, though Clan mounts live quite a long life because of the bond.

Wednesday, September 21, 2011

Expanded Time Line XXIX

2179 PA (Post Avatar)
Because of the year's previous drought, peasants attack the Imperial soldiers, small villages and outposts for supplies, the Empire sends more troops to quell the uprising and hires additional mercenaries to help.

Riots erupt in many of the major cities on the east side of the Tsalagi Mountains, causing sections of the cities to burn down or be destroyed by magic. The uprisings are forcefully put down by the local authorities and the Wizards.

The Tayke writings found the year before hint at a lost civilization on some flooded island. The civilization seems far more advanced with magic and mechanism s then the current age.

Tuesday, September 20, 2011

Location: The Golden Rose Inn

The Golden Rose Inn is a faded flower. In the past this three story inn was lovingly built, with painted wood carvings on many of the faces. Stout shutters, a porch with stout tables and covered from the elements, and large, comfortable rooms made her the bell of the ball. But as the city grew, the Rose grew less important.

Situated near the front gate but not on the bizarre of Bloodhelm the place has changed hands many times. Under Selvan the third the place has fallen into disrepair. The rooms are still dry, the food passable, but the ale is watered and private rooms are expensive. Several rooms are saved for local whores who pay Selvan a good cut of their take. Treat the Rose as a common inn, but with prices about 10% higher then common inns. The first floor is a tavern and the top two floors are rented rooms. T here are thirty rooms in all but Selvan tries to shove as many people in as possible.

Two bouncers are in the tavern at all times, most humans. Stables are available but cost 10% then normal and the feed and care are questionable.

Monday, September 19, 2011

Character: Veo Sunstar

Veo Sunstar was tall and lithe, with tanned skin and vibrant, red hair which he kept in a topknot. He wore hunting leathers of blues and green, decorating them with feathers and shiny pebbles. Veo was a ladies man, but also a man of the woods. He was at home in a ballroom as much as he was tracking deer.

Veo was also a trouble maker. He chaffed at rules and boundaries. He saw the Gods as obstacles and when he lost his father, the King, to assassins he vowed to protect those who were important to all the world from harm. Targon heard his vow and took it one step further.

Targon made Veo the father of all the Clan Warriors. He brought together Veo's friends and formed the Warrior Clans. In exchange Targon gave Veo extra long life and the boon that only his line of elves would bare red hair. But, being such the ladies man he fathered the leaders of all the Clans. Though many claim this as a tale, it is oh so true. Thus all Clan Leaders have been of Veo's blood since the beginning.

Most likely the players will only encounter Veo if they are an elf in the time of Veo himself. They might see him in passing, if he is traveling somewhere, but most likely if they are not elves they will not meet. If a PC meets Veo, he should be the utmost gentlemen, especially if the PC is female. And who knows what will happen after that...

Thursday, September 15, 2011

Creature: Fairy Dragons

Fairy Dragons are no bigger then two feet tall with a long tail. Their wings are colorful butterfly wings and their scales are so small their skin is actually smooth. Their tails are long and are prehensile.

Their colors vary by region, but their bodies are usually tiger striped. They live in small family flocks, where the males leave when they are old enough.

They are curious, innocently taking off with people's property. They are resistant to magic and have the ability to put humanoids and animals to sleep. They speak telepathically with whom they choose and can speak many languages. Many mages love them as familiars, though they will leave if not treated well.

Wednesday, September 14, 2011

Expanded Time Line XXVIII

2178 PA (Post Avatar)
This a year of drought. Water becomes scarce on the east side of the Tsalagi Mountains and northern Ariella. Food supplies run low and price gouging occurs.

Writings in the Tayke language are discovered in a forgotten tomb in northern Ariella. Scholars rush to the scene to translate.

Fairy dragons swarm Calabay. They cause no harm, but they just won't leave either, getting into everything and sleeping everywhere.

Tuesday, September 13, 2011

Place: Myari's Weapons

Myari's Weapons is located near the front gate and the Bloodhelm manor in Bloodhelm. This two story emporium and blacksmith carries all sorts of weapons, both magical and mundane. The current owner, Myari, began the business thirty years before, making her own blades. Now her business is thriving and in her golden years has a staff of blacksmiths and enchanters. She has two blacksmiths, three enchanters, and two apprentices for each staff.

Myari keeps many blades and weapons in stock, but will make weapons on commission. She will also buy used blades, but only if they are good quality. The blacksmith is behind the building, the enchanters work room is above the showroom. Prices here are list price, though commissions do cost 10% extra.

Monday, September 12, 2011

Character: Captain Reed

Captain Johnathon Reed is normally the kind of man who doesn't like to be noticed. Heavy set, not much over six foot and his thinning dark hair beginning to gray at the edges. His face always has a rosy hue to it, as if he's been in the sun too long. He'll look a person in the eye and offer his opinion if asked, but won't put forth an idea if he's not asked.

A faithful man of the militia, he is married to his lovely wife Rose with six children, one of which is nearly ready to be out on his own. He doesn't always enjoy his patrons, the Bloodhelms, but he is loyal. He is particularly fond of Tarkil, simply because Reed finds him a bright spot in the darkness.

He can be found at the gate of the Bloodhelm manor either late afternoon, or evening shifts. He is friendly, helpful, but won't sit and gab for the fun of it.

Thursday, September 8, 2011

Messing with the Rules

After playing a roleplaying system for awhile, you start to notice where rules fall flat, where they give the players too much play, and where the rules are just too restrictive. This is when an experienced GM should start making calls of their own. In all honesty, the idea of the game is to have fun, so any GM can make the call on rules.

Here are some things to keep in mind, though, if you do want to change or tweak rules:

Is the rule truly broken? My husband is great at finding rules that are giant loop holes to jump through and break a campaign. Spells that are three levels too low, attacks that really should be for a higher level character, etc. Look at these kinda of rules closely. Are they causing your campaign to be unbalanced? Are you killing PC's with these rules more often then naught? This is a good indication if the rule is broken. If the spell is to low level, bump it up. If the ability should be for a higher level character, bump it up. That light spell is 20th level and really shouldn't be any higher then 1st, bring it down.

Are you changing the rule because it's broken or because your players are complaining? I've been known to complain about a rule or two in my time, but the husband always jumps in and says why it's that way. Look at it from both fronts. There is a reason a fireball is third level. Would you want your first level PCs casting a spell that does, on average, 3 points per level in an area when the creatures they are fighting at that level may only have 3 points of health? No, of course not.

Spells, spells, spells. This is where I have to defer to my husband. He is the spell expert, and maybe your group has one too. Listen to them. Making new spells (or tweaking old ones) can be a game buster. Make sure it is balanced for its level. Look at other spells that level to see if they do similar damage amounts or affects (granted if the system is already broken, this may not work.) And if the player has a good reason for it being a certain level, though you don't want it to be that level, make it hard for him/her to research if you don't want it busting your campaign.

Wednesday, September 7, 2011

Thoughts on Writing

This week of school starting has put into perspective just how little time I have to write. With kids, their after school activities and my volunteering for every activity under the sun, I realize I need to give myself some time to do what I like. Here are my suggestions:

Set aside a time. I give myself the hour after I drop the kids off at school to work on my writing projects. No housework, no bills, no yard work. I avoid answering the phone if I can. I put on my favorite music, pop open the laptop and try to write. I don't always use the whole hour, but it's there if I need it.

Don't worry about progress. Some days are better for writing then others. Some days the muse is with me and I whip out a good two or three pages. Other days its simply working on an outline. And yet others it's all editing (which I dread like I dread taxes). Don't worry about word count, sometimes just thinking about your novel or short story is all that you need to do that day, it's still should count as a good day's progress.

Make sure you actually get to write! This is my big tripping point. I spend so much time editing at this point in my novels (I mean 400,000+ words takes times to edit) that I don't always just get to write fresh stuff. So I have a few side projects that just allow me to WRITE. I may never use the stuff I write, but it lets my creative juices flow

Happy writing.

Tuesday, September 6, 2011

Roleplaying Game Aids

So everybody has their favorite things to bring to a roleplaying table. Here are just a few that I like to use.

Maps and Hex boards. As much as I dislike 4th edition D&D (we use the books to prop up our monitor) they did do one good thing with the Dungeon Tiles. These pre-made tiles with everything from pit traps to forest scenes come in really handy for battles and just having a good time at a tavern. We also have an old vinyl mat with squares that fit miniatures that can be drawn on with erasable marker. Both are good to liven up the imagination and show exactly where your characters are during battles.

Music, Music, Music. I don't use this as much as I'd like, but music does set a mood. Classical/instrumental are good for setting up a battle or even a romantic interlude. Even songs with lyrics might be good for a tavern with a bard. I like a lot of John Williams, In the Halls of the Mountain King, and a lot of game music, including World of Warcraft. Believe it or not a lot of video games hire full orchestras to play their sound tracks.

Minatures. My kids love to see their characters represented by miniatures, even if they aren't quite right. Most hobby stores sell the little miniatures and Blood Bowl/Warhammer has some excellent miniatures for use as masses of bad guys.

Thursday, September 1, 2011

Items: Banners

Banners, a sign of status and importance, are earned by nobles, merchants, mercenaries and even adventurers. They vary from area to area but there are common threads with them all.

Each has two colors, one dominant, one as a border or interspersed with the dominant color. Colors vary, but usually compliment each other. Colors can be solid with trim or broken into two halves or four quarters with alternating colors.

Most have a picture, either in the center or on one or more of halves or quarters. Borders vary in thickness but that is up to taste (though some nobles insist the thicker the border the more important the noble family). The same House might have different flags over the centuries, depending on the taste of the leaders, changes to status, or in rare instances, changes in Leadership. Colors will stay the same through the years, though.

Noble Houses usually carry a smaller version of their mother House at the top of their banners, as might mercenary groups or adventurers who are allied with a House. It is considered a great insult to have a banner lost or stolen and many will foolishly go after a banner if it is taken. (For those who have an honor system in their game, the loss of a banner should be harsh if your PC's have one and should be imposed until they retrieve said banner).

Wednesday, August 31, 2011

Extended Timeline XXVII

2177 PA (Post Avatar)
This year is named the Year of the Full Moon. There are many attacks by werewolves and their kin, many people dying, many becoming cursed, whole villages destroyed. Silver becomes in short supply as does belladonna.

An heir to the Emperor, named Titanous, is born. Celebrations are held, hundreds of slaves and beautiful jewelry pieces are given and writs of land are granted.

Lights are seen in the ruins of Tayke, though no one is brave enough to investigate.

Tuesday, August 30, 2011

Locations: Mint's Herbalist

Mint's Herbalist is a small, but pleasant smelling building near the city garrison and the Bloodhelm's east gate. Run by druids who spend a month at a time in the city, the business has only the best, well dried and fresh herbs. Everyone from cooks and alchemists to healers and assassins come to Mint's for their supplies. Prices are high, ranging from 5% to 20% more then book prices, but merchandise is always of the highest quality.

The druids are always wearing robes of dark green and some sort of animal, from bird to wolf, are present with the druids in the building. Most are men, though a few have been known to be female.

At the time of the High King's Sword the business has been there for nearly three centuries.

Monday, August 29, 2011

Character: Steven Dancingblade

Steven Dancingblade was the author of "Recollections of the Avatar Wars", a history, of sorts, of the War of the Gods. A priest of Catiana, based out of Stormvale, Steven loved to live history. He was human, standing almost six foot tall with dark skin. His black hair was curly, shoulder length, his black beard trimmed neatly, even out in the field. He was jovial and a braggart, to the point he had convinced many he was a Bladmaster, though that was far from the truth. He wore flamboyant clothes, rarely did he wear robes, and always carried a saber though most priests of Catiana bare staves.

Though famous for "Recollections of the Avatar Wars" he did many other works including a "Treatise on Dragons" and "On the Ruins of Tridon". He adventured for a while after the War of the Gods and earned quite the reputation for chronicler, healer and drunkard.

If encountered around the time of the chosen he could offer knowledge of history, healing, or adventure with the party for a while.