Wednesday, August 15, 2012

The Spell Filch in Bloodhelm

The Spell Filch, run by the Filch brothers, is a place a lot of mages frequent.  Smelling of herbs, crushed minerals and other not so pleasant things, the Spell Filch holds all those spell components a mage may need in his time of magical casting, whether on the battle field or in the lab.

The Filch brothers, mages themselves, spent a life time traveling the country side as mages for a mercenary group.  They made quite a bit of money in their time but they always seemed to be short on spell components (though it never harmed them greatly).  Most mages can cast the minor spells without components, but some of the more powerful spells need a little boost now and again, which is where the components come in.  The Filchs buy from local gatherers or sell stock piles of more rare components they gathered in their career.  They charge about 10% above normal rates because they guarantee their products are always fresh.  Rarer items are about 20% above list and can usually have such items delivered within 24 to 48 hours.  Very rare items may take time and if they have to travel to find them or take out some nasty beast to get them the cost can soar to over 30% of list price.

The building is two stories with a basement, which the brothers keep in a magical stasis to keep their products fresh.  The doors and windows are magically trapped and they have hired no body guards.  The pair, who never married, live above the business and thus can nearly always be contacted no matter the time of day, though night time visits will cost the customer more.

Tuesday, August 14, 2012

Nukara, Gate Mage

Nukara, a young woman who is just the right age to enter the Mage College in Bloodhelm, works as a Gate Mage to earn some money so she can go to the college.  A Gate Mage is a mage assigned to the patrols who work the gates at Bloodhelm.  She searches for harmful magic, serves as magical arsenal in case they are attacked, and can serve as a link to the mages of the House if need be.

Nukara is a quiet woman, simply wanting to learn about magic and work in some simple repair shop.  She is not, and probably never will be, meant for the life of a battle mage.  Standing no more then five and a half feet, her face is covered in freckles, her hair is long, dark and bounding with curls.  She is average in appearance but has an aura about her that people just can't help but like her.  Captain Reed insists she be his Gate Mage when he takes a turn with his patrol at the gates because he has a soft spot for her and the fact she is always on time, does as he asks (which a lot of mages don't) and has more power then she is willing to admit.

She dresses in robes, plain as befitting a mage with out standing, of browns or blues.  If she is on duty she wears the black and red robes of the official garb of her position.  She is always lugging at least one book around so she can take notes or read.  Her sleeves are often stained with ink or she might have a smudge of ink somewhere on her hands or face.

Little does Nukara know but the House spy, Kredoc Bloodhelm, has taken to watching over her.  He doesn't find her nefarious, notes that she is powerful and would like to see her generosity and sincerity put to good use.

Monday, August 13, 2012

Xaz's Provisions in Bloodhelm

Xaz Trailson always liked adventure...from a distance.  He dreamed of traveling the wilds but when he was out in them he hated it.  So he figured if he sold provisions for adventuring out in the wilds he could hear all the great stories without having to do it himself.

Xaz loves to hears tales of adventure as he sells his wares.  If a customer takes up his time with stories he doesn't really care.  Xaz sells all sorts of things, (basically any of the basic gear in your players handbook) and a few off the wall the things as well.  Xaz's prices are normal (what ever is listed), though for a good story or two the price might drop a bit. 

Xaz will buy extra stuff from adventurers (normally will pay about 40% of retail) and will love to hear the stories behind them.

The three story building is packed full of stuff, even his living quarters on the third floor.  More then likely if it's in the gear list a player will be able to buy it here.  Xaz hires no body guards and most of the regulars would not take kindly to Xaz being stolen from.

Thursday, August 9, 2012

Lists, and Lots of Them

As I get ready for school to start, I'm finding myself make lists for all sorts of things: Our First Lego League at school for the TAG kids, Battle of the Books, even my random volunteer times.  So I thought I might come up with one more list for your enjoyment...a list of what would be great to having during a roleplaying session.

For those who table top here is a good place to start:
A location.  Can't very well roleplay without someplace to do so.
Rule books.  Sometimes you just need the basic, but if you have a rules lawyer (I'm married to one) you'll need all the supplements you own.
Dice.  Make sure each player has their own to work with and you have lots for the bad guys.  It speeds things up greatly.
Lots of pencils, paper and erasers.  Your players are going to buy stuff, take damage and want to take notes. And remember pencils, never pens...
Battle Map and miniatures.  This is optional, but my kids love to have their character figures where they can see them and see what they are doing.
GM notes.  Nothing could be worse to not have the notes as to where you need to push your player characters and the monsters and encounters that will do so.
Background music.  If you like music for your battles and encounters, make sure this is set up ahead of time so not to take away from play time.
Snacks.  Feed the hungry wolves or they may turn on you at any time.
(Insert your favorite thing here).  What else do you like to bring to your table?

Happy Gaming!

Wednesday, August 8, 2012

Magical Imports in Bloodhelm

Though all cities have their powerful mages to create those magical items that people just can't live without, every city can't have mages who can make everything.  Thus Magical Imports.  Magical Imports is a company who has businesses in all the major Houses as well as several of the smaller cities in Tridon.  They specializing in shipping magical items not normally created in one area from another area.   They have their own staff of mages at each city, to cut an bit of the cost, but sometimes the ingredients are price prohibited.

The Magical Imports station in Bloodhelm is run by Iris Thimblethorn, a Master Mage in her own right.  Weapons and armor always common, as are lightstones and other common items, but magical trinkets and jewelry aren't as common in Bloodhelm.  Thus Iris has quite the selection of magical items, at a price, of course.

The small building, (two rooms, one of which is for sleeping/eating), is watched over by Iris and her husband, who take turns being the one in charge.  They have three guards who take three different shifts, which are never the same so that no one can learn the routine.  They are paid well so bribing them is not an option.  There are magical wards upon the building and thieves are dealt with harshly.  Iris doesn't wait for  the guards to show up.

Prices are 120% of list cost, but are guaranteed to work and have full charges if they have any charges.  Iris, and all Magical Imports, give a 30 day money back guarantee (except on potions and one use objects).

Tuesday, August 7, 2012

Derangos

Though not mentioned in the High King's Sword books, Derangos is a huge part of Sebastion Blackthorn's past.  Derangos, a dwarven warrior who was struck with the wanderlust found himself with a bunch of mercenaries who took in a recruit named Sebastion Blackthorn.  The kid was scrawny, but worked hard and had a knack with the sword.  So Derangos mentored him, taking him under his wing until he would be good enough to fight on his own.

Derangos was there when Sebastion infamously killed the last High King (a story all of it's own) and spear headed the retreat for Sebastion and the rest of the mercenaries left after the suicidal charge.  Together, Derangos and Sebastion reshaped the mercenary band and together made Sebastion the most feared Mercenary Lord of all time.

Derangos was a normal looking dwarf, with dark hair, tanned skin, and covered in chain mail.  He wasn't a talker, wasn't extraordinarily handsome and didn't stand out in a crowd.  But he knew how to bring out the best in people.  Derangos died in the rescue attempt of Noshi and Shadizar from the Black Wizard Mathanos who had taken over the House Varanath.  Sebastion thinks of him now and again and Noshi had a small statue added to the hall of heroes in Varanath to honor him.

If your players are in the time of Sebastion's rise to infamy then they may come across Derangos in a tavern.  He is more then willing to talk and will not rise to any bait thrown at him.  Sebastion on the other hand may not care for his friend being harassed, however...

Thursday, August 2, 2012

Ye Old Sage of Bloodhelm

Danae Jerkins of Bloodhelm never really meant to get into busy, but he was enamored with knowledge and soon amassed so much people were coming from all over the city to ask him questions.  He needed a way to make money, since working as laundry man at a nearby inn wasn't panning out for him while he tried to research things.  So he rented a building, stuffed all his books, maps and other knick knacks and began Ye Old Sage.

Danae makes pretty good money (enough to feed his wife and three kids) and knows all sorts of tidbits most people don't know.  This small building (with living quarters above) is shoved full of books and the like and all sorts of knowledge can be found within.  There is a 90% chance a bit of knowledge not common can be found.  Harder bits of knowledge are found about 70% of the time, and rare bits of knowledge have a 40% chance of being found by Danae.  Depending on the bit of knowledge it could take any where from one day to a month to find.  Danae charges a base fee of ten to one hundred gold (depending on how hard the knowledge might be to find) plus one gold per day.  Danae will try to hurry to find what ever it is because it pleases him to find bits of knowledge quickly.

Wednesday, August 1, 2012

Baubles and Pretties in Bloodhelm

Gloria Downhen has never been rich, even with her jewelry shop, for her business sense isn't the greatest. But she gets by and makes many people happy.  Her jewelry is never the high end items, the gems have flaws, the gold isn't the purest, but that is just fine for those who can only scrape together the money to get that engagement ring or special something for their spouse.

The building is two stories, with Gloria's living quarters above.  There is a little river rock in the base, but it is mostly wood. She doesn't employ guards or the like, but uses the protection magics she casts herself.  Her wares are usually worth 80% of going rate (so the quality is thus just as low) but she sells for about 85% of the going rate.  She can get special orders but they take time, so most costumers just take what she has in stock.  She will buy treasure from adventurers, though only for about 40% of the price.  She doesn't hide the fact her items are not the highest quality, though she has had a few complaints now and again.  It's a take it as is kinda place.

Tuesday, July 31, 2012

Calender of Holidays Wrapup

So to have an easy reference list here is the months and their major holidays:
Cold Dark: High King's Day
Deep Snow: Day's of Innocence
Melting Snow: Nature's Friend Day, Spring's Return
River Rain: Feast of the Running Rain
River Swell: Flowers of Spring, Celebration of Storms
Green Planting: Blessing of the Druids, Targon's Delight, Summer's Birth
Warm Sun: Days of Sun
Sun Scorch: Race Against the Sun
Harvest: Fall Celebration
Leaves Turn: Harvest Festival
Leaf Fall: Week of the Holy
No Grass: Festival of Snow

Monday, July 30, 2012

Holidays of No Grass in Tridon

This month, at the beginning of winter, is the most life threatening and dreary month of all.  The days are short, people are often stuck inside because of the weather, and travel is very limited.  So holidays are always welcome in this month.

One is the Festival of Snow.  This festival celebrates the shortest day of the year and in most of the northern Houses in Tridon snow has already begun to fall.  Again with the giant feasts, though a little more sparing since no one is sure how long the winter is going to last and this time of year gifts are given that have much thought put into them.  In poorer areas quilts, new sets of clothes, even new boots are ideal presents.  For those a little better off, horses, fine jewels and even small estates.  It is a time a reflection of the year and many seek to atone themselves by giving goodly donations to their favorite temples.  And it wouldn't be the Festival of Snow without playing in the snow.  Sled races, overland races on foot and even races with dogs sleds are often held.  Children build snow forts to be judged and sometimes the adults join in.

Thursday, July 26, 2012

The Holidays of Leaf Fall in Tridon

This month is crammed full of holidays, though all pretty much the same week named the Week of the Holy.  This is the month which humans and other mortals celebrate their Gods.  Each temple has a week long celebration highlighting the benefits of being a follower of that certain God.  Certainly the darker Gods have trouble getting many people to attend, but they do have participates.  Each temple is different, but always highlight the ethos of their God.  For example, the followers of Sarjon have war games with the temples of Shade.  Taniger's followers have competitions of forging (though these are usually observed only by dwarves) and Pezuta's temples have gambling the whole week.

My suggestions for the Week of the Holy, if you wish for your players to observe this, is to pick your God and decided what sort of thing that particular God's followers would do. 

Happy Gaming!

Wednesday, July 25, 2012

The Holidays of Leaves Turn in Tridon

Leaves Turn is when the weather begins to turn cold, there is a scramble to get ready for winter, and just about every crop you can think of is ripe and ready to pick. To celebrate such things most places have a Harvest Festival to celebrate the bounty.

Food is cooked, bonfires are made, and small gifts are given.  Candied apples are a favorite, as are pumpkin pie and zucchini bread.  Livestock are also traded and sold at this time of year and materials for blankets and clothes are traded for food stocks.  Whole trading grounds will spring up along with the celebrations and everyone usually leaves happy.  In cities food and treats are shared, as well as small gifts being exchanged.

Monday, July 23, 2012

Holidays of Harvest in Tridon

Harvest is a busy time of year, with little time to sit around and celebrate anything.  But humans being humans there is always time for a party in there somewhere.

Harvesting begins this month and runs through Leaf Fall.  Farmers are busy and merchants are busy buying the farmer's wares.  So naturally a celebration of a bountiful harvest should occur this time of year.  Celebrating the turn of the times from summer to fall, Fall Celebration is held through out Tridon.  Food is a large part, of course, with farm wives trying to out cook their neighbors and chefs of Houses and noble Houses doing the same just on a grander scale.  Farmers have wheel barrow races, harvesting races, even log cutting races (got to keep warm somehow during the winter).  The prizes for farmers is just the bragging rights, but in the larger cities it may mean a better job or in the case of the chefs, it might mean becoming head cook at a noble House or the House itself, for the nobles only want the best in food.

Quilt contests are also a big deal in the rural areas.  Women spent the winter before making the best blankets to keep their families warm and some get rather creative.  Also carved furniture is often judged and prizes awarded for those men with little to do during the winter and to give ideas of what to do during the winter to come.

Thursday, July 19, 2012

Holidays of Sun Scorch in Tridon

This month is pretty devoid of holidays, but in the eastern part of Tridon in Karoon is the Race Against the Sun.  Every year, in the warmest part of the year, the bravest (or stupidest as you wish) young men come to Karoon to race one hundred miles across open plain with little shade or water to see who can be the fastest to reach the sacred pond of Iktomi to the west.  The runners are given only what they can carry so few take more then a few water skins, knife and fire starter kit.  They put themselves to the test by running in heat sometimes over a 100 degrees (yes, I will stick with the English system, I'm not that creative lol) in hopes of being the winner for the year.  Those who can not make the full trek are usually rescued by the priests of Iktomi who follow the racers.  The winner has no need to pay for housing and food for the year (though they have to be reasonable) and women often swoon over the winner, inviting no lonely evenings. 

This began as a race between rival tribes to see who could honor Iktomi better but over the years youth from all over have joined in.  Occasionally a woman will win, but usually the winner is a man.  If the same winner wins five years in a row the Leader of House Karoon will give them a small plot of land and a title.  This has only happened twice in the history of the race.

In the time of the Chosen and after the tribes which live there continued the tradition, but without the House being there only small rewards are given.

Wednesday, July 18, 2012

Holidays of Warm Sun in Tridon

There is plenty of sun in Warm Sun, thus many places celebrate the Days of Sun with relish.  Crops are planted, wood is brought in, fish and fowl are smoked for the winter.  These are good days and people like to celebrate.

The Days of Sun are a celebration of Tymara, the Gods of the Sun and Elements.  Feasts are held and giant bon fires are lit in the middle of the night to represent the sun.  Races are held with who can carry a basket full of fire the farthest without it going out, the winner getting first pick of foods at the feast and bragging rights.  Originally, especially in the northern Houses, a runner would run from village to village bringing a torch which may or may not be magically lit, to see if they had made it through the winter snows and spring floods and to bring news from other villages.  The runner was always fed as he or she made their way across the landscape so eventually it simply became a holiday in the middle of summer for fun and feasting.

Tuesday, July 17, 2012

Holidays of Green Planting in Tridon

There is, of course, Summer's Birth (detailed earlier) but there also is a few other, smaller holidays this month.

One is the Blessing of the Druids.  Many of the rural farmers and villages have druids bless their livestock as well as their crops in the hopes of having a fruitful year.  Many times meals are prepared for the druids who attend to the village and promises to live with nature are given.  Such promises include not clearing any more nearby forest land, maybe not over hunting or perhaps leaving a certain animal alone in a certain area.

The second is Targon's Delight.  Originally this was a joke put forth by the Temple of Targon in Stormvale as they wanted to make the Temple of Catiana look hide bound, but it now has grown into a festival looked forward to many.  Priest and mages of Targon will go about towns or villages performing little, flashy magics (or even fixing magics) for free.  Food is served by the temples and at the end of the day the priests perform firework like magics in the sky.  Temple donations soar during this time of year.

Monday, July 16, 2012

The Holidays of River Swell in Tridon

River Swell is aptly named.  Rivers swell and travel upon the rivers become very hard to travel inland.  No one wants to celebrate the inconvenience, but they do like to celebrate the flowers and new plants brought on by the excess water.

Flowers of Spring is not celebrated by everyone, though some of the more innocent Gods' temples celebrate these days with gusto, (such as Aiyana, Tinaka, Iktomi).  The gist is to celebrate nature's beauty and bounty.  Some places will leave baskets of flowers and fruits on peoples' door steps, others will decorate themselves in flowers and yet others will make living sculptures out of the flowers and plants themselves, (some use magic, others just use lots of flowers to make the sculptures).  Sometimes there are contests to see who can put the most baskets of flowers on peoples' doorsteps.  This can occur between priests in a certain temple, or even between temples. 

Children like to run around putting their version of baskets of flowers on doorsteps and this often earns them little treats from adults that just can't help themselves.

On the flip side, the Temple of Furere celebrates this time of year with the Celebration of Storms.  They bring gifts to the temple and pray for a windy, blustery spring for the God of Storms and Wind always brings such things in the spring in great abundance.  A feast is usually  held at each temple and those who wish to seek favor with Furere so they do not fall afoul of his "gifts" bring gold and trade goods to the temple along with their prayers.  The feast is usually chaotic and sometimes degrade into other "group activities".  (If you have young players in your campaign this would NOT be an appropriate celebration for them to attend.)

Thursday, July 12, 2012

Holidays of River Rain in Tridon

This time of year is wet and farmers are trying to till their fields to plant, (though this might not be very successful, especially near the coast).  Trees are blooming and rivers are running high.  So what better excuse to have a feast then to celebrate the rain.

The Feast of the Running Rain isn't celebrated everywhere in Tridon, (its a little drier east of the Tsalagi Mountains), but most of the time the theme is the same.  Everyone gathers to share food (have you ever noticed food is always a big thing with holidays) and stories.  Children are encouraged to make small wooden boats and race them in the creeks and streams near the villages.  (No, the parents aren't backwards and allow their children  near swollen rivers this time of year...).  Small tokens of appreciations are given to Furere, God of Storms and Winds, to help keep the village safe from flooding and make sure that their crops are given enough water throughout the year.

In the cities the boat races are taken to the extreme and huge prizes are given out (though fees to enter are required) and mostly adults enter.  People sabotage each others boats and often these de-evolve to fist fights.  Furere temples are open to all, but donations are expected to enter.  Blessings are given (though not always for the good) and promises are made by donors.

Wednesday, July 11, 2012

Holidays of Melting Snow in Tridon

This month is always looked forward to after months of snow, especially in the north.  The major holiday is the Spring's Return (detailed earlier) but there is a lesser known holiday known as Nature's Friend Day.

Nature's Friend Day is meant to celebrate Iktomi and Wesa, the two immortals who love nature.  Mostly celebrated by druids and woodsman, this day is when the priests of these Gods and those who wish to find favor with them leave small gifts of food at make do shrines in wild places.  Nothing more is asked of the Gods other then to protect them as they make their ways through wild places.  Merchants sometimes leave offerings in hopes to make good runs through those dark and wild places without encountering Wesa's children.

Every once and awhile the holiday will become popular in the city and people will run around in animal masks, leave good offerings at the temples of Iktomi and Wesa and have grand balls in wild themes.  Villages will use the day as an excuse for a good get together but often leave small offerings for the wild animals which might threaten them during the spring.

Tuesday, July 10, 2012

The Holidays of Deep Snow in Tridon

As this month infers, there is usually a lot of snow laying around, especially in northern Tridon.  Thus there is a lot of time to sit around fixing nets, gear, and weapons.  The women tend to get their best weaving and sewing done this month and a lot of people fall in love.

The celebration of Aiyana takes place about half way through the month of Deep Snow.  Called the Days of Innocence, these three days are celebrated a little different in each community of Tridon but essentially the same.  Some men take this as a time to ask a woman for her hand in marriage, often bringing her beautiful gifts, whether expensive or just heart felt.  Married couples often exchange gifts to renew their love for each other and deep love is remembered in the case of those loved ones lost.

In some villages, and cities, the cutest girl child is selected to run about the village showering people with flower petals or handing out sweet treats.  In other villages beauty pageants are held for the children and sweet treats are giving to all of them.  Flowers and gifts are left at the temples of Aiyana and often the temples will hold small feasts of fruit and treats to show the love Aiyana shows everyone.  Mock captures of Aiyana are sometimes staged, where the hero Mouse comes and saves her from Shaniko and his minions.  This is always a favorite with the children because they throw rotten fruit at the person playing Shaniko after Aiyana is rescued.

Monday, July 9, 2012

Holidays of Cold Dark for Tridon

Cold Dark is just that, cold and dark.  There are no major holidays (such as Winter Solstice) and everyone is stuck inside.  To combat the boredom, the people of Tridon traditionally celebrate High King's Day.  This day is a default birthday celebration for the current High King (whether it's his birthday or not) and to celebrate all the High Kings which came before.

Most people celebrate with feasts (or at the very least large dinners with special deserts) with family and friends.  Whole villages may do this together or it may just be a simple family affair.  In larger cities the mages will create light shows for all to see.

Debates over the best (and worst) High King are held in every nook and cranny and on this Holiday the High King will release criminals.  (The criminals are usually thieves or petty criminals, never murderers or those accused of treason.)  It is also tradition for the High King to give awards to his most deserving Knights and infantry men, as well.

Knights use this day as a pilgrimage to the tomb of High King Peter in Stormvale, those who can doing so every year.  Children like to dress up like the High King and those who do the best imitation in some towns and villages earn sweet treats as a prize.

Thursday, July 5, 2012

The Monthly Calander of Martapa Part I

I want to expand on the calender of Martapa for roleplaying campaigns (because there are always roleplayers who MUST know the exact date) so here is a recap of the months.  Then in later days I am going to expand on holidays in each  month.  Later I hope to expand on examples of how those holidays are celebrated in different places.  Some holidays have already been detailed, but I'll just skim over them.

Martapa's months are as follows:
Cold Dark
Deep Snow
Melting Snow
River Rain
River Swell
Green Planting
Warm sun
Sun Scorch
Harvest
Leaves Turn
Leaf Fall
No Grass

If you need a corresponding month to help you figure out where you are, Cold Dark would be our January, Deep Snow would be February, etc.  These are the months as they would be in Tridon.  I'll get back to you on Ariella (cough, cough...haven't put that much thought into that one, bad author me...)

Next I will delve into Cold Dark's holidays...

Tuesday, July 3, 2012

Personal Protections

Personal Protections was started by a retired thief who wanted some money to supplement his savings (and to explain where he got all his wealth).  Daniel Watch never worked an honest day in his life until his fifth decade and he opened his trap making store.  Catering mostly to the rich, Daniel provides fine mechanical and magical traps to keep those pesky thieves out of places they were not meant to go.  Over the years he has hired a few mages since he has little experience with making magic traps (disarming them is a different matter) and a few more fellow trap makers since his eyesight isn't what it use to be.

For your campaign either they can hire Daniel to make traps to protect their property or maybe they could consult him on how to defeat a trap (whether they should be defeating it or not).  His consult fees are reasonable, as is his traps fees.  (Normal prices with maybe a little fee tacked on).

Monday, July 2, 2012

Chay Sunstar

Though no where in my High King's Sword, Chay was a pivotal point in my original series of books upon Martapa.  I needed a character for our new friend at college (I loved making characters after my friends) and though he despised elves, a very long story, I couldn't help but make him one. 

Chay is a Wolf Warrior without a charge, who is trying to rebuild the Wolf Warriors after the previous Clan Leader disappeared.  He is honor bound, fights with a curved blade which looks very Japanese like (another influnence of my friend), and has a shock of red hair kept in a partial top knot.  He is tanned, muscular and has a quick wit.  He strives to help his fellow elves as well as be true to his own core values, which sometimes conflict.

He meets the Chosen as they go in search of clues for Amber's past which will help save the world from Shaniko.  He jumps right into the fray with relish and holds little back.

If you are playing an elven campaign in the time of the Chosen he will be encountered in Qalataqa, the capital of the elves.  If the party is elven (or mostly elven) they will be greeted with open arms and aid.  If there are a few humans (or other races) his attitude will be stiff, though he will not hold their race against them unless the players do something to cause him to dislike them.  He will give aid or information if asked, though he may ask for a favor in turn.

Thursday, June 28, 2012

Trolls of Martapa

Everybody has heard of trolls under the bridge and nearly every culture has their version of a troll.  Well, here is mine.

Trolls are semi-intelligent, above animal intelligence but not to the point of humans or even ogres.  They stand around seven foot tall, are skinny, covered in fur and have tusks of varying lengths and colors.  Fur color can be green to blue, though some yellow and bronze have been seen.  The men have a topknot of hair, while females actually have full heads of hair.  Both keep knick-knacks (such as rocks and bones) in them.

They live in two types of groups.  One is the roving male pack.  These are usually younger males who have not found a "herd" of females yet and go from herd to herd trying to gain their own by challenging the males.  Rarely do they break into a herd, but if they do they usually kill all the children under a certain age, along with all the adult males.  Women are kept as prizes.

The other type is a family "herd".  This usually consists of several generations of females, their children, and two to five males, depending on the size of the herd.  The strongest male leads, though the others help him keep the herd.

Trolls live in crude lean-tos or caves.  They wear crude leathers, hunt game animals with crude spears, and live off berries and roots.  They can be taught to do more complex tasks, but it takes time.  They do not like humanoids of any type (they barely like each other) and will attack them on sight.

In game terms they should have the highest possible strength and constitution (and, yes, they should regenerate in some way), but their intelligence and wisdom should be at a bare minimum.  They should have survival (though you might want to give them a bonus because of low intelligence/wisdom) and tracking.  Hit points should be at the highest die type possible and can be scaled to fit your campaign level, though they should be at least one hit die higher then the players.

Happy Gaming!

Wednesday, June 27, 2012

History of the Transportation Circles

One of the interesting things the High King's Sword finds is a Transportation Circle, a magical ring which can deliver an person from one spot to another almost instantaneously.  This would be ubber powerful and kinda kill part of my story, so clearly they had to be destroyed in the present time.  Couldn't make it easy for my heroes, now could I?  But in the past these were life lines to the country of Tridon.

So how it works is there are magical circles placed stratigically all over Tridon (and Ariella).  Usually they are in or near major cities, but a few here and there are in remote locations.  To use the circles one has to have a magical nature (so mages, bards, priests, etc.) and be able to move the stones upon the "map board".  Words are spoken in the language of magic (basically "take me to [fill in the blank]) and then the people are magically transported to the new circle.

This is not an easy task and is tiring upon the mage or whom ever works the circle.  There is a "cooldown" time between uses, usually a half hour or so, and sometimes there is a mage (or other magic using person) stationed at the circles to do the transportation magic (because not everybody has a mage hanging around with them).

The High King maintains the ones in Tridon (before the time of the High King's Sword) and the Emperor maintains the ones in Ariella.  A person in charge of a circle can deny access so the Kingdom of Tridon can keep out the Empire's people and visa versa.

Around 500 years before the High King's Sword there was a tragic event which occurred while using the circle to the High King so he baned all use of the circles.  The protectors of the circles hoped his anger would pass with time, but eventually the circles fell out of use to the point no one remembered them.  Let your players find these with caution.  They will give them greater access to your world but could allow them to much power. Of course, if they haven't been used in 500 years there are so many things which could go wrong...

Tuesday, June 26, 2012

Bloodhelm's Healers

This small building is usually crammed full of patients with aliments from broken bones to incureable diseases.  All temples offer healing, but most expect a good donation for the work.  Bloodhelm's Healers doesn't require any donation or fee, though the patients always leave what they can.  Run by Teaha Burnwell, this Priestess of Tinaka works with her fellow hodgepodge of healers from every faith daily to soothe the wounds of the poor.  They turn no one away, but there are always those who just can't be saved, which causes Teaha quite a bit of anguish.

The Healers are open from sunrise to sunset, though if there are still patients, Teaha and her helpers never turn anyone away.  Bloodhelm's guards are always watching the place to make sure that Teaha and her fellows are safe, for even this generous woman is in harms way at times.  The Lord of Bloodhelm finds this an excellent endeaver and though he does not do so openly (for he doesn't want to offend the temples) he supplies small, untraceable donations to the place.  Diseases begin in the poorest areas and he finds this slows, if not stops, the spread of such things in his city.

The players might interact with the Healers because they have a wound and are not in favor of a temple (or just out of money) or they may be a priest in need of some pentance.

Monday, June 25, 2012

Sasha Strongbow

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.

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.

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.

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).

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.

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.

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!

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.

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.

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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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!