Sasha always loved the outdoors and learning about animals. So when her uncle took her with him on one of his hunting expeditions she simply fell in love with the life of a tracker and guide. She learned survival skills and tracks as if it were second nature. She has never gotten lost yet doesn't carry one of those magical devices called a compass. She has a house in Bloodhelm but she rarely stays there, using it only to be hired on for escorting caravans or hunting expeditions.
Sasha is in her mid-twenties, long, dark hair and a lithe figure. She's isn't beautiful, but she is pleasant to look upon. She always wears hunting leathers, carries a bow and shortsword, as well as a shortspear. She makes her own arrows, carries a slim pack (though she always prepared for the worst) and has little in the way of common wealth, but is very happy. She does have boots which hide her tracks if she wishes and a set of magical fire stones which always light a fire no matter the conditions.
Sasha could be used as a guide to find a certain location in the nearby wilds or as an escort for a caravan in your campaign. Skill wise she should be maxed out (no matter the level) in survival, tracking, hunting, etc. (basically any outdoor type skills). She should be proficient in the bow, spear, and shortsword (so pick her class accordingly). She takes no guff from her employers and has been known to leave bad ones stranded in the wilds.
An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Monday, June 25, 2012
Friday, June 22, 2012
Problem Players
My whole family likes to roleplay. It gets us together. We talk about the day as the GM (whom ever it might be that week) is getting his monsters in a row. We have fun playing our characters. But I know that not all roleplaying groups have such a good time with all of their players.
Here are some of my suggestions to deal with problem players.
1) First off, talk to your player out of ear shot of the other players. Talk to them about what ever the behavior issue is. (Bad mouthing other players, not following the rules about snacks, using inappropriate language.) Tell them why you would like them to stop and tell them they are still wanted if they can change the behavior. Sometimes people don't even realize they are doing things like this and are more then willing to change the behavior if someone tells them in a non-threatening way.
2)If talking in private doesn't work, start dinging them during the game. If they are stealing all the loot (it's been known to happen) suddenly some of it is cursed. If they keep bad mouthing a player character (or the player) suddenly the largest man in town wants to take him or her on. Sometimes picking on their character will get the point across more then talking to them.
3) Have the group talk to them. If the private talk won't work, maybe peer pressure will.
4) As a last resort you may have to ask the person not to return. With kids I can't have people who swear and talk about male/female interactions in detail at the table. (These can happen with just adult people presence, but you have to be considerate of all those at the table.) If a person can't change their habits and they mentally harm others in the group, no one is going to have fun. Make sure it is fine with the whole group, but as the GM you take soul responsibility for who sits at your table.
Happy Gaming.
Here are some of my suggestions to deal with problem players.
1) First off, talk to your player out of ear shot of the other players. Talk to them about what ever the behavior issue is. (Bad mouthing other players, not following the rules about snacks, using inappropriate language.) Tell them why you would like them to stop and tell them they are still wanted if they can change the behavior. Sometimes people don't even realize they are doing things like this and are more then willing to change the behavior if someone tells them in a non-threatening way.
2)If talking in private doesn't work, start dinging them during the game. If they are stealing all the loot (it's been known to happen) suddenly some of it is cursed. If they keep bad mouthing a player character (or the player) suddenly the largest man in town wants to take him or her on. Sometimes picking on their character will get the point across more then talking to them.
3) Have the group talk to them. If the private talk won't work, maybe peer pressure will.
4) As a last resort you may have to ask the person not to return. With kids I can't have people who swear and talk about male/female interactions in detail at the table. (These can happen with just adult people presence, but you have to be considerate of all those at the table.) If a person can't change their habits and they mentally harm others in the group, no one is going to have fun. Make sure it is fine with the whole group, but as the GM you take soul responsibility for who sits at your table.
Happy Gaming.
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Wednesday, June 20, 2012
History of Stormvale
Stormvale was originally a small farming village just west of the Tsalagi Mountains in the time of Chaos. Every year simple farmers would live, die and grow their crops. Sometimes they would be robbed by ogres, other years there would be plenty. It was a meager existence, but one that a person could live with.
When Peter, one day to be High King, was born there, there had been a happy peace for nearly three generations. But Peter and his friends wanted to see action and thus set out on their adventure which led to the creation of Tridon. When Peter did become High King he made Stormvale his capital because he loved his boyhood home.
Stormvale the city doesn't actually sit where the village was, but a little to the south of it. (The Temple to the Gods actually sits where the village was.) Most of the families who were originally from Stormvale became important figures in Stormvale itself and have a long history intertwined with the city. Many of the public officials come from the original Stormvale stock, though all were displaced for awhile during the time of the Chosen.
The very heart of Stormvale is the original, small capital and many of the stone buildings bare some, if not all, their original architecture. Peter had aqueducts and sewers put in, as well as magical stone lamps and wide lanes in the hopes his city would grow. A wall originally went around the city, but as the city grew the wall couldn't keep up. Thus the inner city has a wall around it, but each generation has tried to build a wall around the entire city and has yet to do so.
When Peter, one day to be High King, was born there, there had been a happy peace for nearly three generations. But Peter and his friends wanted to see action and thus set out on their adventure which led to the creation of Tridon. When Peter did become High King he made Stormvale his capital because he loved his boyhood home.
Stormvale the city doesn't actually sit where the village was, but a little to the south of it. (The Temple to the Gods actually sits where the village was.) Most of the families who were originally from Stormvale became important figures in Stormvale itself and have a long history intertwined with the city. Many of the public officials come from the original Stormvale stock, though all were displaced for awhile during the time of the Chosen.
The very heart of Stormvale is the original, small capital and many of the stone buildings bare some, if not all, their original architecture. Peter had aqueducts and sewers put in, as well as magical stone lamps and wide lanes in the hopes his city would grow. A wall originally went around the city, but as the city grew the wall couldn't keep up. Thus the inner city has a wall around it, but each generation has tried to build a wall around the entire city and has yet to do so.
Tuesday, June 19, 2012
Calabay Merchants
This merchant operation is based out of Calabay and has stores and stations in all the major ports along the west and south coasts. Starting as many other merchants as a simple traveling merchant by wagon, this merchant company has grown so big it owns several sea going vessels as well as fleets of wagons which travel all around Martapa. They specialize in items from the north, but have expanded to bring items from all over Martapa including from the Empire of Ariella.
Special orders can be made, but have to be worth the effort for the merchants. Delivery time is always within a two day window, guaranteed, or your money back.
Calabay Merchants is owned by the family Haystack, the business usually run by the men of the family, though the women are usually the bookkeepers and clerks. They are always looking for caravan guards, sailors, and professionals to fill their ranks so this might be a good way to get a player character from the north to the south (or visa versa).
Special orders can be made, but have to be worth the effort for the merchants. Delivery time is always within a two day window, guaranteed, or your money back.
Calabay Merchants is owned by the family Haystack, the business usually run by the men of the family, though the women are usually the bookkeepers and clerks. They are always looking for caravan guards, sailors, and professionals to fill their ranks so this might be a good way to get a player character from the north to the south (or visa versa).
Monday, June 18, 2012
Landon Meadowview
Landon is a wandering bard who roams the streets of Bloodhelm playing for a coin or two. He stands around six feet in height, with dark hair and pale complexion. His eyes are a dark green, his face handsome, and his clothes sturdy but fine. He carries a long dagger at his him, along with a lute and pan pipes. He calls his home a small building near the docks but spends very little time there.
Landon will traverse Bloodhelm all day, singing songs, telling stories and talking to people. Though he makes enough to get by, his true purpose is to gather informationn for the Society of the King, a group of people trying to bring the true High King to power. He looks into leads of who the High King might be, people who might help the High King and those who might cause him harm.
Landon might be a good jump off npc to use to get your players interested in helping the High King if you are playing in the time of the High King's Sword. He will not tell them much, at first, but if given a reason to trust them they might turn them in the right direction.
Landon will traverse Bloodhelm all day, singing songs, telling stories and talking to people. Though he makes enough to get by, his true purpose is to gather informationn for the Society of the King, a group of people trying to bring the true High King to power. He looks into leads of who the High King might be, people who might help the High King and those who might cause him harm.
Landon might be a good jump off npc to use to get your players interested in helping the High King if you are playing in the time of the High King's Sword. He will not tell them much, at first, but if given a reason to trust them they might turn them in the right direction.
Thursday, June 14, 2012
Giants of Martapa
Although I've never really touched on giants in my novels, in the mountains and empty plains live a people so large they would make my Akicitia look kitten sized. Rarely do these "giants" show themselves to travelers or to civilization and for the most party civilization stays away from where "giants" live.
There are many different "types" of giants, depending on where they live, but the most common are mountain and plains giants. Mountain giants live in big caves in the highest parts of the mountains. They live off mountain goats, large birds and other large mountain animals. They typically enslave skiegs to do the work of making their clothes, cooking, and gathering food. They live in groups of five to ten (any more then that and they begin to argue to the point of killing each other). The typical mountain giant clan is run by a male and his mate (though she has little status without him). Mountain Giants live forty to fifty years and have four to six young in their life time.
Plains giants roam in bands of up to twenty, carry all their gear with them, hunt the large game animals of the area and sometimes keep lesser beings as their slaves. They are usually dressed in leathers and like to carry shiny objects they find (or take) as badges or decorations. The strongest rules (whether female or male) only as long as they are stronger then everyone else.
Giants stand around ten feet tall. The mountain ones are usually pale in complexion, the plains ones dark. Mountain giants have white hair, plains have brown. All males sport beards after they become adults and decorate them with small prizes and shiny baubles. Weapons are usually clubs, though sometimes they can find human polearms that work just as well. They carry some wealth, usually from humans or other mortals who get in their way, but do not use it to trade.
There are many different "types" of giants, depending on where they live, but the most common are mountain and plains giants. Mountain giants live in big caves in the highest parts of the mountains. They live off mountain goats, large birds and other large mountain animals. They typically enslave skiegs to do the work of making their clothes, cooking, and gathering food. They live in groups of five to ten (any more then that and they begin to argue to the point of killing each other). The typical mountain giant clan is run by a male and his mate (though she has little status without him). Mountain Giants live forty to fifty years and have four to six young in their life time.
Plains giants roam in bands of up to twenty, carry all their gear with them, hunt the large game animals of the area and sometimes keep lesser beings as their slaves. They are usually dressed in leathers and like to carry shiny objects they find (or take) as badges or decorations. The strongest rules (whether female or male) only as long as they are stronger then everyone else.
Giants stand around ten feet tall. The mountain ones are usually pale in complexion, the plains ones dark. Mountain giants have white hair, plains have brown. All males sport beards after they become adults and decorate them with small prizes and shiny baubles. Weapons are usually clubs, though sometimes they can find human polearms that work just as well. They carry some wealth, usually from humans or other mortals who get in their way, but do not use it to trade.
Wednesday, June 13, 2012
The Bad Guys
In my stories, the Black Wizards of Shaniko, mercenaries and monsters are the major bad guys. But maybe you want to travel in my world but not use my bad guys. Here are some ideas on how to make some reaccuring bad guys that you can use for your plots.
1)Make a character. Yep, just use a character sheet, fill out the info, and make him or her the appropriate level. Don't forget to give them peons and minions...This is a little time consuming but you will have a foe who is worthy of your players and one they are very likely to remember.
2) Give a monster a character class. This is tricky because not only do you have to add the class level, but their monster "Challenge Rating" as well so as not to make them over powerful...again, don't forget the minions.
3)Come up with your own organizations to haunt your player characters. Just because I made up this world doesn't mean you can't tweak it a bit. My husband and I do it all the time with other worlds we play in, depending on what we need.
Happy roleplaying!
1)Make a character. Yep, just use a character sheet, fill out the info, and make him or her the appropriate level. Don't forget to give them peons and minions...This is a little time consuming but you will have a foe who is worthy of your players and one they are very likely to remember.
2) Give a monster a character class. This is tricky because not only do you have to add the class level, but their monster "Challenge Rating" as well so as not to make them over powerful...again, don't forget the minions.
3)Come up with your own organizations to haunt your player characters. Just because I made up this world doesn't mean you can't tweak it a bit. My husband and I do it all the time with other worlds we play in, depending on what we need.
Happy roleplaying!
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Tuesday, June 12, 2012
Sweets and Things
This small, but delicious smelling shop is a fixture in all little kids (and big kids) dreams. The Bradsons have run this store for almost as long as the city of Bloodhelm has stood. Everything from pastries to small chocolates are found here, from very expensive to nothing more then a copper penny.
The current owner, James Bradson, and his wife, Greta, love to make the treats and watch children's faces light up, though they do have to make money. Nobles will order boxes of treats for parties or for breakfast (sweet pastries for breakfast are all the rage at the moment). Children will save their pennies for such a treat. Even the mage Duncan has been known to come by and buy boxes of treats to share with children wondering by.
This is more a roleplaying opportunity for your characters then a vital part of Bloodhlem. Maybe someone in the party has a crush on someone in the party or in Bloodhelm, or seriously courting someone. This is the place to go to butter them up.
The current owner, James Bradson, and his wife, Greta, love to make the treats and watch children's faces light up, though they do have to make money. Nobles will order boxes of treats for parties or for breakfast (sweet pastries for breakfast are all the rage at the moment). Children will save their pennies for such a treat. Even the mage Duncan has been known to come by and buy boxes of treats to share with children wondering by.
This is more a roleplaying opportunity for your characters then a vital part of Bloodhlem. Maybe someone in the party has a crush on someone in the party or in Bloodhelm, or seriously courting someone. This is the place to go to butter them up.
Monday, June 11, 2012
Shar Spender
Shar Spender is the co-owner of the Sweet Water Trading Company, based out of Weatherworn. Her brother, Buster, is her co-owner. Shar is a spit fire of a woman, in her late twenties and a beauty to behold. Her hair is curly, long and a dark brown, almost black. Her figure is more motherly then curvy, but still alluring in her own right. She stands just around six feet, but even if she didn't tower over even some men, she can not be ignored when angry.
She runs the books and the trades, while her brother actually goes with the caravans to deliver or pick up. Magic makes it possible for her to negotiate prices without having to be there, which is good in her eyes, especially since Buster has little number for figures and she has little love for travel. She takes no guff from anyone, especially anyone who thinks she can't do something because she's a woman.
The House of Weatherworn sees this family run business (now in its fourth generation) as the House merchant and calls them friend. So a slight done against Sweet Water is a slight against the House in their eyes. Both Buster and Shar have been known to dine with the lady of the House on occasion.
If the party is looking for work or looking to have something shipped when they are near or in Weatherworn, this might be a good NPC to bring in for such things.
She runs the books and the trades, while her brother actually goes with the caravans to deliver or pick up. Magic makes it possible for her to negotiate prices without having to be there, which is good in her eyes, especially since Buster has little number for figures and she has little love for travel. She takes no guff from anyone, especially anyone who thinks she can't do something because she's a woman.
The House of Weatherworn sees this family run business (now in its fourth generation) as the House merchant and calls them friend. So a slight done against Sweet Water is a slight against the House in their eyes. Both Buster and Shar have been known to dine with the lady of the House on occasion.
If the party is looking for work or looking to have something shipped when they are near or in Weatherworn, this might be a good NPC to bring in for such things.
Friday, June 8, 2012
Summer Writing
As the school year, both college and primary, comes to an end for the summer, if you are a parent, try to get some time to yourself to write, (or make up that next adventure). As the mother of two elementary students, time during the summer for yourself is precious. Here's a few ideas on how to sneak in your writing time.
For me, my free time is after my husband leaves for work and before my kids bound out of bed. It doesn't leave me a whole lot of time, but sometimes it's enough. I use to try and get chores done during this time, but that can happen when the kids are up. Quiet time is needed for writing.
Those day camps...for me driving my kids to day camp and then home then back again is not an option. I live too far from most camps (yes, I live in the boonies) to drive back and forth like that. So for me, I grab a pad of paper and use this unproductive time for productive writing time. There are some days I get whole chapters written because of this.
When you go to the park with the kiddos...I take something on paper to edit. Or again with the note book and try to outline. It's too hard to try and write while you are watching the kids at the park, but editing a paragraph at a time isn't that difficult.
Most important thing, keep on writing!
For me, my free time is after my husband leaves for work and before my kids bound out of bed. It doesn't leave me a whole lot of time, but sometimes it's enough. I use to try and get chores done during this time, but that can happen when the kids are up. Quiet time is needed for writing.
Those day camps...for me driving my kids to day camp and then home then back again is not an option. I live too far from most camps (yes, I live in the boonies) to drive back and forth like that. So for me, I grab a pad of paper and use this unproductive time for productive writing time. There are some days I get whole chapters written because of this.
When you go to the park with the kiddos...I take something on paper to edit. Or again with the note book and try to outline. It's too hard to try and write while you are watching the kids at the park, but editing a paragraph at a time isn't that difficult.
Most important thing, keep on writing!
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Wednesday, June 6, 2012
Summers Birth
Summer's Birth is a holiday celebrated by some, usually with a large bonfire, a big dinner and dancing. Marriages take place on this day in more rural areas or promises of marriage are exchanged. Sometimes small gifts are exchanged, depending on the traditions of some areas, such as baskets or baby blankets. This is a time to relax with friends and neighbors, as well as family.
Mothers and wives like to outdo themselves with cooking and some places have cooking competitions to go with the festivities. Men also might have firewood cutting competition or horse shoeing competitions to show how fit they still are.
Held on the first day of summer, (or there abouts) most people look forward to the fun, no matter if they are rich or poor.
Mothers and wives like to outdo themselves with cooking and some places have cooking competitions to go with the festivities. Men also might have firewood cutting competition or horse shoeing competitions to show how fit they still are.
Held on the first day of summer, (or there abouts) most people look forward to the fun, no matter if they are rich or poor.
Tuesday, June 5, 2012
Richard's Armor and Leathers
This fine store in Bloodhelm is a newer addition. The building was once used to store feed, but the business went under. Richard is not a blacksmith or a leatheworker, but buys from distant armor smith of renown and sells their gear at a mark up to those with discerning taste. His prices are one and a half times the listed book price but the armor is always good quality.
Richard is a middle aged human, dresses in standard affair for a merchant in Bloodhelm, and doesn't overspend. He is courting a young woman at one of the local taverns and hopes to ask for her hand soon. Any help in this department may endear the customer to Richard.
Richard loves tales of valor and heroics so he might give a good discount to those who know how to spin a good tale for him.
Richard is a middle aged human, dresses in standard affair for a merchant in Bloodhelm, and doesn't overspend. He is courting a young woman at one of the local taverns and hopes to ask for her hand soon. Any help in this department may endear the customer to Richard.
Richard loves tales of valor and heroics so he might give a good discount to those who know how to spin a good tale for him.
Monday, June 4, 2012
Romulus
Romulus was the 2nd Emperor of Ariella, first son born to the Emperor. He was a strict man, demanding of himself what ever he required of his followers. He is the one who had the palace construction started, though he never saw the completed fruits of his labor, dying at the age of 45 in a battle against ogres.
Romulus was a handsome man, dark skinned like all Ariellans, and he had a habit of shaving his head because hair made his head sweet when he wore a helm. He also the one who designed the armor the Emperor's troops wear in the time of the High King's sword. He loved function, but he liked to show off his pride for his country, as well.
Romulus married Susan, a daughter of one of his scholars and together they had five children. He was ever faithful, not straying as some of Romulus' descendants were known to do. He shaped many of the modern laws now on the books and gave rise to the expansion of the empire.
Romulus was a handsome man, dark skinned like all Ariellans, and he had a habit of shaving his head because hair made his head sweet when he wore a helm. He also the one who designed the armor the Emperor's troops wear in the time of the High King's sword. He loved function, but he liked to show off his pride for his country, as well.
Romulus married Susan, a daughter of one of his scholars and together they had five children. He was ever faithful, not straying as some of Romulus' descendants were known to do. He shaped many of the modern laws now on the books and gave rise to the expansion of the empire.
Friday, June 1, 2012
The Sea Festival
Around the year 2100 AC the House of Calabay was just starting to make great headway when the Leader at the time was nearly killed in a ship accident. But he was saved, not by his own people, but by sea elves. Because of this, the House of Calabay celebrates each year the Sea Festival in memory of this great day.
Gifts of food and shells are left along the shores for the sea elves, which sometimes gather them up before the sea washes them away. Great feasts and dancing happen upon the beach and even the nobility run around the beaches with no shoes on and join in the fun. Criminals are forgiven their crimes (if they do not involve murder or treason) and sometimes debts are forgiven as well.
Small gifts are given to those a person deems close and some men like to purpose on this day, hoping to have the blessing of the sea elves themselves.
Gifts of food and shells are left along the shores for the sea elves, which sometimes gather them up before the sea washes them away. Great feasts and dancing happen upon the beach and even the nobility run around the beaches with no shoes on and join in the fun. Criminals are forgiven their crimes (if they do not involve murder or treason) and sometimes debts are forgiven as well.
Small gifts are given to those a person deems close and some men like to purpose on this day, hoping to have the blessing of the sea elves themselves.
Thursday, May 31, 2012
The Temple of Catiana in Bloodhelm
Though the current rulers of Bloodhelm do not think highly of the Gods, there are temples to all the major Gods in Bloodhelm. All are well attended for the common folk still hold fast to their faith in the Gods. Catiana, the Goddess of Justice, is a Goddess who is venerated highly in Bloodhelm, for everyone seeks justice, whether true or not.
The Temple is three stories high with a cellar (as most buildings in Bloodhelm are apt to have). There is a small garden in the center of the first floor where people wait to have their cases heard. It is hear that all but the most grievous of crimes are tried (murder is tried by the House itself). The priests guide each individual through their cases, being an advocate for who ever wishes one. People also come here to see what can be done about a grievance (such as the loss of house due to a neighbors carelessness).
The second story is for the hearings and for research on law, with hundreds of books and court cases recorded here. The rooms are small libraries and offices, sparsely decorated, though the symbol of Catiana is everywhere.
The third floor is living quarters for the priests and their acolytes. These quarters are sparse, but usually decorated in a blue theme.
The building is protected by armed knights of Catiana, the front of the building looking almost like modern court house faces would look like now. Anyone can research here for free, though donations are accepted.
The Temple is three stories high with a cellar (as most buildings in Bloodhelm are apt to have). There is a small garden in the center of the first floor where people wait to have their cases heard. It is hear that all but the most grievous of crimes are tried (murder is tried by the House itself). The priests guide each individual through their cases, being an advocate for who ever wishes one. People also come here to see what can be done about a grievance (such as the loss of house due to a neighbors carelessness).
The second story is for the hearings and for research on law, with hundreds of books and court cases recorded here. The rooms are small libraries and offices, sparsely decorated, though the symbol of Catiana is everywhere.
The third floor is living quarters for the priests and their acolytes. These quarters are sparse, but usually decorated in a blue theme.
The building is protected by armed knights of Catiana, the front of the building looking almost like modern court house faces would look like now. Anyone can research here for free, though donations are accepted.
Tuesday, May 29, 2012
Celest Tumblestone
Celest is just a small blip in my stories, but she a good non-player character for your campaign.
The daughter of Derk Tumblestone, owner of the Traveling Tramp, she is a caring, busy person. Celest stands around five and half feet tall, with curly brown hair which hangs to her waist. She dresses in greens or blues, keeping herself neat even when serving in the busy tavern for her father. She enjoys talking to people and learning about them or where they have been. She really enjoys listening to bards and their tales of adventure.
Her father had her and her sisters trained in weaponry, (though they are just adequate in their use) and reading and figures. But Celest would like to go to a college for teachers so she could learn interesting things and share them with students of those not so well off. Her father is all for it, but getting her into the college is an issue. Derk has the money to send Celest, but not the connections.
If encountered in the Traveling Tramp, Celest is friendly and helpful unless her trust is abused or she is miss treated. And Crusher, the bouncer, will not stand for that very long... She might have very interesting tidbits or facts that could be useful for your characters, so she could be used for an adventure starter with ease.
The daughter of Derk Tumblestone, owner of the Traveling Tramp, she is a caring, busy person. Celest stands around five and half feet tall, with curly brown hair which hangs to her waist. She dresses in greens or blues, keeping herself neat even when serving in the busy tavern for her father. She enjoys talking to people and learning about them or where they have been. She really enjoys listening to bards and their tales of adventure.
Her father had her and her sisters trained in weaponry, (though they are just adequate in their use) and reading and figures. But Celest would like to go to a college for teachers so she could learn interesting things and share them with students of those not so well off. Her father is all for it, but getting her into the college is an issue. Derk has the money to send Celest, but not the connections.
If encountered in the Traveling Tramp, Celest is friendly and helpful unless her trust is abused or she is miss treated. And Crusher, the bouncer, will not stand for that very long... She might have very interesting tidbits or facts that could be useful for your characters, so she could be used for an adventure starter with ease.
Thursday, May 24, 2012
The Common Man
In roleplaying, we spend a lot of time talking about the heroes, because that is who your players want to be. But what about the common man that fills your world and your heroes have to interact with. Certainly they won't be just slaying monster and selling their plunder to some hole in the wall?
I like to flesh out my non-player characters with at least a description and a name. (On a side note, names can be hard for some GMs...my husband takes forever to think of names for characters, let alone non-player characters.) Sometimes a little background might go a long way, as well, especially if you have a character who likes to talk to the NPCs in their life.
Even if you don't plan on doing much with them, give them a skill appropriate for the encounter they will be in. Say your players are in a tavern and the NPC is playing cards. Give them a card skill (good or bad) to just lively up the encounter, even if the players don't play cards with him. It gives you a good idea of how the NPC may react in a certain situation.
Maybe give them a family, a business, a horse for goodness sake. Just something to give them a bit of a personality the players might remember. It gives your world a more rounded feeling and the players will feel more a part of your world.
I like to flesh out my non-player characters with at least a description and a name. (On a side note, names can be hard for some GMs...my husband takes forever to think of names for characters, let alone non-player characters.) Sometimes a little background might go a long way, as well, especially if you have a character who likes to talk to the NPCs in their life.
Even if you don't plan on doing much with them, give them a skill appropriate for the encounter they will be in. Say your players are in a tavern and the NPC is playing cards. Give them a card skill (good or bad) to just lively up the encounter, even if the players don't play cards with him. It gives you a good idea of how the NPC may react in a certain situation.
Maybe give them a family, a business, a horse for goodness sake. Just something to give them a bit of a personality the players might remember. It gives your world a more rounded feeling and the players will feel more a part of your world.
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Wednesday, May 23, 2012
The King's Roads
When Tridon was first founded by Peter and his friends, good roads were far and few between. Peter knew, with a country as big and diverse as his, they would need to stay connected by good, solid roads. His first order of business (after securing a good army) was having the King's Roads built. These are the major roads between Houses and are now maintained by the Houses nearest them.
Each road is five wagon widths in width and cobbled for the most part (near Calabay crushed shells are used in some parts instead, since stone is hard to find in areas). Trees and brush are cleared from the road a good fifty feet on either side so no bandits can ambush travelers. (Ambushing thieves were a big problem at the start of the kingdom.)
Repairs are done by prisoners of crimes under the supervision of a patrol of knights and militia men. They are usually gone for several weeks, though fed well and given rest after a ten hour shift. Weeds are pulled from the road, cobbles repaired or replaced, the brush is cleared back and if there are runner stations along that stretch they are repaired as well.
In the time of the High King's Sword some of the roads are in disrepair. Some of this has to do with the fact there is no High King, thus no central government, to remind the Houses of their duties. Some is money. Several of the Houses are using their money to raise an army to become High King.
Each road is five wagon widths in width and cobbled for the most part (near Calabay crushed shells are used in some parts instead, since stone is hard to find in areas). Trees and brush are cleared from the road a good fifty feet on either side so no bandits can ambush travelers. (Ambushing thieves were a big problem at the start of the kingdom.)
Repairs are done by prisoners of crimes under the supervision of a patrol of knights and militia men. They are usually gone for several weeks, though fed well and given rest after a ten hour shift. Weeds are pulled from the road, cobbles repaired or replaced, the brush is cleared back and if there are runner stations along that stretch they are repaired as well.
In the time of the High King's Sword some of the roads are in disrepair. Some of this has to do with the fact there is no High King, thus no central government, to remind the Houses of their duties. Some is money. Several of the Houses are using their money to raise an army to become High King.
Tuesday, May 22, 2012
Pleasurable Loans
Tuff Thunderlake is a large man of large means. The middle son of a very rich merchant, Tuff never liked to travel, but he loved to make money and hear stories. He also loves food, so he is little round about the middle, his nice clothes always baring a food stain somewhere, usually around the collar.
Tuff loves to hear the reasons people need a loan, though he doesn't always believe them. But it is good story telling and he loves to see the different lives of people. But he also likes to make money. (Someone has to pay for all the food he likes to eat.) He acts very compassionate when someone has to borrow money, but he charges interest by the day or requires collateral of some very expensive nature. He can not be talked out of both, for he wants to make money.
The small building where he works is unremarkable. There is one window, a tightly locked door and a good sized kitchen inside, along with a desk for working his transactions. He has several body guards, big burly men who were once in the militia. He is a friendly man, but even he has enemies.
Tuff loves to hear the reasons people need a loan, though he doesn't always believe them. But it is good story telling and he loves to see the different lives of people. But he also likes to make money. (Someone has to pay for all the food he likes to eat.) He acts very compassionate when someone has to borrow money, but he charges interest by the day or requires collateral of some very expensive nature. He can not be talked out of both, for he wants to make money.
The small building where he works is unremarkable. There is one window, a tightly locked door and a good sized kitchen inside, along with a desk for working his transactions. He has several body guards, big burly men who were once in the militia. He is a friendly man, but even he has enemies.
Monday, May 21, 2012
Kia, Princess of the Winged Elves
Kia was the last of the Winged Elves in the time of the Chosen. She was protected by Runnel Icehammer, a dwarven warrior. Together they helped the Chosen fight off Shaniko's forces and in return the Chosen help find the Winged Elves who were in magical stasis so Kia was no longer alone.
Kia was small, as were all Winged Elves. Around five feet in height with a wing span to match. She could fly with her silver wings, expert in fact. A little known fact is that the Winged Elves could carry a person of around their weight at a glide or a child at a small height in the air. She had silver-white hair, sky blue eyes, and pale skin.
Kia was a quiet woman, but strong when it came to her people and their future. She knew about the stasis elves, but had no way to free them so figured she would die the last of her people. She came to love Eric of Calabay, but no one is certain what became of this love since she was the Queen of the Winged Elves.
Kia was small, as were all Winged Elves. Around five feet in height with a wing span to match. She could fly with her silver wings, expert in fact. A little known fact is that the Winged Elves could carry a person of around their weight at a glide or a child at a small height in the air. She had silver-white hair, sky blue eyes, and pale skin.
Kia was a quiet woman, but strong when it came to her people and their future. She knew about the stasis elves, but had no way to free them so figured she would die the last of her people. She came to love Eric of Calabay, but no one is certain what became of this love since she was the Queen of the Winged Elves.
Wednesday, May 16, 2012
History of the Devoted
When ever you have a God involved, there are bound to be people who worship them. And if there are worshipers, there will be priests. But some priests aren't just there to tell about what their God believes, but feel one with their God, so much so, the God takes them as their Devoted and grants them special powers.
A Devoted is, by default, the head of the order of their God, though more often then not, they do not lead but spread their God's faith by traveling. But if they were to appear at a temple for their God, the Devoted would be greeted with joy and allowed every comfort.
As an example, the Devoted of Aiyana shows their tie to their God in many ways. One is their true and unblemished love to someone. If they are protecting their love or the principles of Aiyana they often will be surrounded by a purplish glow, purple motes, or in the most extreme conditions, iridescent unicorns. They can heal their love with a thought (though not themselves, that's how Aiyana's magic works) and can protect the innocent with shields of magic.
Devoted are given lots of power, along with the ability to live a longer then normal life, but normally they burn out quickly, sometimes to the regret of their God or Goddess. Gods don't always have a Devoted, because they want one who exemplifies their ethos and sometimes that is hard to find even those among their own priests. Also, a God or Goddess may see fit to use the Devoted as an avatar from time to time, which most would find as a blessing. There has been a few Devoted from time to time who have though the Gods were just being a pain in the butt.
A Devoted is, by default, the head of the order of their God, though more often then not, they do not lead but spread their God's faith by traveling. But if they were to appear at a temple for their God, the Devoted would be greeted with joy and allowed every comfort.
As an example, the Devoted of Aiyana shows their tie to their God in many ways. One is their true and unblemished love to someone. If they are protecting their love or the principles of Aiyana they often will be surrounded by a purplish glow, purple motes, or in the most extreme conditions, iridescent unicorns. They can heal their love with a thought (though not themselves, that's how Aiyana's magic works) and can protect the innocent with shields of magic.
Devoted are given lots of power, along with the ability to live a longer then normal life, but normally they burn out quickly, sometimes to the regret of their God or Goddess. Gods don't always have a Devoted, because they want one who exemplifies their ethos and sometimes that is hard to find even those among their own priests. Also, a God or Goddess may see fit to use the Devoted as an avatar from time to time, which most would find as a blessing. There has been a few Devoted from time to time who have though the Gods were just being a pain in the butt.
Tuesday, May 15, 2012
The Glad Lass in Bloodhelm
This brothel is a nice building, with a friendly bouncer and friendly staff. Though most brothels, especially lower class ones, are usually places of quick enjoyment for some and misery for the women who work there, this is an exception. Though the women still sell their bodies here, they are happy with their job for Steven Weaver is a good "boss" to his workers.
First, he does not allow his women to be beaten. That is rule number one. If his women are harmed, out the door you go. Second, he keeps a healer on staff to ensure the women are healthy and well cared for. Third, he ensures that his women get paid (which can't be said about a lot of brothels). This makes them happy and more apt to work longer hours.
Though most of his women are human, there are a few half elves in the mix. He has two women who have children, (which Steven has educated at his own expense), but Steven asks the women take an herb which prevents pregnancy so they are not out of service for awhile.
Prices here are reasonable (what ever fits your campaign world, being a "common" object for pricing). Drink and food are served at reasonable prices. But if one becomes too drunk the bouncers are always there to protect the women from harm.
First, he does not allow his women to be beaten. That is rule number one. If his women are harmed, out the door you go. Second, he keeps a healer on staff to ensure the women are healthy and well cared for. Third, he ensures that his women get paid (which can't be said about a lot of brothels). This makes them happy and more apt to work longer hours.
Though most of his women are human, there are a few half elves in the mix. He has two women who have children, (which Steven has educated at his own expense), but Steven asks the women take an herb which prevents pregnancy so they are not out of service for awhile.
Prices here are reasonable (what ever fits your campaign world, being a "common" object for pricing). Drink and food are served at reasonable prices. But if one becomes too drunk the bouncers are always there to protect the women from harm.
Monday, May 14, 2012
Slip, Guide of the North
Slip, while only fifteen years old, knows a lot about traveling through the western forests of the Tsalagi Mountains. Born to a half-elf scout and a human woodsman, Slip likes to explore the woods and trails of the mid Tsalagi Mountains. He hired himself out as soon as he could, realizing that was the way to make money to buy himself good equipment and books to read. His parents couldn't afford such things as books, but he found one once, scavenging a broken down caravan and wanted nothing more then to learn to read. He begs those he guides to teach him to recognize words and sounds, and most of the time his employers are happy to do just that. A historian once gave him a primer book he used to teach youngsters how to read and now Slip can read at the level of a child of ten. (He's very proud of this feat since neither of his parents can read.)
Slip has very little in elven features, though he can see better at night then most humans and his frame is far more lithe then an average fifteen year old boy. His hair has streaks of silver (his mother's hair is silver) and his eyes are bright green. He is very tan, from being outside all the time, and his leathers are sturdy, even if they are well worn.
Slip is a good tracker, a good guide and an excellent survivalist in the woods. He's guided many groups up and down the Tsalagi Mountains, as well as across the mountains on the hard to travel trail passes. He charges a silver a day for his services, plus food (though he is capable of feeding himself). If he really likes the group (especially if they help him learn to read more or give something to read) he won't charge them more then a silver a week when they reach their destination.
Slip doesn't appear in my books, but he would be a good NPC for getting your group to a certain location quickly, or even as a roleplaying bonus on the group's journey some where. If you have a skill system he has tracking, perception, and survival as high as possible, as well as hunting/skinning and fishing. He is proficient with spear and dagger, as well, but wears no armor.
Slip has very little in elven features, though he can see better at night then most humans and his frame is far more lithe then an average fifteen year old boy. His hair has streaks of silver (his mother's hair is silver) and his eyes are bright green. He is very tan, from being outside all the time, and his leathers are sturdy, even if they are well worn.
Slip is a good tracker, a good guide and an excellent survivalist in the woods. He's guided many groups up and down the Tsalagi Mountains, as well as across the mountains on the hard to travel trail passes. He charges a silver a day for his services, plus food (though he is capable of feeding himself). If he really likes the group (especially if they help him learn to read more or give something to read) he won't charge them more then a silver a week when they reach their destination.
Slip doesn't appear in my books, but he would be a good NPC for getting your group to a certain location quickly, or even as a roleplaying bonus on the group's journey some where. If you have a skill system he has tracking, perception, and survival as high as possible, as well as hunting/skinning and fishing. He is proficient with spear and dagger, as well, but wears no armor.
Thursday, May 10, 2012
Ice Skeletons
Undead come in many varieties, from flaming giants to just plain skeletons. One I like are ice skeletons.
Looking like your normal, walking undead skeletons, (really, normal undead...I guess there isn't any "normal"), they are tinged blue and a cloud of cold hangs about them. A layer of ice covers all their bones and creeps on to anything they touch (including player characters). They move a little slower then other skeletons but their grips are paralyzing. They usually have little armor, but the ice seems to give them some protection from normal hits. Fire harms them at twice the normal rate but they take no damage from ice.
So in game terms they are human sized, attack like a 2nd level character (because I know some monsters and some systems work this way), but a minus to the initiative (normally 1 or 2 depends on your system). Fire is doubled for damage (no saves) and cold does no damage. (If your system has a Damage Reduction system make their DR 5 or 10 depending on how hard you want to make them.) You can adapt to higher levels by making them a higher character level, it just depends upon your need. Your victim needs to save versus magic or be stunned/paralized for three rounds (or what you deem appropriate) if they are struck by the skeleton. They carry no treasure (except the weapon they are using) though some necromancers may want bones from these creatures.
Looking like your normal, walking undead skeletons, (really, normal undead...I guess there isn't any "normal"), they are tinged blue and a cloud of cold hangs about them. A layer of ice covers all their bones and creeps on to anything they touch (including player characters). They move a little slower then other skeletons but their grips are paralyzing. They usually have little armor, but the ice seems to give them some protection from normal hits. Fire harms them at twice the normal rate but they take no damage from ice.
So in game terms they are human sized, attack like a 2nd level character (because I know some monsters and some systems work this way), but a minus to the initiative (normally 1 or 2 depends on your system). Fire is doubled for damage (no saves) and cold does no damage. (If your system has a Damage Reduction system make their DR 5 or 10 depending on how hard you want to make them.) You can adapt to higher levels by making them a higher character level, it just depends upon your need. Your victim needs to save versus magic or be stunned/paralized for three rounds (or what you deem appropriate) if they are struck by the skeleton. They carry no treasure (except the weapon they are using) though some necromancers may want bones from these creatures.
Wednesday, May 9, 2012
The Rights of an Heir
In my world, as any many medival worlds the Lord and Lady nobles all have heirs. Since I'm not huge on the "first born male" always being the heir, here are some things to consider in your roleplaying campaign.
1)The first child is usually the heir, whether female or male. This is usually easiest to ensure there is no infighting amongst children. But there are exceptions.
2)More often then not if the first child is female she will pass her right on to her first brother. This isn't always because of outside pressure for there to be a male heir, but because a lot of the women don't want to be the figure head. There is a famous case in House Eton where the oldest sister passed the heirship onto her first brother but she was the person pulling the strings behind the scenes. (Her brother wasn't keen with numbers or strategy so he listened very intently to his sister's advice.) But women can be Leaders just as well as the men. All inheritance is through her and not her husband and she can divorce her husband at any time, (just like a man can divorce his wife at any time if he deems fit...this does not affect inheritance of the children, though).
3)An heir can be disinherited if they commit a major crime against the House (or noble House) or are shown to have some deficiancy in ruling the House. This doesn't happen often, but it does occur.
4)An heir can also be stripped of his inheritance if his father (or mother) is charged with Treason against the High King.
1)The first child is usually the heir, whether female or male. This is usually easiest to ensure there is no infighting amongst children. But there are exceptions.
2)More often then not if the first child is female she will pass her right on to her first brother. This isn't always because of outside pressure for there to be a male heir, but because a lot of the women don't want to be the figure head. There is a famous case in House Eton where the oldest sister passed the heirship onto her first brother but she was the person pulling the strings behind the scenes. (Her brother wasn't keen with numbers or strategy so he listened very intently to his sister's advice.) But women can be Leaders just as well as the men. All inheritance is through her and not her husband and she can divorce her husband at any time, (just like a man can divorce his wife at any time if he deems fit...this does not affect inheritance of the children, though).
3)An heir can be disinherited if they commit a major crime against the House (or noble House) or are shown to have some deficiancy in ruling the House. This doesn't happen often, but it does occur.
4)An heir can also be stripped of his inheritance if his father (or mother) is charged with Treason against the High King.
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Tuesday, May 8, 2012
Jax's Blacksmith
This small, but busy building is the site of a new blacksmithy, only a dozen years old. It is hard to break into such things since most blacksmiths have apprentices and pass their business on from one master to the next. But Jax had a bit of a falling out with his master when he was in Cole and came to Bloodhelm to start his own business.
Though he talks little about it, his master was using him to do all the expensive work, but giving him none of the credit. Jax has to work hard to get his customers, but after 12 years of good, fine quality work he is gaining momentum. He has one apprentice, now, and has orders that keep him busy most of the time. He is hassled occasionally by other blacksmiths in the area who he is taking business from, but for the most part he is left alone.
Jax can craft weapons, armor, horseshoes, plows, pretty much anything and do so very well. His prices are a little lower as he tries to build a customer base and he is always willing to redo something if a person finds it unacceptable.
Jax is a 30 year old human, married with a baby on the way. He speaks softly, but is a huge man at six and half feet and shoulders to match.
Though he talks little about it, his master was using him to do all the expensive work, but giving him none of the credit. Jax has to work hard to get his customers, but after 12 years of good, fine quality work he is gaining momentum. He has one apprentice, now, and has orders that keep him busy most of the time. He is hassled occasionally by other blacksmiths in the area who he is taking business from, but for the most part he is left alone.
Jax can craft weapons, armor, horseshoes, plows, pretty much anything and do so very well. His prices are a little lower as he tries to build a customer base and he is always willing to redo something if a person finds it unacceptable.
Jax is a 30 year old human, married with a baby on the way. He speaks softly, but is a huge man at six and half feet and shoulders to match.
Monday, May 7, 2012
Griffon
Griffon is probably one of my more unusual characters in the mere fact that he is dead. A circle guardian, for many years, he was bound to the transportation circle at it's making. To do so, he had to die physically and become bound to the circle itself. He retains all his knowledge he had as a powerful mage in life and has gained centuries of knowledge since then. A benefit of bein a circle guardian is the ability to retain names and faces of people, even after they are long dead. If the historians were to sit down with a circle guardian, especially Griffon, they would get a good ear full.
Griffon is transparent and ethereal, being dead and all. But he is dressed in robes of a high mage, has a long, wiggly beard and balding head and stoops a bit. Sometimes he walks around with a cane, sometimes he walks fine without one. (Though, technically he floats everywhere and has no need for a cane.)
As a circle guardian he can cast spells, operate the transportation circle, and even gather supplies. (Circle Guardians can manifest in the physical realm for a short periods of time and thus can move things or gather food and other supplies for their circle.) Griffon likes to talk, a lot, and might just chat off any traveler's ears before letting them leave his domain.
Griffon is transparent and ethereal, being dead and all. But he is dressed in robes of a high mage, has a long, wiggly beard and balding head and stoops a bit. Sometimes he walks around with a cane, sometimes he walks fine without one. (Though, technically he floats everywhere and has no need for a cane.)
As a circle guardian he can cast spells, operate the transportation circle, and even gather supplies. (Circle Guardians can manifest in the physical realm for a short periods of time and thus can move things or gather food and other supplies for their circle.) Griffon likes to talk, a lot, and might just chat off any traveler's ears before letting them leave his domain.
Thursday, May 3, 2012
Wolves of Martapa
Wolves are an important part of my life and thus it bleeds into my stories just a wee bit. I have Wolf Warriors, wolves show up from time to time in my scenes, and it was thought dragons use to turn themselves into wolves because Amber Blackwolf, one of the Chosen, was a Wolf Warrior. So here are a few notes on wolves that you might be able to use in a campaign.
1) Wolves look like your standard timber wolves you would find in North America. They can be anywhere from gray to black.
2) They live in packs as they would in North America and make dens in the same way.
3)Waya, Goddess of Animals, has chosen this form as her favorite avatar. (For those who don't know Cherokee, Waya [prounounced wah-yah] is wolf...imagine that).
4)As I mentioned, the dragons liked to change into wolf form when Amber was around, because of her connection with the Wolf Warriors.
5)Wolves are neutral, in terms of game terms, but there is such a bond of wolves and elves in Tridon, even though many have not been near elves in a long time, that wolves will tend to help any party with elves in it. They might not understand why, and maybe the elf won't either, but they will feel compelled to do so if it doesn't greatly endanger them.
1) Wolves look like your standard timber wolves you would find in North America. They can be anywhere from gray to black.
2) They live in packs as they would in North America and make dens in the same way.
3)Waya, Goddess of Animals, has chosen this form as her favorite avatar. (For those who don't know Cherokee, Waya [prounounced wah-yah] is wolf...imagine that).
4)As I mentioned, the dragons liked to change into wolf form when Amber was around, because of her connection with the Wolf Warriors.
5)Wolves are neutral, in terms of game terms, but there is such a bond of wolves and elves in Tridon, even though many have not been near elves in a long time, that wolves will tend to help any party with elves in it. They might not understand why, and maybe the elf won't either, but they will feel compelled to do so if it doesn't greatly endanger them.
Wednesday, May 2, 2012
Odd Facts
Here are some odd, fun facts about my world:
Varanath does not allow any wolf to be killed anywhere near the House. If one is spotted, a mage is sent to relocate them. It is thought this might be the case because Wolf Warriors can turn into wolves and they are afraid that they might be harming a Wolf Warrior.
The House Pathfinder allows wild animals into the walls of Pathfinder. Because this House was founded by a scout, who had many animal friends, the place is very friendly to animals, having places for them to drink all over the city.
Mouse, one of the Chosen, and young boy in my stories, is modeled after my friend, Jennifer. To me, she was my protector and guide and those virtues shine though in Mouse.
The people of Janesh were an after thought and now a huge part of my stories. I added them in because one of my friends in college loved the oriental culture and I liked added things into my story my friends liked.
Varanath does not allow any wolf to be killed anywhere near the House. If one is spotted, a mage is sent to relocate them. It is thought this might be the case because Wolf Warriors can turn into wolves and they are afraid that they might be harming a Wolf Warrior.
The House Pathfinder allows wild animals into the walls of Pathfinder. Because this House was founded by a scout, who had many animal friends, the place is very friendly to animals, having places for them to drink all over the city.
Mouse, one of the Chosen, and young boy in my stories, is modeled after my friend, Jennifer. To me, she was my protector and guide and those virtues shine though in Mouse.
The people of Janesh were an after thought and now a huge part of my stories. I added them in because one of my friends in college loved the oriental culture and I liked added things into my story my friends liked.
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Tuesday, May 1, 2012
Magical Arms in Bloodhelm
So what kind of magical world would I have if there wasn't a shop for magical weapons and armor?
Magical Arms carries all sorts of magical weapons and armor, really only price is the limit. Everything from daggers to two-handed swords, from leather armor to full plate mail is available here. This is one business highly regulated by the Bloodhelm guards, though. Each piece of magic arms and armor is required to have a name for the seller on record. This list is kept in the event a special magic item is used to commit a crime or murder.
Weapons and armor can be special ordered, but cost 3 times as much and takes several weeks to make (saying that the regents are available for the weapon or arms).
Mages and blacksmiths are paid well here, as are the guards that patrol the building night and day. The weapons are actually made outside of Bloodhelm, in a small hamlet the owners of Magical Arms owns (and has for nearly three generations). Because they bring in so much taxes for Bloodhelm, Bloodhelm is apt to come to their protection without question.
The GM is the last say on what the Magical Arms can make and sell. Think carefully before letting your warrior find Excalibur just sitting around.
Magical Arms carries all sorts of magical weapons and armor, really only price is the limit. Everything from daggers to two-handed swords, from leather armor to full plate mail is available here. This is one business highly regulated by the Bloodhelm guards, though. Each piece of magic arms and armor is required to have a name for the seller on record. This list is kept in the event a special magic item is used to commit a crime or murder.
Weapons and armor can be special ordered, but cost 3 times as much and takes several weeks to make (saying that the regents are available for the weapon or arms).
Mages and blacksmiths are paid well here, as are the guards that patrol the building night and day. The weapons are actually made outside of Bloodhelm, in a small hamlet the owners of Magical Arms owns (and has for nearly three generations). Because they bring in so much taxes for Bloodhelm, Bloodhelm is apt to come to their protection without question.
The GM is the last say on what the Magical Arms can make and sell. Think carefully before letting your warrior find Excalibur just sitting around.
Monday, April 30, 2012
Cassias Bloodhelm
Appearing only in my first book, and then only mentioned by name, Cassias is the Great Grandfather of Tarkil Bloodhelm. He and his younger sister were the only survivors of a tragic fire which consumed the original keep on the hill that now stands outside of Bloodhelm proper. The fire also killed the rest of the family along with all the staff, save the stable master. The history goes the children were sleeping in the hay loft of the barn when the fire broke out through out the compound. (They like to pretend they were peasants.) The stable master knew they were there, grabbed them up, and rode out on a charger, saving them from certain death. Because of this, all Bloodhelm stable masters are treated with great respect, even by the hardest of Bloodhelm heirs.
Cassias lived to be 83 years old, his sister 90 years old. He was a fair ruler, deferring to the will of the High King often and without question. Many believe he was trying to regain the honor of Peter which he felt was slipping. He was a good man with the sword and loved his horses. He was a dark blond, with light, freckled skin, even into his twilight years, and of lithe frame. He was soft spoken, but stern and hard when he needed to be. A painting of him hangs near the entrance of the Bloodhelm manor, riding a horse across a field.
Cassias lived to be 83 years old, his sister 90 years old. He was a fair ruler, deferring to the will of the High King often and without question. Many believe he was trying to regain the honor of Peter which he felt was slipping. He was a good man with the sword and loved his horses. He was a dark blond, with light, freckled skin, even into his twilight years, and of lithe frame. He was soft spoken, but stern and hard when he needed to be. A painting of him hangs near the entrance of the Bloodhelm manor, riding a horse across a field.
Friday, April 27, 2012
A Little Spice to Your Character's Life
Nobody really worries about a character's ability to fish or sew a good dress, but when your a character in a roleplaying game, it can open up a world of possibilities for the GM and the character. Say a character loves to sew and wants to get that special fabric from the far off kingdom to the north. Now you don't actually have to make getting the fabric the plot line, but what if you get him moving north and they come upon a small village along the way beset by ogres? Or the person who sells the fabric is kidnapped and a reward for their return is offered? Character traits are good jumping off points and give the character a three dimensional feel. I mean, you aren't your job 24 hours a day. You have hobbies and things you like to do for fun, why can't your characters? And why can't the GM use that as another jumping off for his adventures?
Happy Gaming!
Happy Gaming!
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Wednesday, April 25, 2012
The History of Last Stand
Last Stand has been a pivotal place in history. It was here that Peter and his friends began their arm which eventually conquered all of Tridon. It was here the Chosen fought against the forces of Shaniko. It was also here the High King's Sword helped the future High King with their deeds.
Last Stand was made by humans trying to make a stand by ogres, then over run by ogres before Peter liberated it. It remained in the hands of the Knights of Tridon until the time of the Chosen when Shaniko and his forces over took it. For a time after the Chosen won, the Knights once again held the city, but by the time of the High King's Sword the city was firmly under the sway of the Black Wizards of Shaniko.
Last Stand is now a huge city, as large as the western House cities, and has a huge market. Traders from all over on the east side, the dwarven islands and even the Empire come here to trade. Though Tridon doesn't want trade from the Black Wizards, there are western merchants who will come to Last Stand to get goods which can not be found in the west.
At the moment the Wizards rule the city, with the Black Wizard Marius in charge. Things fairly normally here, just lots more ogres and skiegs in the city then one would find anywhere else.
Last Stand was made by humans trying to make a stand by ogres, then over run by ogres before Peter liberated it. It remained in the hands of the Knights of Tridon until the time of the Chosen when Shaniko and his forces over took it. For a time after the Chosen won, the Knights once again held the city, but by the time of the High King's Sword the city was firmly under the sway of the Black Wizards of Shaniko.
Last Stand is now a huge city, as large as the western House cities, and has a huge market. Traders from all over on the east side, the dwarven islands and even the Empire come here to trade. Though Tridon doesn't want trade from the Black Wizards, there are western merchants who will come to Last Stand to get goods which can not be found in the west.
At the moment the Wizards rule the city, with the Black Wizard Marius in charge. Things fairly normally here, just lots more ogres and skiegs in the city then one would find anywhere else.
Tuesday, April 24, 2012
The Treasure Hunt in Bloodhelm
Gambling is never thought of as a good thing to the "virtuous" Knights, but they know people of lesser quality like to do just that. So gambling isn't outlawed but it is certainly frowned upon. The Treasure Hunt is a place for people to come, have fun and lose their money while doing it.
All sorts of games of chance take place here in this fancy, two story building. Dice, card games and betting all happen here. The top floor holds a large room for wrestling matches, boxing, even games of skill like dagger throwing so people can bet on them. The bottom floor holds the dice and card games, as well as a bar that is always well stocked.
Though not busy during the day, at night this place comes alive. Bouncers are at every exit, and move around the tables to ensure nothing goes wrong. Mages are brought in so no one uses magic to cheat as well as to take care of unruly customers without too much fuss.
The owners of this establishment change often, but at the moment Zachary Pain and his associate, Glenda Netmender run the place. Drinking is allowed, and encouraged, but no drugs are allowed and no prostitutes (they take people away from spending money on the games). Anyone is allowed as long as they have money. Once they had a pair of minotaurs come gamble.
All sorts of games of chance take place here in this fancy, two story building. Dice, card games and betting all happen here. The top floor holds a large room for wrestling matches, boxing, even games of skill like dagger throwing so people can bet on them. The bottom floor holds the dice and card games, as well as a bar that is always well stocked.
Though not busy during the day, at night this place comes alive. Bouncers are at every exit, and move around the tables to ensure nothing goes wrong. Mages are brought in so no one uses magic to cheat as well as to take care of unruly customers without too much fuss.
The owners of this establishment change often, but at the moment Zachary Pain and his associate, Glenda Netmender run the place. Drinking is allowed, and encouraged, but no drugs are allowed and no prostitutes (they take people away from spending money on the games). Anyone is allowed as long as they have money. Once they had a pair of minotaurs come gamble.
Monday, April 23, 2012
Crusher
Crusher, who's name is Little Brother, has been the friend of Derk the keeper of the Traveling Tramp for a long time. Crusher, though small for an ogre, is large for a human. He appears more human then ogre, though his brow is sort of sloped, he has more hair on his body then a normal human, and during the winter his green tint of his skin shows through because his tan is gone.
The product of a rape of a slave the ogres kept, he was never treated well, except by his half brother who was the chief's son. He left as soon as he could, killing many of his "father's" tribe on the way out. He met up with a mercenary band who saw potential in his size and showed him how to use weapons of all sorts.
It was this mercenary band which Derk Tumblestone was a part of, and Derk quickly made friends with the half-ogre. Little Brother, who now went by the name Crusher, instantly liked Derk for the man never noticed his half-ogre blood and Crusher swore to stick with him through thick and thin. So when Derk rescued Mina and started the Traveling Tramp, Crusher was not far behind.
Getting on in years, Crusher is starting to feel his age, but he cares greatly for Derk and his family. Though still threatening, he isn't the "ogre" he use to be, but Derk would never think of throwing him out or taking his job. Crusher will not take gruff from anyone, especially if they are threatening anyone in the family. He is also protective of the bards Derk hires, for most of the time they stay for quite a while and feel no fear of the half-ogre.
The product of a rape of a slave the ogres kept, he was never treated well, except by his half brother who was the chief's son. He left as soon as he could, killing many of his "father's" tribe on the way out. He met up with a mercenary band who saw potential in his size and showed him how to use weapons of all sorts.
It was this mercenary band which Derk Tumblestone was a part of, and Derk quickly made friends with the half-ogre. Little Brother, who now went by the name Crusher, instantly liked Derk for the man never noticed his half-ogre blood and Crusher swore to stick with him through thick and thin. So when Derk rescued Mina and started the Traveling Tramp, Crusher was not far behind.
Getting on in years, Crusher is starting to feel his age, but he cares greatly for Derk and his family. Though still threatening, he isn't the "ogre" he use to be, but Derk would never think of throwing him out or taking his job. Crusher will not take gruff from anyone, especially if they are threatening anyone in the family. He is also protective of the bards Derk hires, for most of the time they stay for quite a while and feel no fear of the half-ogre.
Thursday, April 19, 2012
Knight Festivals
These tournaments are held when and where ever, but usually once a year one of the noble houses will sponsor a tournament for all the Knights and other men of valor to show off their stuff. Prizes are awarded for everything from jousting to sword fighting, knife throwing to armor donning. Often the Lady of the House will offer prizes to the women for best stitching, or best treat made, or even best dancing.
The Lord of the House will also offer prizes for the low born for wagon races (where the peasant pulls a wagon that each round gets more and more weight in it), wood chopping, even just simple foot races. This is to give the peasants something to be involved in as well so they feel they aren't being left out.
Prizes usually consist of a gold ducat amount (depending on the race and the ranking) all the way up to a title (though the titles don't usually come with land, they are just honorary).
These events usually last a week, at the expensive the lord who is holding the event, but the money that is brought in is worth the effort.
The Lord of the House will also offer prizes for the low born for wagon races (where the peasant pulls a wagon that each round gets more and more weight in it), wood chopping, even just simple foot races. This is to give the peasants something to be involved in as well so they feel they aren't being left out.
Prizes usually consist of a gold ducat amount (depending on the race and the ranking) all the way up to a title (though the titles don't usually come with land, they are just honorary).
These events usually last a week, at the expensive the lord who is holding the event, but the money that is brought in is worth the effort.
Wednesday, April 18, 2012
Wondrous Dreams in Bloodhelm
Wondrous Dreams is a unique shop. One large building with a cellar for storage, the whole building is almost entirely devoted to sewing. Since nobles love to have costume balls, Marilyn Deepwater and her four seamstresses are kept very busy. Prices for costumes, which can be very elaborate, can range from 50 gold to nearly 2,000 gold. Marilyn also keeps a mage on hand to do those final touches she just can't do with her wonderful skill with fabric.
Masks, made by her husband, are also available and can be just as expensive. She takes all sort of requests, but has to have at least 3 days notice (though she keeps some simple costumes on hand just in case someone needs a last minute costume). The building is crammed with bolts of fabric, samples and busy women sewing. Made of wood and some decorative river rock, the place is fairly simple.
Adventurers could meet Marilyn if they are invited to a ball by a patron or if they need a little extra for one of their jobs. The prices will only go down a bit for those who have good haggle skills. Her ladies work hard and the materials are expensive.
Masks, made by her husband, are also available and can be just as expensive. She takes all sort of requests, but has to have at least 3 days notice (though she keeps some simple costumes on hand just in case someone needs a last minute costume). The building is crammed with bolts of fabric, samples and busy women sewing. Made of wood and some decorative river rock, the place is fairly simple.
Adventurers could meet Marilyn if they are invited to a ball by a patron or if they need a little extra for one of their jobs. The prices will only go down a bit for those who have good haggle skills. Her ladies work hard and the materials are expensive.
Monday, April 16, 2012
Buster Spender
Buster Spender is just a name, really, in the first book, but he is a huge plot point where Tarkil finds a very important clue as to who the High King might actually be.
Buster is a middle aged man, fit, with average looks though a winning personality. He dresses modestly, though as a merchant of some means he does have access to nice clothes and tailors. His eyes are a dark brown, as is his short, wavy hair. He loves to chat it up with people, even small talk becomes an adventure with him. His nose is slightly crooked, which he loves to say his sister, Shar, broke when they were younger.
Buster travels mostly from Weatherworn to Goldleaf near the Tsalagi Mountains, though sometimes he brings his merchant wagon trains as far east as Merryweather or Varanath. He ships what ever his clients want, buying at a reasonable price then selling a good profit. He is very money savy, though it doesn't claim his life.
He is also part of the Society of the King, a group who's purpose is to find the true High King before Tridon is torn apart by civil war. His sister, and co-owner of the Sweet Water Trading Company, has no idea he is part of the Society and he plans on keeping it that way.
Buster is a middle aged man, fit, with average looks though a winning personality. He dresses modestly, though as a merchant of some means he does have access to nice clothes and tailors. His eyes are a dark brown, as is his short, wavy hair. He loves to chat it up with people, even small talk becomes an adventure with him. His nose is slightly crooked, which he loves to say his sister, Shar, broke when they were younger.
Buster travels mostly from Weatherworn to Goldleaf near the Tsalagi Mountains, though sometimes he brings his merchant wagon trains as far east as Merryweather or Varanath. He ships what ever his clients want, buying at a reasonable price then selling a good profit. He is very money savy, though it doesn't claim his life.
He is also part of the Society of the King, a group who's purpose is to find the true High King before Tridon is torn apart by civil war. His sister, and co-owner of the Sweet Water Trading Company, has no idea he is part of the Society and he plans on keeping it that way.
Friday, April 13, 2012
Books of the Mages in Bloodhelm
Though the guild of mages keeps a very good library, the Books of the Mages in Bloodhelm is a great place to get those hard to find books and rare tomes. This three story affair is tended by three mages who love simply to care for books, read books, and find more books. Though they are powerful mages in their own right (Chester is actually the head of Bloodhelm's Mage Brigade) they take great pride in their books. Chester, Veronica and Theodore have been fast friends for years, Veronica and Theodore actually marrying once they got their noses out of their books long enough. They enjoy sharing (and selling) their wares and are always eager to help people find something.
They employ many magical protections upon their building, so theft has not been a problem. They also have several burly bodyguards who they pay well and are respected by. The three live in the basement of the building, finding it hard to leave their "babies" for too long. They are around thirty years old, Chester very charismatic and good looking, Veronica and Theodore more homely looking but still beloved by Chester.
In game terms this would be a good place to have the players find that small tidbit of information they need to go onto the next step of the adventure or even to start an adventure. Say the mage is researching a spell but comes upon some interesting hidden fact amongst his research. Happy Gaming.
They employ many magical protections upon their building, so theft has not been a problem. They also have several burly bodyguards who they pay well and are respected by. The three live in the basement of the building, finding it hard to leave their "babies" for too long. They are around thirty years old, Chester very charismatic and good looking, Veronica and Theodore more homely looking but still beloved by Chester.
In game terms this would be a good place to have the players find that small tidbit of information they need to go onto the next step of the adventure or even to start an adventure. Say the mage is researching a spell but comes upon some interesting hidden fact amongst his research. Happy Gaming.
Thursday, April 12, 2012
Language in Martapa
I wish I could say I was like Tolkien and made up a whole bunch of languages for my novels, but I had to sorta borrow the ones I used. (I'm not an English professor, after all.) Here is the break down of how I see my languages.
Humans of Tridon: Well, simply they speak English. They have accents for different regions, but for the most part just modern English. They write similarly (though I'd like to say their spelling is better then real English...I mean, colonel...there is no "r" in that!), and do write left to write.
Wood Elves of Tridon and Ariella: Their language is Cherokee all the way. Yes, not very musical, like most people see elven language, but it's my favorite non-English language... I'd love to say I have it mastered, but even with Mr. Fields from the Cherokee nation, I feel like a five year old trying to learn to talk. They write in flowing script from left to right (just like the Cherokee after Sequoya wrote the alphabet for the Cherokee written language)
Akicitia: This is a hodgepodge of native languages, though I did use quite a bit of Lakotah for names of people, places and objects. Shasta and Chinook were also thrown in. The Akicitia have no formal written language, but sing their histories to remember (especially since they are so long lived).
Humans of the Empire: Latin is the language of choice here. I've made the empire a lot like the Roman Empire (military, dress, buildings) it seemed logical to use Latin as their language. They do have a written language (though I am unfamiliar with the Latin written language).
Ancient Elves: This is the only language I didn't model after any real language. It is musical, like a bird's song, the writing is very flowing and few know how to read or write it in the modern age. Because they are such a mystery, so is their language.
Humans of Janesh: This language is Japenese, right up to the writing up and down with their beautiful calligraphy.
Dwarves: Gaelic is probably the best way to describe this language with the accent and everything. Their written language all in Runes (like the ancient Irish) and originally only written in stone.
Humans of Tridon: Well, simply they speak English. They have accents for different regions, but for the most part just modern English. They write similarly (though I'd like to say their spelling is better then real English...I mean, colonel...there is no "r" in that!), and do write left to write.
Wood Elves of Tridon and Ariella: Their language is Cherokee all the way. Yes, not very musical, like most people see elven language, but it's my favorite non-English language... I'd love to say I have it mastered, but even with Mr. Fields from the Cherokee nation, I feel like a five year old trying to learn to talk. They write in flowing script from left to right (just like the Cherokee after Sequoya wrote the alphabet for the Cherokee written language)
Akicitia: This is a hodgepodge of native languages, though I did use quite a bit of Lakotah for names of people, places and objects. Shasta and Chinook were also thrown in. The Akicitia have no formal written language, but sing their histories to remember (especially since they are so long lived).
Humans of the Empire: Latin is the language of choice here. I've made the empire a lot like the Roman Empire (military, dress, buildings) it seemed logical to use Latin as their language. They do have a written language (though I am unfamiliar with the Latin written language).
Ancient Elves: This is the only language I didn't model after any real language. It is musical, like a bird's song, the writing is very flowing and few know how to read or write it in the modern age. Because they are such a mystery, so is their language.
Humans of Janesh: This language is Japenese, right up to the writing up and down with their beautiful calligraphy.
Dwarves: Gaelic is probably the best way to describe this language with the accent and everything. Their written language all in Runes (like the ancient Irish) and originally only written in stone.
Tuesday, April 10, 2012
Ruins of Martapa
Martapa, especially at the time of the High King's Sword, is a very "lived in" world. Cultures have risen and fallen, come and gone, and they have all left a foot print. Though I hint at the fact in the third book there may more civilizations across the ocean, probably my closest forgotten culture is the Janesh.
Though the Janesh influence many day to day things, and not so day to day, their culture has been forgotten. Part of the reason is their homeland was destroyed, but part was because they wanted to integrate themselves into local surroundings they could continue their lives without prejudice. But the cities, outposts, and villages they constructed still stand in many remote locations and some even have magic and ancient items in them, ready for the taking.
Ruins have to be placed carefully, because most of Western Tridon is well lived in. Places like Eastern Tridon and Western Ariella are good places to put ruins (and Janesh had places everywhere, so don't worry about going against canon) because there are few people and thus the ruins will still be intact.
These ruins should have lots mystical magic, such as ghostly servants, light sources which come on when you enter a room, or food that magical appears on tables from no where, but not magic that can really be carried off. (Perhaps they can be studied and recreated, but not carried off). Think of the Janesh as the Chinese of ancient times, only with magic. Murals should be everywhere as well as beautiful statues and rugs (some of which might still be good). There will always be libraries, but how intact they are is up the Gamemaster. The Janesh had ways of preserving their library text that if the magic in that room is not disturbed, the library texts should be good.
If the ruins are underground the tunnels have rounded ceilings (as do the rooms) and the rooms are beautifully decorated, even the eating halls. If above ground, the small villages might have magical protection barriers around them. The buildings were made of wood, though magically reinforced so some may be still standing, though they are most likely in ruins. Cellars and the like can be found, but at this point they would still be very run down unless magically preserved (which is up to the gamemaster whether or not they want this to be so).
These ruins are good places for ghosts/specters/ and other undead (since magic and tragedy tend to draw them) but humanoids may also be using them as a residence.
Though the Janesh influence many day to day things, and not so day to day, their culture has been forgotten. Part of the reason is their homeland was destroyed, but part was because they wanted to integrate themselves into local surroundings they could continue their lives without prejudice. But the cities, outposts, and villages they constructed still stand in many remote locations and some even have magic and ancient items in them, ready for the taking.
Ruins have to be placed carefully, because most of Western Tridon is well lived in. Places like Eastern Tridon and Western Ariella are good places to put ruins (and Janesh had places everywhere, so don't worry about going against canon) because there are few people and thus the ruins will still be intact.
These ruins should have lots mystical magic, such as ghostly servants, light sources which come on when you enter a room, or food that magical appears on tables from no where, but not magic that can really be carried off. (Perhaps they can be studied and recreated, but not carried off). Think of the Janesh as the Chinese of ancient times, only with magic. Murals should be everywhere as well as beautiful statues and rugs (some of which might still be good). There will always be libraries, but how intact they are is up the Gamemaster. The Janesh had ways of preserving their library text that if the magic in that room is not disturbed, the library texts should be good.
If the ruins are underground the tunnels have rounded ceilings (as do the rooms) and the rooms are beautifully decorated, even the eating halls. If above ground, the small villages might have magical protection barriers around them. The buildings were made of wood, though magically reinforced so some may be still standing, though they are most likely in ruins. Cellars and the like can be found, but at this point they would still be very run down unless magically preserved (which is up to the gamemaster whether or not they want this to be so).
These ruins are good places for ghosts/specters/ and other undead (since magic and tragedy tend to draw them) but humanoids may also be using them as a residence.
Monday, April 9, 2012
Spring's Return
Like people everywhere, real and imagined, the people of Martapa celebrate the arrival of spring. There are many ways they do so and here are just a few.
The humans of Tridon have a great celebration involving feasting, bonfires and exchanging of small gifts, usually made during the winter since there is little else to do. Small tokens are thrown into the bonfires (such as pieces of paper with wishes, small bundles of flowers, a dead loved ones lock of hair) to bring happiness and release for the rest of the year to come. Feasts are usually prepared (in the small villages and towns) as a group effort, the mayor or head man providing the pig/sheep/cow that is roasted for a day or two ahead of time.
The elves celebrate spring with meditation and reflective thought. For a whole day they find a place of seclusion and think upon the last year. Many think upon loved ones lost, about futures to come and how to better their lives. A small meal is shared with close family afterwards and small gifts are exchanged.
Dwarves celebrate with a large party, celebrating the coming of more light. They drink lots of ale, eat lots of roasted boar and other dwarven favorites, and exchanged tales of times gone by (with much embellishment). Sometimes these feasts can last for days.
The humans of Tridon have a great celebration involving feasting, bonfires and exchanging of small gifts, usually made during the winter since there is little else to do. Small tokens are thrown into the bonfires (such as pieces of paper with wishes, small bundles of flowers, a dead loved ones lock of hair) to bring happiness and release for the rest of the year to come. Feasts are usually prepared (in the small villages and towns) as a group effort, the mayor or head man providing the pig/sheep/cow that is roasted for a day or two ahead of time.
The elves celebrate spring with meditation and reflective thought. For a whole day they find a place of seclusion and think upon the last year. Many think upon loved ones lost, about futures to come and how to better their lives. A small meal is shared with close family afterwards and small gifts are exchanged.
Dwarves celebrate with a large party, celebrating the coming of more light. They drink lots of ale, eat lots of roasted boar and other dwarven favorites, and exchanged tales of times gone by (with much embellishment). Sometimes these feasts can last for days.
Thursday, April 5, 2012
Griffons
These half lion, half eagle creatures are beautiful to behold, as well as deadly. Living in flocks of three to twenty, with the matron and patron usually being the parent/grandparents of all the adults, they tend to nest in high, inaccessible cliffs where they lay one to three eggs each nesting period. The hatchlings take two months to mature enough to fly and about three years to mature enough to have eggs of their own. In the wild they live up to fifty years, though the ones bonded with the Ancient Elves live quite a bit longer.
They are the size of large warhorses, their wing span twice the length of their body. They bare feathers on their head, neck and around the base of their feet, as well as their wings. Fur covers the rest of their body and they have a lion's tail. They attack with claws and beak, usually raking with their back claws if they get a good hold with their front claws.
The griffins don't usually allow humanoids of any type to capture them as pets, let alone mounts, but they have a relationship with the winged elves and work as partners with them. The griffins that live with the winged elves are bigger then their wild cousins and smarter. All griffins can understand languages (if exposed to them), but the griffins of the winged elves know many languages, though they can not speak any because of their beaks.
Griffins are found mostly in high, mountain terrain as well as high, rocky cliff sides (such as near the coast of Weatherworn). They will protect their territory vigorously and will not take well to any of their numbers (even those not of their flock) being captured.
They are the size of large warhorses, their wing span twice the length of their body. They bare feathers on their head, neck and around the base of their feet, as well as their wings. Fur covers the rest of their body and they have a lion's tail. They attack with claws and beak, usually raking with their back claws if they get a good hold with their front claws.
The griffins don't usually allow humanoids of any type to capture them as pets, let alone mounts, but they have a relationship with the winged elves and work as partners with them. The griffins that live with the winged elves are bigger then their wild cousins and smarter. All griffins can understand languages (if exposed to them), but the griffins of the winged elves know many languages, though they can not speak any because of their beaks.
Griffins are found mostly in high, mountain terrain as well as high, rocky cliff sides (such as near the coast of Weatherworn). They will protect their territory vigorously and will not take well to any of their numbers (even those not of their flock) being captured.
Wednesday, April 4, 2012
Sarjon's Rest
This upscale inn is run by a former priest of Sarjon, though it wasn't always that way. Tera Sanderson was happy as a priest of Sarjon until her leg became crippled during the capture of a criminal. She does not regret her service, or her injury, and thus has taken on a new life as an inn keeper.
This three story building is well maintained, with river rock decorating the outside of the first level, and carved wood the last two. There is no tavern, though Tera keeps a small dinning area for her guests. Food is prepared by one of her two chefs and can be ordered as one likes, as long as one has the gold and the house has the food.
Rooms are small, but fine. Most are big enough for two beds or one very large one. But each room has a small tub for soaking in which is magically filled on request and drained with magic as well. All the sheets are silk (washed after every guest) and fine wool blankets keep the guests warm if the magical fireplaces don't.
Currently, most of Tera's staff are former priests like herself or the family members of priests' of Sarjon. She expects them to be on time and work hard, but she also expects them to be treated with respect.
Prices here are high. Most rooms go for 10 gold a piece a night, and dinners are at least 2 gold ducats per person, depending on what a person orders. Most of the profits go to the nearby temple of Sarjon, though Tera makes sure her workers and herself can live comfortably.
This three story building is well maintained, with river rock decorating the outside of the first level, and carved wood the last two. There is no tavern, though Tera keeps a small dinning area for her guests. Food is prepared by one of her two chefs and can be ordered as one likes, as long as one has the gold and the house has the food.
Rooms are small, but fine. Most are big enough for two beds or one very large one. But each room has a small tub for soaking in which is magically filled on request and drained with magic as well. All the sheets are silk (washed after every guest) and fine wool blankets keep the guests warm if the magical fireplaces don't.
Currently, most of Tera's staff are former priests like herself or the family members of priests' of Sarjon. She expects them to be on time and work hard, but she also expects them to be treated with respect.
Prices here are high. Most rooms go for 10 gold a piece a night, and dinners are at least 2 gold ducats per person, depending on what a person orders. Most of the profits go to the nearby temple of Sarjon, though Tera makes sure her workers and herself can live comfortably.
Tuesday, April 3, 2012
Johannen, Guard of Merryweather
I have an awful habit of fleshing out even my background characters, which is why I always agonize over ever PC I've ever made for a roleplaying games (which includes the MMOs). Johannen is no exception.
Though he appears only for a few pages while Kenna and Tarkil visit the Lady of Merryweather, he is none the less important to impressing upon them, and the reader, how dangerous the political game of helping the fledgling High King is. Johannen is very protective of his Lady and would die willingly to protect her. He is a stern man, huge in stature, though a very caring individual toward those he loves or respects. One might suspect he is part ogre with how big he is, but he is all human. Standing at six and half feet, and about half that broad, he is an imposing person. He keeps his hair clipped short, his face bare of hair (mostly because his beard will not grow in evenly), and keeps himself well dressed but ready for a fight in the presence of his Lady.
Johannen is of common stock, but he rose quickly in the home guard until the Lord of Merryweather noticed him and stated Johannen would protect the Lady of Merryweather. He has taken on the job with zeal. He is proficient in most common weapons, as well as quite a few exotic weapons (including throwing stars), but he prefers to fight with two long daggers or his two-handed sword.
Johannen wears nice clothing, suited for a ball room, though over a fine mithrial chain shirt. He has many magical protections (because he is protecting the Lady of House Merryweather) but doesn't flaunt them or rely on them. His blades, some rings, and even his bracers are all enchanted to protect him as well as have spells upon them he can use if needed in an emergency.
Though he appears only for a few pages while Kenna and Tarkil visit the Lady of Merryweather, he is none the less important to impressing upon them, and the reader, how dangerous the political game of helping the fledgling High King is. Johannen is very protective of his Lady and would die willingly to protect her. He is a stern man, huge in stature, though a very caring individual toward those he loves or respects. One might suspect he is part ogre with how big he is, but he is all human. Standing at six and half feet, and about half that broad, he is an imposing person. He keeps his hair clipped short, his face bare of hair (mostly because his beard will not grow in evenly), and keeps himself well dressed but ready for a fight in the presence of his Lady.
Johannen is of common stock, but he rose quickly in the home guard until the Lord of Merryweather noticed him and stated Johannen would protect the Lady of Merryweather. He has taken on the job with zeal. He is proficient in most common weapons, as well as quite a few exotic weapons (including throwing stars), but he prefers to fight with two long daggers or his two-handed sword.
Johannen wears nice clothing, suited for a ball room, though over a fine mithrial chain shirt. He has many magical protections (because he is protecting the Lady of House Merryweather) but doesn't flaunt them or rely on them. His blades, some rings, and even his bracers are all enchanted to protect him as well as have spells upon them he can use if needed in an emergency.
Monday, April 2, 2012
Writing in Your Own World
Here a few thoughts on creating your own world and writing in it.
Number 1) Don't make a world for someone else. Make it for you. If you don't like what you are writing about, you aren't going to care how things turn out or the characters on it.
Number 2) Think of characters you'd like to interact with and personalities you can write about. If you don't like your characters or don't know how they would actually interact with people you aren't going to care if they "win" or not. (See a theme going on here?)
Number 3) Write about something you know and understand. If you don't understand geopolitical issues, don't stick them in. You'll only confuse yourself more and not make your world as enjoyable as it could be.
Number 4) (And I think the most important) Don't write for anyone else! Strange as that seems if you are trying to live up to someone else's expectations you may not let your creative juices flow like they should. Write for your self and the creativeness will come!
Happy Writing!
Number 1) Don't make a world for someone else. Make it for you. If you don't like what you are writing about, you aren't going to care how things turn out or the characters on it.
Number 2) Think of characters you'd like to interact with and personalities you can write about. If you don't like your characters or don't know how they would actually interact with people you aren't going to care if they "win" or not. (See a theme going on here?)
Number 3) Write about something you know and understand. If you don't understand geopolitical issues, don't stick them in. You'll only confuse yourself more and not make your world as enjoyable as it could be.
Number 4) (And I think the most important) Don't write for anyone else! Strange as that seems if you are trying to live up to someone else's expectations you may not let your creative juices flow like they should. Write for your self and the creativeness will come!
Happy Writing!
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Friday, March 30, 2012
The Role of Sexes on Martapa
If you haven't figured out, thus far, my stance on sexism, then I'm apparently not working hard enough. (big grin). Martapa, though I 'd like to say is completely equal, is not. Let's start in Tridon amongst the humans.
Most women in human society can be what ever a man can be. They are expected to be a mother and take care of her spouse, on top of what ever "job" they might have. It is considered indecent for a woman of wealth and power to be anything but a mother and wife, but there are women Knights, just not that many. They are frowned upon (especially in the time of the High King's Sword) but not outright banned.
Humans of the Empire thank even less of the idea of women doing anything but being a mother and wife. There are exceptions. Women who are scholars, priests, or mages are looked upon with esteem, but they are still encouraged to have families, (usually so if they bare powerful magic they pass that on to their children).
Elves and Akicitia are a little more equal, in the sense that either sex can be any role in their society. Some of the greatest Warriors have been women in the elven clans and the Akicitia have had many strong women leaders. Children are expected, but not pushed upon the woman by society. In fact, in Akicitia culture if the woman is the hunter and the man, say, a weaver or blacksmith the man is expected to care for the children while the woman is off hunting.
Dwarves like to say they let their women do anything, but they are very protective of their women. Not so much from themselves, but the outside world. There was a time when the dwarven women were endangered by a magical curse and thus there was a fear that the dwarves would disappear from the face of Martapa. Thus even though they are allowed to do anything they wish, women are watched closely and protected, never really put in harms way if it can be helped.
Ogres and goblins have no equality what so ever. Women are subservient, cook, clean, and are expected to do what every their mates wish.
Minotuars are similar to Akicitias and Elves, though most women minotaurs are the scholars, priests and mages amongst these bull-men. They see battle and know how to use weapons, but they seem to prefer the other rolls better.
Most women in human society can be what ever a man can be. They are expected to be a mother and take care of her spouse, on top of what ever "job" they might have. It is considered indecent for a woman of wealth and power to be anything but a mother and wife, but there are women Knights, just not that many. They are frowned upon (especially in the time of the High King's Sword) but not outright banned.
Humans of the Empire thank even less of the idea of women doing anything but being a mother and wife. There are exceptions. Women who are scholars, priests, or mages are looked upon with esteem, but they are still encouraged to have families, (usually so if they bare powerful magic they pass that on to their children).
Elves and Akicitia are a little more equal, in the sense that either sex can be any role in their society. Some of the greatest Warriors have been women in the elven clans and the Akicitia have had many strong women leaders. Children are expected, but not pushed upon the woman by society. In fact, in Akicitia culture if the woman is the hunter and the man, say, a weaver or blacksmith the man is expected to care for the children while the woman is off hunting.
Dwarves like to say they let their women do anything, but they are very protective of their women. Not so much from themselves, but the outside world. There was a time when the dwarven women were endangered by a magical curse and thus there was a fear that the dwarves would disappear from the face of Martapa. Thus even though they are allowed to do anything they wish, women are watched closely and protected, never really put in harms way if it can be helped.
Ogres and goblins have no equality what so ever. Women are subservient, cook, clean, and are expected to do what every their mates wish.
Minotuars are similar to Akicitias and Elves, though most women minotaurs are the scholars, priests and mages amongst these bull-men. They see battle and know how to use weapons, but they seem to prefer the other rolls better.
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Thursday, March 29, 2012
Hungry Willows
Willows, in general, are very beautiful, little dumpy trees with overhanging branches drooping into the water they grow by. Their green, oval shaped leaves are always so bright in the summer and little birds love to hide in their branches. They shade the streams and provide food for the birds. But not all willows are so mundane.
Hungry Willows, as they are called, will still remain by tamely until some large prey animal wonders by, then wrap them up in their long branches and drag them into its giant maw at the base of the trunk. The size of the prey depends on the size of the tree, obviously. In game, it takes the tree 2 rounds to wrap up a victim and another 5 rounds to drag it to it's mouth. Once inside the gullet it takes an additional 5 rounds for the victim to die of asphyxiation. Spells can be cast while in its mouth, as can the use of swords. So theoretically a victim can bust his way out. These trees hate fire and take double damage from fire.
Hungry Willows, as they are called, will still remain by tamely until some large prey animal wonders by, then wrap them up in their long branches and drag them into its giant maw at the base of the trunk. The size of the prey depends on the size of the tree, obviously. In game, it takes the tree 2 rounds to wrap up a victim and another 5 rounds to drag it to it's mouth. Once inside the gullet it takes an additional 5 rounds for the victim to die of asphyxiation. Spells can be cast while in its mouth, as can the use of swords. So theoretically a victim can bust his way out. These trees hate fire and take double damage from fire.
Wednesday, March 28, 2012
Mert's Spells in Bloodhelm
Most mages research their own spells, but even mages like to be able to learn a new spell without the work. Mert, a very money minded mage, took this to heart. He set up a little shop, at first, to copy generic spellbooks, write down individual spells on parchment to sell, and to sell blank spellbooks. It went so well he began to do "special orders" for mages, spells he didn't have but was more then willing to research for the right amount of money. Now Mert, a balding, nervous man in his mid forties, has four apprentices who help him research the spells his fellow mages needs. He's not a cruel master. He shares his profits with his apprentices (though not equally) and makes sure they learn about magic as they go (better researched spells that way).
For a price, Mert will make spellbooks, scrolls, and research spells. He will not cast spells on people, not even for a huge chunk of gold. Prices are steep for non-standard spells, but he's willing to negotiate research of new spells for spells he doesn't have in his archives.
His place of business was once a small manor which he bought shortly after his star began to rise. It has bedrooms for himself and his apprentices, a cooking/cleaning staff, a kitchen, some researching rooms in the basement and work areas (which used to be dens and the living rooms. He will talk everyone's ears off, if given a chance, but is willing to be cut off if it has to do with business.
For a price, Mert will make spellbooks, scrolls, and research spells. He will not cast spells on people, not even for a huge chunk of gold. Prices are steep for non-standard spells, but he's willing to negotiate research of new spells for spells he doesn't have in his archives.
His place of business was once a small manor which he bought shortly after his star began to rise. It has bedrooms for himself and his apprentices, a cooking/cleaning staff, a kitchen, some researching rooms in the basement and work areas (which used to be dens and the living rooms. He will talk everyone's ears off, if given a chance, but is willing to be cut off if it has to do with business.
Tuesday, March 27, 2012
Music and Your Characters
For me I love to listen to classical and some soft rock (I think that's the term lol) while I write. Classical is the best because I can have music which helps lay the feel of a battle or a romantic moment. Just depends on what I pull out. Another thing I like is finding a song which fits my character, which could work for both book characters or role playing characters.
Some music just hits the spot for me and screams "There's my character!" One such is "Bring me to life" by Evanescence. It hits the spot for Elly, who knows nothing about her past. I've cycled through a few for Tarkil and Kenna, but my favorite for Guthlaf is "Renegades, Rebels and Rogues" from the Maverick movie...yes, western music, but even so, it fits Guthlaf's personality, despite being a dwarf.
Also I like to play a single song over and over again while writing a particular scene. Several of my more prominent scenes have a song I play while editing/writing them. One such is when the group finds the Lost Library of Janesh. The song is from the World of Warcraft Cataclysm sound track and is wonderful for that mystical feeling. (Yes, video games have excellent instrumental sound tracks and you should listen to them...professional orchestras are obviously used for them.) You could use the same concept while trying to write up an adventure, as well. Think of how you want the adventure to go, high paced, slow and personal, meeting a king, and pick some music to fit the bill.
I suggest if a person really wants to get to know their character have them find a theme song. Not necessarily to play during a game, but to give not only the player, but the rest of the group, and idea of how this character roles.
Happy Gaming!
Some music just hits the spot for me and screams "There's my character!" One such is "Bring me to life" by Evanescence. It hits the spot for Elly, who knows nothing about her past. I've cycled through a few for Tarkil and Kenna, but my favorite for Guthlaf is "Renegades, Rebels and Rogues" from the Maverick movie...yes, western music, but even so, it fits Guthlaf's personality, despite being a dwarf.
Also I like to play a single song over and over again while writing a particular scene. Several of my more prominent scenes have a song I play while editing/writing them. One such is when the group finds the Lost Library of Janesh. The song is from the World of Warcraft Cataclysm sound track and is wonderful for that mystical feeling. (Yes, video games have excellent instrumental sound tracks and you should listen to them...professional orchestras are obviously used for them.) You could use the same concept while trying to write up an adventure, as well. Think of how you want the adventure to go, high paced, slow and personal, meeting a king, and pick some music to fit the bill.
I suggest if a person really wants to get to know their character have them find a theme song. Not necessarily to play during a game, but to give not only the player, but the rest of the group, and idea of how this character roles.
Happy Gaming!
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Friday, March 23, 2012
The Finder's Guild of Bloodhelm
(So just a quick note...sorry I haven't posted for a bit, but with no power, it's hard to blog!)
The Finder's Guild of Bloodhelm looks like a small library, tended by studious librarians and kept very neat and tidy. But looks can be deceiving. The Finder's Guild, is just that, a place to find people and things. Though prices are high they always find their man or object, if such a thing can be found.
They use location magic, research and good old fashioned snooping to locate what needs to be found. Though the Finder's Guild is good at their job, they only find the information or location. They only retrieve something if paid quite a bit extra. A great deal extra.
The building is two stories, with a small selection of books, a casting room, dinning hall, and interrogation room. People must show loyalty for five years before they are given all but the simplest of chores or told any secrets of the order. Any can be part of the Finder's Guild since all sorts of talents are needed for this line of work.
The Finder's Guild of Bloodhelm looks like a small library, tended by studious librarians and kept very neat and tidy. But looks can be deceiving. The Finder's Guild, is just that, a place to find people and things. Though prices are high they always find their man or object, if such a thing can be found.
They use location magic, research and good old fashioned snooping to locate what needs to be found. Though the Finder's Guild is good at their job, they only find the information or location. They only retrieve something if paid quite a bit extra. A great deal extra.
The building is two stories, with a small selection of books, a casting room, dinning hall, and interrogation room. People must show loyalty for five years before they are given all but the simplest of chores or told any secrets of the order. Any can be part of the Finder's Guild since all sorts of talents are needed for this line of work.
Tuesday, March 20, 2012
Expanded Time Line 47
2197 PA (Post Avatar)
Snakes boil up from underground caverns near Karroon. Most are harmless, but many people are injured by snake bites. People climb into the unknown caverns and many are lost, but rumors of an underground city spread.
The Emperor of Ariella is attacked by assassins. He is fatally wounded and his young son, Titanous, who's 20, becomes Emperor. He looks to his mother for guidance and a bounty is put on his father's assassins' heads. He plans on following in his father's footsteps to expand the Empire slowly, but steadily.
Snakes boil up from underground caverns near Karroon. Most are harmless, but many people are injured by snake bites. People climb into the unknown caverns and many are lost, but rumors of an underground city spread.
The Emperor of Ariella is attacked by assassins. He is fatally wounded and his young son, Titanous, who's 20, becomes Emperor. He looks to his mother for guidance and a bounty is put on his father's assassins' heads. He plans on following in his father's footsteps to expand the Empire slowly, but steadily.
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.
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!
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.
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.
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.
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
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
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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!
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!
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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.
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.
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.
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.
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.
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.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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.
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.
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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.)
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.
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.
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.
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