Though those who can afford magical healing try to stick with that, but many of the poor can not afford the magical healing. To make up for such lacking, they turn to herbs and tonics to cure their ills. Cynthia's Herbs, (now owned by Janet Herb), has been around almost as long as Bloodhelm. With her two apprentices, she gathers herbs in the early morning and late evening, then plays healer the rest of the day, giving out tonics, herbs to put in dinners and teas to soothe people's ills. She does know a little healing magic, which she will do for free, but donations are always accepted. Like all her predecessors, Janet doesn't live high on the hog, being paid mostly in produce and other foods, along with clothes, shoes and repair services, but Janet doesn't care. Her long line of herb gatherers have always done their job to keep those who can't afford healing somewhat healthy as best as they can.
The Healer's Guild wants her fined for practicing without paying guild dues, but the rulers of Bloodhelm see her as an asset, keeping disease among the poor to a minimum and figure the Healer's Guild doesn't need to be blackmailing her.
An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Wednesday, November 14, 2012
Tuesday, November 13, 2012
Kohee Brooks
Kohee is an older gentlemen from the eastern side of the Tsalagi Mountains who speciality is old languages and cultures. He is a scholar, but also a teacher at the Mage Guild in Bloodhelm. He speaks little of his own past, which is strange considering he's a scholar of history, but loves to hear about everyone else's lives. He stands about five foot, with tanned skin and dark black hair he keeps in two long braids. He wears the style of Karoon clothing many have not seen in ages, right down to the buck skin and hand made beads. Kohee is willing to teach everyone, but he will refuse those who obviously want to use his knowledge to harm others.
Many people come from all over Tridon to seek his help in matters of culture and language and he loves to talk their ear off even as he helps them along. He has two apprentices, one male, one female who he is trying to teach everything. He treats them as his children and will not see anything bad befall them.
Many people come from all over Tridon to seek his help in matters of culture and language and he loves to talk their ear off even as he helps them along. He has two apprentices, one male, one female who he is trying to teach everything. He treats them as his children and will not see anything bad befall them.
Thursday, November 8, 2012
Pixie Dust
Pixie Dust, or magical dust, is used for many magical items, potions and scrolls. Made from ground gold, or more rare metals and gems, this dust is put into the ink used for scrolls, liquids used for potions and materials used for magic items. Imbued with magic by special formulas on special nights, (usually full moons or high holy days), these dusts are important to mages and priests alike. Literally worth their weight in gold, caravans carrying small chests of this material are always heavily guarded and usually commissioned by Leaders themselves on behalf of the mage guild in their cities if they have no one who can make pixie dust in their city. It is a hard skill to learn to do well and most who can make the pixie dust hide their secret and only give it to their most trusted apprentices. Leaders will usually keep the person with a stipend so they have a ready supply of the pixie dust in case their need weapons enchanted or wards secured they are able to do so.
Wednesday, November 7, 2012
Tutors of Bloodhelm
This small, unassuming building is made of brick, has a stylized roof and baring strong shutters holds a few desks and a small library of books. Here an army of tutors come to check in for the day to see who they will be teaching. Most of the time the assignments are the same, but some nobles become fickle and want a new teacher ever day for their children. The scholars who run the building and operation take a small cut from the tutors, but ensure they tutors are paid, treated well and have assignments appropriate to their specialities. All tutors are paid well so they can afford the nice clothes and court training they are expected to have and know. New tutors are taken with an older mentor for a few months to make sure they are capable of working with all sorts and so to ensure they know their material.
Most who work here are just scholars, but some are also mages or fighters and teach these skills as well. Most scholars cost 10 gold ducats for half a day, but specialized scholars and tutors may cost more.
Most who work here are just scholars, but some are also mages or fighters and teach these skills as well. Most scholars cost 10 gold ducats for half a day, but specialized scholars and tutors may cost more.
Monday, November 5, 2012
Pets of Martapa
As I spend some of my free time I should be writing playing World of Warcarft, I began to think, what would the people of Martapa keep as pets? Well, how would this affect my campaign or even my novels. In most cases it won't, but you are going to have that character who wants a pet or that NPC that really would look good with a pet.
When my husband and I played Noshi and Sebastion as roleplaying characters, Sebastion had a red-tailed hawk named Kawani. (If pronounced right it means "April" in Cherokee.) It made his character stand out. And it can make any character stand out. On World of Warcaft my husband, kids and I play on a roleplaying server, so you come up with cool backgrounds for your character and try to role play them with that in mind as you bash bad guys. My main has a sprite darter named Apple (now that you can change the names of companion pets...hurray!). My first hunter only has one hunter pet who is a hunting cat and there is a good reason for that in roleplaying terms.
So here are some suggestions on how to handle pets/companions for your characters.
1) If the class comes with one (rangers/druids/mages), make sure it is appropriate. No man eating lions for the mage's familiar and no lizards for the ranger's companion (unless, perhaps they are a secondary companion).
2) Don't let them have the powerful ones at 1st level, maybe when they get 20th and they have a darn good reason! My husband told me if I rolled a 20 on a familiar roll I could have a pseudo-dragon...darn, but I'm good! But to balance that (since I was 1st level) he made her hard to maintain and it took a lot of my gold I should have been using to research to make sure she was happy.
3) Remember, pets are people, too! During battle, where are those special pets? This is to make sure the players don't just get the pet and forget about it, especially if they give them some special bonus or something. My pseudo-dragon had magic resistance (I think, :) ) but I had to know where the heck she was at all times.
4) Do they add to the roleplaying? Sometimes a pet can help fill out a character. My first ranger had a coyote. He was playful and a big coward. But he was the tension breaker when my ranger would get down on herself (she had a confidence issue). Maybe that person on the verge of quiting or just not bringing out the best in their character just needs that little shove of a pet.
When my husband and I played Noshi and Sebastion as roleplaying characters, Sebastion had a red-tailed hawk named Kawani. (If pronounced right it means "April" in Cherokee.) It made his character stand out. And it can make any character stand out. On World of Warcaft my husband, kids and I play on a roleplaying server, so you come up with cool backgrounds for your character and try to role play them with that in mind as you bash bad guys. My main has a sprite darter named Apple (now that you can change the names of companion pets...hurray!). My first hunter only has one hunter pet who is a hunting cat and there is a good reason for that in roleplaying terms.
So here are some suggestions on how to handle pets/companions for your characters.
1) If the class comes with one (rangers/druids/mages), make sure it is appropriate. No man eating lions for the mage's familiar and no lizards for the ranger's companion (unless, perhaps they are a secondary companion).
2) Don't let them have the powerful ones at 1st level, maybe when they get 20th and they have a darn good reason! My husband told me if I rolled a 20 on a familiar roll I could have a pseudo-dragon...darn, but I'm good! But to balance that (since I was 1st level) he made her hard to maintain and it took a lot of my gold I should have been using to research to make sure she was happy.
3) Remember, pets are people, too! During battle, where are those special pets? This is to make sure the players don't just get the pet and forget about it, especially if they give them some special bonus or something. My pseudo-dragon had magic resistance (I think, :) ) but I had to know where the heck she was at all times.
4) Do they add to the roleplaying? Sometimes a pet can help fill out a character. My first ranger had a coyote. He was playful and a big coward. But he was the tension breaker when my ranger would get down on herself (she had a confidence issue). Maybe that person on the verge of quiting or just not bringing out the best in their character just needs that little shove of a pet.
Labels:
Campaign Setting,
fantasy,
fantasy author,
GM ideads,
role playing,
roleplaying
Thursday, November 1, 2012
Plains of People of Taina
Before Peter and his Kingdom of Tridon, the people of the plains lived a different existence. They lived in large family groups, traveling with the herds and the seasons. This brown, almost red, skinned people were excellent hunters not only from the ground, but horseback as well. When Peter made his kingdom, for years the best fighters from horseback were the plains people. They hunted bison, range elk, and deer. Children hunted small mammals with slings and women and girls would find roots, berries and other edible plants to supplement the diet. Everything was used. Hides for clothes and shelter, bones for weapons and decorations, sinew for rope.
Before Peter, the people of the plains were matriarchal, where the men moved to the women's family after they were married. Everything, except a warrior's horse and weapons, was considered the woman's in a marriage, especially the children. Because there were many ogres wandering the plains, boys and men always ran patrols around encampments. All children were taught how to use weapons to defend themselves and encampments could easily be pulled down in the matter of an hour or less if need be. (Sometimes only the important items were taken and rest left if the need arose.)
About five hundred years before the Chosen, the plains people became nearly all assimilated to cities, though there was small hold out groups for a while. Their culture and traditions remained, until Shaniko wiped so many of them out, but were adapted to the sedentary life of a city.
Before Peter, the people of the plains were matriarchal, where the men moved to the women's family after they were married. Everything, except a warrior's horse and weapons, was considered the woman's in a marriage, especially the children. Because there were many ogres wandering the plains, boys and men always ran patrols around encampments. All children were taught how to use weapons to defend themselves and encampments could easily be pulled down in the matter of an hour or less if need be. (Sometimes only the important items were taken and rest left if the need arose.)
About five hundred years before the Chosen, the plains people became nearly all assimilated to cities, though there was small hold out groups for a while. Their culture and traditions remained, until Shaniko wiped so many of them out, but were adapted to the sedentary life of a city.
Wednesday, October 31, 2012
Holidays and Roleplaying
With it being Halloween, I thought it might be fun to talk about roleplaying on holidays. Our friends and us always get together on Halloween, let the kids go trick or treating and we play board games. We tried roleplaying, but with all the interruptions of giving out candy, it didn't work well. But if you do roleplay on Halloween or any other holidays here are some tips.
1) Food. Have lots of it. What is a holiday without food? We usually get pizza, have cookies we can decorate and snacks a plenty. I suggest some healthy food to off set the junk.
2) If you can't roleplay with your group, do board games. You can chit chat, be interrupted by trick or treaters and still get some gaming done.
3)Do something special in game, if it fits with the plot. A ball, a party, even a scary dungeon!
4) And most importantly, have fun!
1) Food. Have lots of it. What is a holiday without food? We usually get pizza, have cookies we can decorate and snacks a plenty. I suggest some healthy food to off set the junk.
2) If you can't roleplay with your group, do board games. You can chit chat, be interrupted by trick or treaters and still get some gaming done.
3)Do something special in game, if it fits with the plot. A ball, a party, even a scary dungeon!
4) And most importantly, have fun!
Labels:
Campaign Setting,
fantasy,
fantasy author,
GM ideas,
roleplaying
Tuesday, October 30, 2012
To Keep Time of Bloodhelm
This is a high end building with high end merchandise. Clocks have been around for a long time, since before the founding of Tridon, but accurate clocks are often hard to come by. Chase Vanderhoot is the most sought after clock maker in most of Tridon. His clocks range from tiny, hand sized clocks, to tall clocks which stand taller then ogres. Chase makes all the mechanisms and puts them together, while his daughter, Stella, makes all the casings like her uncle Ben did before he was tragically killed by bandits. Chase also makes small clocks which can be put in the pocket to keep time. They are hard to make and very expensive. Mostly only nobles can afford any of his clocks, but these pocket clocks are only had by the richest of nobles.
Chase lives in a small estate not far from Bloodhelm with his daughter, wife Maria, and their two youngest sons. His oldest son is learning the trade from his dad and figures when his father retires he and Stella will take over the business. As much as he loves his sister he hopes she will find a good man to marry who will still let her work on the wood carving.
Chase lives in a small estate not far from Bloodhelm with his daughter, wife Maria, and their two youngest sons. His oldest son is learning the trade from his dad and figures when his father retires he and Stella will take over the business. As much as he loves his sister he hopes she will find a good man to marry who will still let her work on the wood carving.
Monday, October 29, 2012
Mother Mable of Bloodhelm
Every major city has an orphanage. With war, attacks by humanoids and even just disease, there will always be orphans. Most who lose their parents go to relatives, but some children just aren't that lucky. In Bloodhelm, the city provides a small house for children run by Mother Mable. She is a tall, imposing woman who never cracks a smile. She runs her house with efficiency and expects everyone to toe the line, from smallest to oldest. Bloodhelm gives her a small stipend plus living expenses for the orphans, which she has to make stretch, so few of her charges have hole-free clothes. None go to trade schools or are apprenticed, but she does manage to get a teacher to come and teach her charges to read and do basic math.
Mable does not like her job, but because she is an unmarried woman of age, she has little in ways of prospects for anything else. She knows many of her charges choose to live on the street instead of be with her, which she doesn't worry about. She gets the same amount of money no matter how many orphans she has. Mable also teaches her charges a few other skills, such as begging, pickpocketing and lock picking. Being an orphan herself, once, she picked up skills and shows her charges how to do such things to help supplement her income. She is not unkind to her charges, she just doesn't like them.
Mable does not like her job, but because she is an unmarried woman of age, she has little in ways of prospects for anything else. She knows many of her charges choose to live on the street instead of be with her, which she doesn't worry about. She gets the same amount of money no matter how many orphans she has. Mable also teaches her charges a few other skills, such as begging, pickpocketing and lock picking. Being an orphan herself, once, she picked up skills and shows her charges how to do such things to help supplement her income. She is not unkind to her charges, she just doesn't like them.
Thursday, October 25, 2012
Encouraging Good Roleplaying
As a writer and fantasy reader, I love descriptions. I know the mainstream novels are supposed to be fast paced, (we don't have time for your 3 page description of the city, people), but those of us fantasy readers we love a good description and lots of details, (hello, council of the elves in Lord of the Rings?). Roleplaying is no different. You are trying to put your players into your world, whether pre-made or home grown. They want to know what the shifty eyed man in the corner looks like. How pretty is that barmaid? How high are those buildings in case my thief needs to make a mad dash across the roof tops? You have to give your players something for their roleplaying eyes to see. Here are a few suggestions.
1) Pre-make a few NPC descriptions, even if they are only flavor text to fill in the scene. Players like that added touch and makes them wonder if that NPC is important or not.
2) Make up descriptions of the major buildings in your city. I would definitely have the tavern made up they will inevitably go to, the manor or castle of the city and any place you want your PCs to go to.
3) Major items they will find should be described. These include a quest item, weapons of great power, even trinkets they get as rewards.
Happy Gaming!
1) Pre-make a few NPC descriptions, even if they are only flavor text to fill in the scene. Players like that added touch and makes them wonder if that NPC is important or not.
2) Make up descriptions of the major buildings in your city. I would definitely have the tavern made up they will inevitably go to, the manor or castle of the city and any place you want your PCs to go to.
3) Major items they will find should be described. These include a quest item, weapons of great power, even trinkets they get as rewards.
Happy Gaming!
Labels:
Campaign Setting,
fantasy,
fantasy author,
GM ideas,
role playing,
roleplaying
Wednesday, October 24, 2012
History: The Creation of Martapa
Martapa, like all seven of its sister planets, were created out of the Void by the Gods. No one is sure where the beings called Gods came from, but it is assumed the Void created them. Catiana, Sarjon and Targon were the first Gods and the three of them brought forth the worlds of the system as the remaining Gods were summoned forth by Catiana. (This does not make the other Gods less powerful then Catiana, but she is deemed their "mother" because of it.) The Gods then decided on the Balance, which creatures to create and how they would interact with the world. Obviously not all the Gods liked the plans (mainly Kahalla) but all said they would abide by such plans. Once mortals were placed upon the world the Gods stepped back and watched their world grow.
Tuesday, October 23, 2012
Books of Knowledge
Books of Knowledge is a cozy little shop crammed full of books, scrolls and anything with writing on it. People and scholars come here to browse or to buy that tome they just would love to have. The owners, Justice and Mary Binder, will allow people to look through their collection for just research for a gold an hour. This is how they make most of their money, though they do sell books and scrolls quite often. They figure they can make more money selling the knowledge over and over again then they can selling the book.
The first of three floors are crammed full of books, with the second floor used for study and research areas, as well as some book storage. The Binder's residence is the third floor. Mary is expecting her first child, so Justice is sort of absent minded at the moment and takes a little longer to find what someone is looking for. If a customer won't be patient with him, he just ignores them and doesn't worry about it. He is too focused on Mary to care.
The first of three floors are crammed full of books, with the second floor used for study and research areas, as well as some book storage. The Binder's residence is the third floor. Mary is expecting her first child, so Justice is sort of absent minded at the moment and takes a little longer to find what someone is looking for. If a customer won't be patient with him, he just ignores them and doesn't worry about it. He is too focused on Mary to care.
Monday, October 22, 2012
Sota the Bard
Sota, a human of middle age and originally from Karoon, loves to play it up to the crowd. He has dark skin, black hair he keeps in a pony tail and dresses in all the latest fashions, (though not at the high end of costs). He always bares a smile to his audience, takes requests for songs, stories or ballads, and plays for even the smallest of tips. He has an uncanny ability to remember any ballad, story, or song and if he hears a new one will sit and listen to the person telling or singing it until he has it down. He rotates between most of the taverns in Bloodhelm, depending on a tavern's needs. He actually has a house in one of the nicer neighborhoods in Bloodhelm, with a cook/house maid that keeps him well fed and cared for.
Sota's only downside is he likes his drink. He tends to try and stay away from drinking, especially when playing, but if he is being social he tends to drink a lot and get himself in trouble. The last time he barely avoided a duel with a minor noble for hitting on his soon to be wife.
Sota's only downside is he likes his drink. He tends to try and stay away from drinking, especially when playing, but if he is being social he tends to drink a lot and get himself in trouble. The last time he barely avoided a duel with a minor noble for hitting on his soon to be wife.
Thursday, October 18, 2012
History of Squires
The Knights of Martapa didn't start out as Knights, they were just the men who fought along side Peter and his friends at the battle which made Peter High King. They fought in leather armor, (if they had any) and some hardly knew how to use the weapons at their side. Peter knew such a condition could not continue if they were to keep mankind safe from the darkness. So Peter instituted a learning situation where older, fighting men, no matter rank would take in the younger men to teach them what they knew. Originally this was just anyone who served in Peter's army, because there were no nobility. As time marched on those who fought for Peter and Tridon and were of nobility were termed Knights and they took on younger nobles as their squires. This took generations to be so selective, and for a long time even common men could become Knights and squires. (As a side note a lot of the minor noble houses are led by men who descended from just those sort of common men.)
Squires are usually in training for three years, after which they are sent on a quest to better not only themselves, but Tridon as well. Now adays very few squires come from common stock, but it is not unheard of if a man (or woman) in the regular army or militia proves themselves to the local lord and granted such a boon.
Squires are usually in training for three years, after which they are sent on a quest to better not only themselves, but Tridon as well. Now adays very few squires come from common stock, but it is not unheard of if a man (or woman) in the regular army or militia proves themselves to the local lord and granted such a boon.
Tuesday, October 16, 2012
The Assassins Guild in Bloodhelm
Though official named, "Fugitive Capture", this building is the base of all the assassins in the area. They work under the pretense of finding escaped prisoners, but will kill or capture just about anyone if the money is right. Numbers are hard to pin down, and they purposefully keep it this way, but there are always three people working the building, taking information or giving updates on escaped prisoners. Prices are steep, for actual escaped prisoners, and even more for assassinations, especially if they are hard to get at people. Names are never asked, only payment up front. The assassins are honor bound, believe it or not, and if they do not finish a contract, they return the money.
In game, the group may be working against this guild, or if you have an evil based campaign, they may be working for this group. Take assasinations seriously, because this is a very evil act, and it would be better to be working against this group.
In game, the group may be working against this guild, or if you have an evil based campaign, they may be working for this group. Take assasinations seriously, because this is a very evil act, and it would be better to be working against this group.
Monday, October 15, 2012
The Average Home Guard
Though there are hundreds of people I could detail, there is also the average "Joe" that your player characters are going to encounter: bakers, merchants, and even guards. Here is an average profile of a guard at Bloodhelm.
A home guard at Bloodhelm will most likely be light skinned, blond or brown hair, with blue or brown eyes. (Not racism, just the make up of this area...have to have those sorta disclaimers now a days...) They usually stand around six foot tall, give or take bit. Most are fairly broad, though wiry is somewhat common. Most are men, somewhere between eighteen and twenty five, though captains and sergeants are usually older. Most can read and if they can't, the Home Guard gets them a tutor to at least read the bare minimum of things. Some are married, but most are single though want to gain some savings to impress some young woman so they can marry.
Home guards are trained in bow, short sword and spear. Some know magic others know how to handle more exotic weapons, but they are far and few between. All are equipped with brigidane armor, weapon of their choice and a dagger.
If they chose to no longer serve as a home guard after their seven years of service they are given a small stipend and many become crafters or guards for caravans.
A home guard at Bloodhelm will most likely be light skinned, blond or brown hair, with blue or brown eyes. (Not racism, just the make up of this area...have to have those sorta disclaimers now a days...) They usually stand around six foot tall, give or take bit. Most are fairly broad, though wiry is somewhat common. Most are men, somewhere between eighteen and twenty five, though captains and sergeants are usually older. Most can read and if they can't, the Home Guard gets them a tutor to at least read the bare minimum of things. Some are married, but most are single though want to gain some savings to impress some young woman so they can marry.
Home guards are trained in bow, short sword and spear. Some know magic others know how to handle more exotic weapons, but they are far and few between. All are equipped with brigidane armor, weapon of their choice and a dagger.
If they chose to no longer serve as a home guard after their seven years of service they are given a small stipend and many become crafters or guards for caravans.
Friday, October 12, 2012
Butt in Chair Time
Like most writers, I find it hard to find time to actually write. I have two very involved kids, I help with Girl Scouts, Boy Scouts, Battle of the Books and our school's TAG program. I'm a substitute teacher aid and I volunteer my "free" time with the school and the local Grange. Somewhere in there I'm supposed to write. It doesn't happen as much as I would like, but here are some things I do when I can't be home typing away at my laptop.
1)I think about my story as I drive or walk to my next project. It may only be five or ten minutes, but it gives me a little brain storming time I don't have to do when I actually can write.
2)Bring a pad of paper with you to your child's next activity. My daughter has a class in town (20 miles away) and I can't exactly just drop her off and go home. So I will bring a pad of paper with me and outline the next chapter, write a segment that has to get out, or think on things I need to edit or add in and write it down so I don't forget them when it comes to actual writing time.
3) Try to pick a time each day that you know you can usually count on to write. Even if it's just 15 minutes it's better then nothing. My best time is right after I drop the kids off at school. I don't always get that time, subbing sometimes as I do, but I can usually sneak in a half hour or more of writing. Be flexible. If you have to be somewhere a half hour earlier then normal, then write earlier or just take that ten minutes over nothing. If nothing else look for spelling mistakes!
Happy Writing!
1)I think about my story as I drive or walk to my next project. It may only be five or ten minutes, but it gives me a little brain storming time I don't have to do when I actually can write.
2)Bring a pad of paper with you to your child's next activity. My daughter has a class in town (20 miles away) and I can't exactly just drop her off and go home. So I will bring a pad of paper with me and outline the next chapter, write a segment that has to get out, or think on things I need to edit or add in and write it down so I don't forget them when it comes to actual writing time.
3) Try to pick a time each day that you know you can usually count on to write. Even if it's just 15 minutes it's better then nothing. My best time is right after I drop the kids off at school. I don't always get that time, subbing sometimes as I do, but I can usually sneak in a half hour or more of writing. Be flexible. If you have to be somewhere a half hour earlier then normal, then write earlier or just take that ten minutes over nothing. If nothing else look for spelling mistakes!
Happy Writing!
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying
Wednesday, October 10, 2012
Hall of Kings
In the royal palace in Stormvale is a hallway lined with paintings and statues of men in different poses and attire, but always wearing the circlet of the High King. This hallway, about two thousand yards along the outside western wall of the palace, is the display area for all the portraits and statues of High Kings long gone. Naturally there are far too many such pieces of art to be put up at all times so a caretaker swaps out the various statues and paintings every once in a while (usually once a month) so all the High Kings can be seen now and again. The painting and statue of Peter are always present at the north end of the hall and the current High King (if there is one) is at always at the south end. Scholars often come to gaze upon the portraits for study or to look at painting and carving techniques of eons gone by.
Those portraits and statues not in use are carefully stored in a room in the lower levels and always under lock and key. For the last sixty years or so the paintings have remained untouched, even by those who were friends with the Wizards and Kin. A new caretaker with knowledge of the past High Kings will need to be found soon before all knowledge of the paintings and statues are lost.
Those portraits and statues not in use are carefully stored in a room in the lower levels and always under lock and key. For the last sixty years or so the paintings have remained untouched, even by those who were friends with the Wizards and Kin. A new caretaker with knowledge of the past High Kings will need to be found soon before all knowledge of the paintings and statues are lost.
Tuesday, October 9, 2012
The Rat Tavern
As the name suggests, this location is in the seedier part of town, in a run down building with not so desirable patrons. Originally, this was a nice building and meant to be an escape for those husbands who needed some time away from their wives, (thus the "RAT" in the name). At one point it served good beers and ales (not expensive, just good), but now everything is watered down and brewed nearby with questionable methods. Meals can be purchased, but the chance a rat might actually be in the stew (whether purposefully or not) is quite high. Meals used to be made by the wife of the owner, with fresh bread, but now the owner just throws something together at the beginning of the day and calls it good.
An added feature is the few whores that work from out of the inn. The upstairs used to be a family residence, but now the owner, Butch Tarstring, rents them out to down on their luck whores to make a little side money.
There are no bouncers and the bar brawls get exciting here. They are an every night occurrence (though some rougher then others) and the patrols have stopped responding they happen so frequently.
An added feature is the few whores that work from out of the inn. The upstairs used to be a family residence, but now the owner, Butch Tarstring, rents them out to down on their luck whores to make a little side money.
There are no bouncers and the bar brawls get exciting here. They are an every night occurrence (though some rougher then others) and the patrols have stopped responding they happen so frequently.
Monday, October 8, 2012
Wings of Stars
Wings of Stars, or Star as her friends call her, is a wood elf. But she loves magic and loves being with humans so she came to Bloodhelm to learn about the craft. Though she knows more about magic then most of those who are "teaching" her, (she is, after all, nearly 200 years old) she loves to see the different views on magic and the different ways people use magic. Though she wanted to be nothing but a student at the Bloodhelm Mage Guild, they have put her in charge of the more earthly magics and teaches as she learns.
Star is only about four foot five, short even for an elf, with silver and grey hair and bright blue eyes. She bares tattoos of ivy vines on her forearms and a small grouping of stars beneath her right eye. She dresses in blues, silvers, and greys and despite being an elf, will talk a person's ear off. If a person bares some new magic she has to know all about it. This sometimes gets her in trouble with people, but most like to hear her point of view on such new magics.
She can be found at the Mage Guild in Bloodhelm most of the time or wandering the market.
Star is only about four foot five, short even for an elf, with silver and grey hair and bright blue eyes. She bares tattoos of ivy vines on her forearms and a small grouping of stars beneath her right eye. She dresses in blues, silvers, and greys and despite being an elf, will talk a person's ear off. If a person bares some new magic she has to know all about it. This sometimes gets her in trouble with people, but most like to hear her point of view on such new magics.
She can be found at the Mage Guild in Bloodhelm most of the time or wandering the market.
Thursday, October 4, 2012
Bards of Martapa
Not only is this a common class in most roleplaying systems, (who doesn't want that swashbuckler to swing from chandeliers?), but the bard is also a very important person in the world of Martapa. Bards are like the news media of today. They spread news, both good and bad, as well as bring cheer. They often come to a new village and tell what is going on in the world for a dinner and a room. Because there are few people who travel outside their villages, bards are life lines to the outside world and are treated well. It is considered bad luck to harm a bard, but if they do behave badly, (aka make a pass at the mayor's wife or worse), then they are fair game.
Bards usually carry their own instruments, weapons, and gear and dress in bright colors. Some can afford a horse and even an escort. They can be found everywhere, even in areas controlled by the Black Wizards and the Empire.
Bards usually carry their own instruments, weapons, and gear and dress in bright colors. Some can afford a horse and even an escort. They can be found everywhere, even in areas controlled by the Black Wizards and the Empire.
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying
Wednesday, October 3, 2012
A Brief History of Weatherworn's Mages
In my stories, I hint at the fact that Weatherworn's mages are powerful weather mages, people who can change the weather at a whim. I don't ever explain it in depth, just hint they can do colossal damage if they truly want to. Originally, when Gustaff was given charge around the area of Weatherworn, his wife Lillith was a powerful weather mage. In the "old days" they were called witches, but now all who use magic are termed mage. She could control the weather around the stormy coastal city, which allowed for ships to enter the deep harbor without fear of smashing into the tower rock cliffs. It was her magic, and the magic of her daughters, which made the long, rock ramp leading from the harbor to the city up above.
Tradition shows that all daughters of the current Weatherworn Leader are born with the ability to cast these strong magics, though there have been a few born without such talents. Everyone of them are trained and cared for by the House until death, even if they marry. This makes for a very large "stable" of weather mages, all of whom live in the area of Weatherworn, but not necessarily in the city itself.
Very rarely have they had to be called upon for to protect Weatherworn, most of the time they are used for making sure crops grow and ships make it into the harbor safely.
Tradition shows that all daughters of the current Weatherworn Leader are born with the ability to cast these strong magics, though there have been a few born without such talents. Everyone of them are trained and cared for by the House until death, even if they marry. This makes for a very large "stable" of weather mages, all of whom live in the area of Weatherworn, but not necessarily in the city itself.
Very rarely have they had to be called upon for to protect Weatherworn, most of the time they are used for making sure crops grow and ships make it into the harbor safely.
Tuesday, October 2, 2012
Eastern Imports of Bloodhelm
This shipping company specializes in moving items from the east side of Taina to the west side. Though they mostly move fabrics and specialty foods, they also bring baskets, pots, wooden items, just about anything only made on the east side of the Tsalagi Mountains. The company has a dedicated fleet of thirty wagons, 200 pack animals and about 400 employees with stations in just about every major city, even on the east side.
The business is currently owned by the Janson brothers, Torak and Thane. They station themselves in Bloodhelm, but sometimes work out of Varanath as well. They are around thirty, human and get along with most people.
You could use this place as someplace to hire on to, as a way to get specialty products or as an adventure jump off point.
The business is currently owned by the Janson brothers, Torak and Thane. They station themselves in Bloodhelm, but sometimes work out of Varanath as well. They are around thirty, human and get along with most people.
You could use this place as someplace to hire on to, as a way to get specialty products or as an adventure jump off point.
Monday, October 1, 2012
The Lady Kell
(A little background on this character. Though she never is in any of my stories, which some of these characters I've posted haven't been, she was a well thought out character. My husband introduced me to roleplaying when we were in college and this was my very first character. I have used her as an NPC in my roleplaying campaign and she could also be used for such in your campaign!)
Lady Kell is an elf who loves working with and being with humans, or any race for that matter. She is a mage of the highest caliber but loves to share her knowledge. She lives near Varanath, just to the east of it, in a small, secluded wooded area. She lives by herself, though she certainly has lots of guests, and her constant companion, Apple. Apple is a small fairy dragon who has taken a liking to Kell and her shiny baubles.
Kell is only five foot tall with flame red hair and emerald green eyes. She speaks a half dozen languages and dialects and has a library crammed full of knowledge. Though her modest cabin has only three rooms, the third room is an extra-dimensional library and study which can only be entered with a password or special key. If the room is entered by someone without the key or password it just appears as extra bedroom.
As for in lore, yes, Kell is a descendant of Veo Sunstar, (thus the red hair). She knows it, but doesn't brag about it or worry about such ties. She judges a person on who they are not what they are. She will help those in need if she can, take down bad guys if she is able, and aid adventurers with their questions if they perform some task for her. She has a lot of access to lore and history so would be a good place to search for tidbits for some plot line for the GM.
Happy Gaming
Lady Kell is an elf who loves working with and being with humans, or any race for that matter. She is a mage of the highest caliber but loves to share her knowledge. She lives near Varanath, just to the east of it, in a small, secluded wooded area. She lives by herself, though she certainly has lots of guests, and her constant companion, Apple. Apple is a small fairy dragon who has taken a liking to Kell and her shiny baubles.
Kell is only five foot tall with flame red hair and emerald green eyes. She speaks a half dozen languages and dialects and has a library crammed full of knowledge. Though her modest cabin has only three rooms, the third room is an extra-dimensional library and study which can only be entered with a password or special key. If the room is entered by someone without the key or password it just appears as extra bedroom.
As for in lore, yes, Kell is a descendant of Veo Sunstar, (thus the red hair). She knows it, but doesn't brag about it or worry about such ties. She judges a person on who they are not what they are. She will help those in need if she can, take down bad guys if she is able, and aid adventurers with their questions if they perform some task for her. She has a lot of access to lore and history so would be a good place to search for tidbits for some plot line for the GM.
Happy Gaming
Tuesday, September 25, 2012
Magical Scrolls in Bloodhelm
Magical Scrolls is a small building which smells of vellum and only a few enter. Inside are shelves and shelves of rolled parchment, some with magical writing, some with maps, and still others with knowledge of the ages. The proprietor is Cedric Howling, an older man who's writing isn't so steady anymore, but is why he has a handful of apprentices to make his scrolls for him. Maps are always accurate (well, as good as they can be in this day and age), scrolls will always do as they are supposed to and the knowledge is always obscure but important.
Cedric charges the going rate plus 10%, since he doesn't get a lot of business. His apprentices earn little, but are learning the art of scroll making and magic, and are fed on a regular basis. Cedric doesn't talk much, doesn't want to share his knowledge unless paid, and can be down right grumpy if pushed.
Cedric charges the going rate plus 10%, since he doesn't get a lot of business. His apprentices earn little, but are learning the art of scroll making and magic, and are fed on a regular basis. Cedric doesn't talk much, doesn't want to share his knowledge unless paid, and can be down right grumpy if pushed.
Monday, September 24, 2012
Tips the Ranger
Stationed out of Calabay, Tips loves the outdoors. She loves to travel with the caravans, hunting parties, even mining expeditions. She loves to be out in nature and away from civilization, though she likes to be with people. She knows much about nature, medicinal plants, how animals behave and how to survive in the wilderness. Surprisingly, she also can handle herself fairly well in more sophisticated circles, knowing how to dance, use the right fork at dinner and how to make small talk. She was schooled in such things because she is the daughter of a minor noble, but doesn't want to be stuck away in some house, playing mother. She is human, about 20 years old, with dark blond hair and tanned skin. Her eyes are blue and her mouth is never without a smile.
Tips can be found outside of Calabay, in Calabay or wandering with some group in need of a guide. If the party hires her she asks for a 3 silver a day, plus food. She loves to talk about everything they are doing and will love to hear back stories on everyone.
Happy Gaming.
Tips can be found outside of Calabay, in Calabay or wandering with some group in need of a guide. If the party hires her she asks for a 3 silver a day, plus food. She loves to talk about everything they are doing and will love to hear back stories on everyone.
Happy Gaming.
Thursday, September 20, 2012
Collar of Taming
Though druids and priests of Wesa abhor such things, Collars of Taming are very popular amongst horse trainers and dog trainers. These collars allow a wild animal to become as docile as a milk cow by merely slipping it on the animal. Once on, the owner of the collar can make them do tasks they are suited for (such as being ridden or guarding something). The collars will not, however, make them do something that will harm them, (such as running off a cliff or attacking something which would most certainly kill them).
In game terms, a collar of training gives a person a bonus to charm animal or training an animal. This will have to depend on the game system (since some do a d20 roll, while others do percentiles), but it gives a plus 50% chance to taming an animal. These collars are usually plain iron, though some are decorated with gems and gilding. Mages are capable of making them, but Priests of Wesa and druids will find them and destroy them. They might also attack anyone using them.
In game terms, a collar of training gives a person a bonus to charm animal or training an animal. This will have to depend on the game system (since some do a d20 roll, while others do percentiles), but it gives a plus 50% chance to taming an animal. These collars are usually plain iron, though some are decorated with gems and gilding. Mages are capable of making them, but Priests of Wesa and druids will find them and destroy them. They might also attack anyone using them.
Wednesday, September 19, 2012
History of the Term Houses
Capital cities, or Houses, are the center piece of every Leaders responsibility. This is where he or she trains her troops, has their base of operations and where the royal family lives. But how did such an important place get such an odd name?
Originally, when Peter's friends set off to rule their small section of Tridon, they build houses for themselves and their followers. Simple, one or two room houses that were merely utilitarian in nature. From here they made policies and handed out grants of land to those who would eventually become minor Houses. It was Olaf Cole who termed the title "House". He joked he was ruling his people from his small house and how could anyone ever take him seriously. But the name stuck and even today Capital Cities are termed "Houses".
Originally, when Peter's friends set off to rule their small section of Tridon, they build houses for themselves and their followers. Simple, one or two room houses that were merely utilitarian in nature. From here they made policies and handed out grants of land to those who would eventually become minor Houses. It was Olaf Cole who termed the title "House". He joked he was ruling his people from his small house and how could anyone ever take him seriously. But the name stuck and even today Capital Cities are termed "Houses".
Tuesday, September 18, 2012
Tresh's Imports of Bloodhelm
This large, almost warehouse type building is two stories high, though only one open air story inside. The original owner, Tresh, trekked all over Martapa to find the best location to buy, then resell exotic items. Over the years the business has expanded, but they still pride themselves in finding the best and hard to find items.
Tresh's Imports sells everything from dwarven crafted steins to the zebras of the southern continent, from spices of the east to elven wine, rare as it is. Items are expensive, but are all guarenteed they are authentic. This is a large operation, with outposts in many cities, bringing the exotic from one side of the world to the other.
Players may be able to use this business to find some exotic spell component or hire on as merchant guards to get from one point to another.
Tresh's Imports sells everything from dwarven crafted steins to the zebras of the southern continent, from spices of the east to elven wine, rare as it is. Items are expensive, but are all guarenteed they are authentic. This is a large operation, with outposts in many cities, bringing the exotic from one side of the world to the other.
Players may be able to use this business to find some exotic spell component or hire on as merchant guards to get from one point to another.
Monday, September 17, 2012
Joel Thunderclaw
The youngest boy of three possible heirs to the Thunderclaw fortune, Joel is never idle. He is a plain man, who hopes to find a good wife he can live with and who will give him fine heirs of his own. As third son, he has little hopes of inheriting, so he works hard at the family business of cloth, threads and other fine decorations.
Joel takes the business seriously, never skimming as some who will not inherit do, and runs it with a strict hand. Schedules are to be kept and money is to be made for the noble House. His older brothers are both Knights and have no head for business so leave him to it, even though this is how the noble House makes its money. They trust Joel to do what is best for the family so they don't suspect he will try to take over their inheritance. Which Joel really doesn't want to do anyway.
The problem being their father, Joseph, doesn't agree. He is trying to find a way to make Joel his heir since Knights drain money from the noble House and Joel is bringing in money for the family and keeping it afloat. Not to mention he likes Joel better, seeing as his older boys only demand things and never give back to the family.
One could encounter Joel at their business front or even on the road as he travels with certain caravans to deliver product. (If Joel is traveling with the train it is because the product is expensive and going to a House leader.) He can always be met if he is hiring new guards for his wagon trains. He is reluctant to hire new ones ever time so he usually keeps contracts with the same guards, keeping them paid even if they are not escorting. He figures this makes them more loyal. But sometimes he needs more guards and has to take the risk of hiring new ones for a short period of time. This might be a good way to get into a noble House's good graces, for your adventuring group to get from point A to point B, or to start of an adventure plot line.
Joel takes the business seriously, never skimming as some who will not inherit do, and runs it with a strict hand. Schedules are to be kept and money is to be made for the noble House. His older brothers are both Knights and have no head for business so leave him to it, even though this is how the noble House makes its money. They trust Joel to do what is best for the family so they don't suspect he will try to take over their inheritance. Which Joel really doesn't want to do anyway.
The problem being their father, Joseph, doesn't agree. He is trying to find a way to make Joel his heir since Knights drain money from the noble House and Joel is bringing in money for the family and keeping it afloat. Not to mention he likes Joel better, seeing as his older boys only demand things and never give back to the family.
One could encounter Joel at their business front or even on the road as he travels with certain caravans to deliver product. (If Joel is traveling with the train it is because the product is expensive and going to a House leader.) He can always be met if he is hiring new guards for his wagon trains. He is reluctant to hire new ones ever time so he usually keeps contracts with the same guards, keeping them paid even if they are not escorting. He figures this makes them more loyal. But sometimes he needs more guards and has to take the risk of hiring new ones for a short period of time. This might be a good way to get into a noble House's good graces, for your adventuring group to get from point A to point B, or to start of an adventure plot line.
Thursday, September 13, 2012
Waterskins of Holding
As the explorers of the world traveled around, water and food were always an issue when exploring those hard to reach places. Most of the time they could hunt or gather food, though not always, but sometimes water was hard to find. So the explorers would have to carry a lot of heavy water.
A ranger/scout, who loved to explore those hard to reach places, asked his friend, a mage, to help him with this problem. The mage, in turn, came up with the waterskin of holding. This waterskin is normal sized, usually with runes painted on the outside and a stout brass or steel cap. They can be actual skins, metal, wood or glass, depending on what the mage prefered. The mage actually casts an extra dimensional space upon the bottle and the bottle serves as an opening for it. So all sorts of water can be held in the bottle.
There is a limit to the amount of water, however. There is only about a month worth of water for one person in each one. They can be refilled manually, though it does take time (1d4 hours). They are very sought after by adventurers and armies alike. Few know how to make them so if someone finds a waterskin of holding they are worth holding on to.
A ranger/scout, who loved to explore those hard to reach places, asked his friend, a mage, to help him with this problem. The mage, in turn, came up with the waterskin of holding. This waterskin is normal sized, usually with runes painted on the outside and a stout brass or steel cap. They can be actual skins, metal, wood or glass, depending on what the mage prefered. The mage actually casts an extra dimensional space upon the bottle and the bottle serves as an opening for it. So all sorts of water can be held in the bottle.
There is a limit to the amount of water, however. There is only about a month worth of water for one person in each one. They can be refilled manually, though it does take time (1d4 hours). They are very sought after by adventurers and armies alike. Few know how to make them so if someone finds a waterskin of holding they are worth holding on to.
Wednesday, September 12, 2012
The Blessed Pawnshop in Bloodhelm
This small shop is always busy, with people bringing in wares to sell or those looking for a bargain. Most who come here need quick money because a relative is sick, because they need to pay off a loan, or they have a gambling debt they just can't pay. Few actually return to reclaim their items. Poorer people like to come here to shop because they can find bargains on items they couldn't otherwise afford.
Run by the Temple of Sircarius, the workers here are all priests of the God of Thieves and Assassins. They drive a hard bargain, know if something is hot (which means they give less for it, not that they turn it away) and love to outwit everyone. The proceeds go to the temple, (though there is some skimming involved and expected). Because it's run by priests of the god of thieves, there are few break ins and no need for guards.
There are usually two priests and at least that many apprentices on hand at all times of day, since there is no time a day a person may not need money. There are wards upon the entrances and windows, and all who are running the business have poisoned blades, (though they are covered in a sleep poison, not a harmful poison).
The proprietors only offer 40% of value but sell things at 30% profit. They will not budge much from the 40% offer, no matter how hard someone tries.
Run by the Temple of Sircarius, the workers here are all priests of the God of Thieves and Assassins. They drive a hard bargain, know if something is hot (which means they give less for it, not that they turn it away) and love to outwit everyone. The proceeds go to the temple, (though there is some skimming involved and expected). Because it's run by priests of the god of thieves, there are few break ins and no need for guards.
There are usually two priests and at least that many apprentices on hand at all times of day, since there is no time a day a person may not need money. There are wards upon the entrances and windows, and all who are running the business have poisoned blades, (though they are covered in a sleep poison, not a harmful poison).
The proprietors only offer 40% of value but sell things at 30% profit. They will not budge much from the 40% offer, no matter how hard someone tries.
Tuesday, September 11, 2012
Nandy the Cloth Seller
Nandy, who is in her sixth decade, loves the market. She gets to see people, sell her fine fabric which she makes herself) and hear rumors of all sorts. If anyone needs to know anything, they go to Nandy, who loves to talk in turn. She loves the bribe or two of small coins or treats but she will talk your ear off if you want to know something. She is small, unassuming woman, with gray streaked hair and wrinkly skin. She wears layers of shawls and skirts, so there is no way to tell how round she might be.
In game, this person would be a great way to get rumors in. She usually will know something about what a PC wants to know, but she might mess up a detail or two about 20% of the time. She will chat anyone's ear off but she should be able to tell the PC what they want to know if it has anything to do with Bloodhelm or her inhabitants.
In game, this person would be a great way to get rumors in. She usually will know something about what a PC wants to know, but she might mess up a detail or two about 20% of the time. She will chat anyone's ear off but she should be able to tell the PC what they want to know if it has anything to do with Bloodhelm or her inhabitants.
Monday, September 10, 2012
A Little Research...
For both writing novels and making your roleplaying world come alive, you want to make it feel as real as possible. The cold chill on a winter's morning, the sounds of a market place, the clashing of battle, you want all these things to feel as if they are really happening to your characters or player characters. For me I like to watch movies, read other books or experience such things myself.
A good hands on research place for you medieval junkies are Renaissance Faires. Most faires have people decked out period (and not so period) costumes. You see how they should look (not those mocked up outfits you see in film, but how they should fit on real people) and how they actually move in a real life situation. You can see how people interact, how they barter and how a market place might appear. And honestly, I think the costumes go to peoples' heads at these things, because the word "huzzah" pops up quite a bit, even from those not in costumes.
These are also a great place to see costumes to populate your world, as well as music and wares. At the Shrewsbury festival we like to attend, they have music and performers (all period) at multiple stages all through the day. The kids, as well as myself, love to sit and watch, even if it's just for a few moments, any we pass by as we wonder this different world for a few hours.
And we must not forget the jousting. Shrewsbury usually has a group of performers who joust on horseback, sword fight and do tricks on horseback. All of this in armor and garb and on horses most of them rescue and train to do these tricks. So a big "Huzzah" for them as well. But you can get a feel of how the swords swing, how lances actually work and look in combat, and how people fall from horses and from blows of the sword. Not to mention it's just plain fun to watch!
So if you get a chance to visit such events, do so. They are fun, informative and a great excuse to spend some money making cool costumes.
Happy Gaming!
A good hands on research place for you medieval junkies are Renaissance Faires. Most faires have people decked out period (and not so period) costumes. You see how they should look (not those mocked up outfits you see in film, but how they should fit on real people) and how they actually move in a real life situation. You can see how people interact, how they barter and how a market place might appear. And honestly, I think the costumes go to peoples' heads at these things, because the word "huzzah" pops up quite a bit, even from those not in costumes.
These are also a great place to see costumes to populate your world, as well as music and wares. At the Shrewsbury festival we like to attend, they have music and performers (all period) at multiple stages all through the day. The kids, as well as myself, love to sit and watch, even if it's just for a few moments, any we pass by as we wonder this different world for a few hours.
And we must not forget the jousting. Shrewsbury usually has a group of performers who joust on horseback, sword fight and do tricks on horseback. All of this in armor and garb and on horses most of them rescue and train to do these tricks. So a big "Huzzah" for them as well. But you can get a feel of how the swords swing, how lances actually work and look in combat, and how people fall from horses and from blows of the sword. Not to mention it's just plain fun to watch!
So if you get a chance to visit such events, do so. They are fun, informative and a great excuse to spend some money making cool costumes.
Happy Gaming!
Thursday, September 6, 2012
The History of Janesh Part II
So after the volcano exploded those who remained of the Janesh culture made their way to the fishing village of Calabay. (At the time of their landing this soon to be great House was little more then home to about three hundred fishing and farming folk with a very shrewd leader). In exchange for leading the refugees further inland to an unclaimed area that was large enough to hold them all, the people of Calabay asked for a small chest of gold and teachers to use for five years. Sterling Calabay knew knowledge was key to making life better for his people and he saw how advanced in magic and technology the Janesh were to his own people. What was gold to people who bartered for their items? (Though he did hire some dwarves to make a secure wall around the village and stout stone buildings that could withstand the siege of ogres and the like.)
The advance team for Janesh had built a suitable number of buildings in the area to house most of the refugees but building of more took place right away. The Janesh stayed in contact with Calabay, but no one else, wanting to keep their great magics out of the hands of those who could not use it wisely. After ten or so generations, even Calabay forgot mostly about them.
The advance team for Janesh had built a suitable number of buildings in the area to house most of the refugees but building of more took place right away. The Janesh stayed in contact with Calabay, but no one else, wanting to keep their great magics out of the hands of those who could not use it wisely. After ten or so generations, even Calabay forgot mostly about them.
Wednesday, September 5, 2012
The East Gates of Bloodhelm
The east gates are huge affairs which really haven't been shut against brigands in years, but are maintained so they can be. Two towers border the gate which can allow five wagons through at a time, side by side. The towers are four stories tall (as is the wall) and archers are always inside or along the length of the nearby wall.
The gate is always manned by no less then fifteen men and at least one mage (often termed a gate mage). All the fighting men are decked in leather, the captains in chain, and the mages are in their robes. Each guard has a sword, halberd and a bow on them, as well as a dagger. Bloodhelm trains their guards well, (so consider them fifth level or so in game terms) and makes sure their equipment is sound. The mage is usually not a powerful one, but is able to call upon help at all times via their magic, which can arrive in three minutes or less.
The gates are shut at night, though can be opened if the person needing in is important or carries important news for the Lords of Bloodhelm. The gate is always manned by guards and in times of great distress, the patrol manning the gate is doubled, as well as adding two to three more mages.
Entry fee is a copper penny, though the guards may wave it if they see fit. (The Lord of Bloodhelm wants commerace in his city, not gate fees.) The guards will check over cargo or personages, though weapons are allowed, as long as they are peace knotted.
The gate is always manned by no less then fifteen men and at least one mage (often termed a gate mage). All the fighting men are decked in leather, the captains in chain, and the mages are in their robes. Each guard has a sword, halberd and a bow on them, as well as a dagger. Bloodhelm trains their guards well, (so consider them fifth level or so in game terms) and makes sure their equipment is sound. The mage is usually not a powerful one, but is able to call upon help at all times via their magic, which can arrive in three minutes or less.
The gates are shut at night, though can be opened if the person needing in is important or carries important news for the Lords of Bloodhelm. The gate is always manned by guards and in times of great distress, the patrol manning the gate is doubled, as well as adding two to three more mages.
Entry fee is a copper penny, though the guards may wave it if they see fit. (The Lord of Bloodhelm wants commerace in his city, not gate fees.) The guards will check over cargo or personages, though weapons are allowed, as long as they are peace knotted.
Tuesday, September 4, 2012
Ms. Glenda of Bloodhelm
Ms. Glenda has been a fixture at the Mage Guild of Bloodhelm for some time. A bubbly woman in her mid fifties she loves teaching new mages everything from small cantrips to the most powerful spells she knows.
Standing around five foot, this rounder, cheerful woman always has time for her students. Though she specializes in life magics, (healing and growing of plants), she does know quite a few offensive spells and is ready to use them in defense of the school. She usually wears brightly patterned robes, with some sort of animal or plant woven into their designs, and keeps her dark hair short, so as to keep it out of her way.
Originally from Weatherworn, she enjoys Bloodhelm because it seems quieter to her then the busier port of Weatherworn. She spends her days off roaming the market places, looking for new plants, rumors on new healing techniques and speaking with priests of Tinaka and Iktomi. She is polite and gracious to anyone she meets and finds herself often surrounded by street rats who love the little magicks she performs for them. She likes to give out small treats and copper pennies to the street rats, because she has found several who have had great magical aptitude and who she sponsors in the Mage Guild. She does this in hopes of finding any other street rats that may show aptitude. (It is a tradition amongst the street rats that she is not to be pick pocketed and if she is, the offender is turned in by other street rats.)
If a mage is looking for a sponsor, Glenda might be a good way in, as long as the character is kind and respectful in her presence, though she will expect the mage to work hard for her in turn.
Standing around five foot, this rounder, cheerful woman always has time for her students. Though she specializes in life magics, (healing and growing of plants), she does know quite a few offensive spells and is ready to use them in defense of the school. She usually wears brightly patterned robes, with some sort of animal or plant woven into their designs, and keeps her dark hair short, so as to keep it out of her way.
Originally from Weatherworn, she enjoys Bloodhelm because it seems quieter to her then the busier port of Weatherworn. She spends her days off roaming the market places, looking for new plants, rumors on new healing techniques and speaking with priests of Tinaka and Iktomi. She is polite and gracious to anyone she meets and finds herself often surrounded by street rats who love the little magicks she performs for them. She likes to give out small treats and copper pennies to the street rats, because she has found several who have had great magical aptitude and who she sponsors in the Mage Guild. She does this in hopes of finding any other street rats that may show aptitude. (It is a tradition amongst the street rats that she is not to be pick pocketed and if she is, the offender is turned in by other street rats.)
If a mage is looking for a sponsor, Glenda might be a good way in, as long as the character is kind and respectful in her presence, though she will expect the mage to work hard for her in turn.
Thursday, August 30, 2012
Timeline for Janesh
Around 5000 DC (During Chaos): A group of Humans and Elves were saved by the Gods' representatives and taken to the islands which would be later called Janesh.
5000 DC to 10,000 DC: The Empire of Janesh began to form. What once was small farming villages came together and decided to start schools to share knowledge and build the House of Janesh, a large manor and library to study at and lead from. Over time the Library of Janesh will span 20 acres with the manor spanning 10 acres of it's own. The population spreads across the islands and great discoveries in magic and science occur and are shared. The first official leader of Janesh is crowned. There is only one break in this family's leadership and they are much beloved for the duration of Janesh's history.
200 AC (After Chaos): The Tayke family is usurped for 45 days by a group of wizards who think the Janesh people need to take their rightful place in the world as the ruler. Those loyal to the Tayke family take back the capital city and the wizards are captured. They are sent to a nearby island where magic is not usable and left to their own devices, since the people of Janesh to not believe in death as a punishment.
1500 AC: The dominate volcano on the main island of Janesh begins to resist the magical controls the people of Janesh have maintained upon it for so long. Knowing they can no longer stay, expeditions are sent out to see where the populations can be relocated.
1520 AC: The mass migration of most of Janesh's population to a new location in Taina, the northern continent begins, landing in the small fishing village of Calabay. Only a few humans stay, including the ruler of Janesh, trying to save the islands in one last effort. No one is sure why but nearly every adult elf also remains, though the children are sent with the humans to safety.
1521 AC: The volcano explodes and no more contact is capable with those who stayed on the islands.
5000 DC to 10,000 DC: The Empire of Janesh began to form. What once was small farming villages came together and decided to start schools to share knowledge and build the House of Janesh, a large manor and library to study at and lead from. Over time the Library of Janesh will span 20 acres with the manor spanning 10 acres of it's own. The population spreads across the islands and great discoveries in magic and science occur and are shared. The first official leader of Janesh is crowned. There is only one break in this family's leadership and they are much beloved for the duration of Janesh's history.
200 AC (After Chaos): The Tayke family is usurped for 45 days by a group of wizards who think the Janesh people need to take their rightful place in the world as the ruler. Those loyal to the Tayke family take back the capital city and the wizards are captured. They are sent to a nearby island where magic is not usable and left to their own devices, since the people of Janesh to not believe in death as a punishment.
1500 AC: The dominate volcano on the main island of Janesh begins to resist the magical controls the people of Janesh have maintained upon it for so long. Knowing they can no longer stay, expeditions are sent out to see where the populations can be relocated.
1520 AC: The mass migration of most of Janesh's population to a new location in Taina, the northern continent begins, landing in the small fishing village of Calabay. Only a few humans stay, including the ruler of Janesh, trying to save the islands in one last effort. No one is sure why but nearly every adult elf also remains, though the children are sent with the humans to safety.
1521 AC: The volcano explodes and no more contact is capable with those who stayed on the islands.
Wednesday, August 29, 2012
History of Janesh
Janesh, a small group of islands far off the east coast of Ariella, was once inhabited by a group of humans and elves who sought peace and harmony after all the chaos as the world began. Learning to co-exist with magic and nature, these brave people tamed a volcano which sat in the middle of all their islands so they could live in peace.
There were seven fairly large islands and five smaller islands inhabited by this smaller statue humans as well as elves. Agriculture was a mix of land and sea, where most meat was either fish or goat. Rice and vegetables were the majority of their diet. Learning was an important part of their culture, where even the poorest of the poor knew how to read and write. Schooling was provided for all, at the cost of the state. There was even a grand library, open to even the lowest individual to go in and read and study in.
The elves, who shaped their buildings out of living wood, lived in the wilds of the islands, while the humans had their centers of learning surrounded by farm land. The two races co-existed peacefully and helped each other out.
Tomorrow: A time line as to what happened to Janesh
There were seven fairly large islands and five smaller islands inhabited by this smaller statue humans as well as elves. Agriculture was a mix of land and sea, where most meat was either fish or goat. Rice and vegetables were the majority of their diet. Learning was an important part of their culture, where even the poorest of the poor knew how to read and write. Schooling was provided for all, at the cost of the state. There was even a grand library, open to even the lowest individual to go in and read and study in.
The elves, who shaped their buildings out of living wood, lived in the wilds of the islands, while the humans had their centers of learning surrounded by farm land. The two races co-existed peacefully and helped each other out.
Tomorrow: A time line as to what happened to Janesh
Tuesday, August 28, 2012
Magical Liquids in Bloodhelm
Magical Liquids, a single story building with a good, stout basement is a busy little place. Usually potions are very expensive, but even the people who are just making it by can afford potions at this little out of the way mom and pop business.
Run by the human husband/wife pair Charles and Clara Densemar, this place smells bad but sells some good potions. They sell everything from healing in a bottle to the classical "love potion". Though some potions are simply just herbs brewed to a certain thickness, the magical potions work just as they are intended to. Magical potions are always list price, though they will give a small discount if a person brings in spell components they need for potions. They are also guaranteed to work. If they don't, a person can come back and ask for a refund.
The pair also sell "love potions" and "curses" in a bottle. They make it clear this potions are just for fun and won't actually work, but people like to buy them just for the fun of it. They can make actual "love potions" (which I believe in most game systems would be a charm person spell in a bottle) but they are reluctant to, believing in free will.
The pair will buy components at half list price, as well as any potions adventurers may find and not need.
Run by the human husband/wife pair Charles and Clara Densemar, this place smells bad but sells some good potions. They sell everything from healing in a bottle to the classical "love potion". Though some potions are simply just herbs brewed to a certain thickness, the magical potions work just as they are intended to. Magical potions are always list price, though they will give a small discount if a person brings in spell components they need for potions. They are also guaranteed to work. If they don't, a person can come back and ask for a refund.
The pair also sell "love potions" and "curses" in a bottle. They make it clear this potions are just for fun and won't actually work, but people like to buy them just for the fun of it. They can make actual "love potions" (which I believe in most game systems would be a charm person spell in a bottle) but they are reluctant to, believing in free will.
The pair will buy components at half list price, as well as any potions adventurers may find and not need.
Monday, August 27, 2012
Bear the Cat
Alright, so I've been on animal kick lately, but to some, the odd NPC is actually fun.
So Bear the Cat lives at the Traveling Tramp Inn, a fixture of the inn as long as anyone can remember. He's a grey and black stripped tabby cat with a mind of his own. He wants what ever you are eating, sleeps where ever he likes and chases everything from mice to familiars if not watched carefully.
Every inn needs a cat so no one ever pays him much attention, other then to share some of their meal or pet him if he so demands. Even Derk and his family see as just part of the background when he hasn't gotten out of hand lately. But there is a reason Derk has this particular cat in his life. Sure, the stables has its fair share of barn cats, but this is the only cat Derk will let in the inn. And there is a reason.
Bear isn't really a cat. Oh, he looks like a cat, but in truth he's a druid who just can't remember who he is. When Derk was a hired guard with Crusher, before he settled down, he ran with a lot of people, including a Druid named Black Bear, or Bear for short. Derk liked the man who could blend in with the woods and often listened to him speak of certain spots of wilderness with fondness. Because Bear like transform alot he often smelled of predators and the horses wouldn't carry him so he'd transform into a cat to sleep in one of the wagons as the group travelled from one point to another, able to transform back into his fighting self in a blink of eye.
But the battle which convinced Derk to retire caused Bear to be hit by a curse which locked him in his current form, a cat. Derk has tried to have the curse removed many times, but mages and priests alike can't undo it. Some wonder if Bear has just come to like his cat form and refuses to return to human form. In the mean time, Derk and his family will take care of the special cat and hope Derk's friend returns to his former self some day.
So Bear the Cat lives at the Traveling Tramp Inn, a fixture of the inn as long as anyone can remember. He's a grey and black stripped tabby cat with a mind of his own. He wants what ever you are eating, sleeps where ever he likes and chases everything from mice to familiars if not watched carefully.
Every inn needs a cat so no one ever pays him much attention, other then to share some of their meal or pet him if he so demands. Even Derk and his family see as just part of the background when he hasn't gotten out of hand lately. But there is a reason Derk has this particular cat in his life. Sure, the stables has its fair share of barn cats, but this is the only cat Derk will let in the inn. And there is a reason.
Bear isn't really a cat. Oh, he looks like a cat, but in truth he's a druid who just can't remember who he is. When Derk was a hired guard with Crusher, before he settled down, he ran with a lot of people, including a Druid named Black Bear, or Bear for short. Derk liked the man who could blend in with the woods and often listened to him speak of certain spots of wilderness with fondness. Because Bear like transform alot he often smelled of predators and the horses wouldn't carry him so he'd transform into a cat to sleep in one of the wagons as the group travelled from one point to another, able to transform back into his fighting self in a blink of eye.
But the battle which convinced Derk to retire caused Bear to be hit by a curse which locked him in his current form, a cat. Derk has tried to have the curse removed many times, but mages and priests alike can't undo it. Some wonder if Bear has just come to like his cat form and refuses to return to human form. In the mean time, Derk and his family will take care of the special cat and hope Derk's friend returns to his former self some day.
Thursday, August 23, 2012
Pirates of Martapa
Though very little of my story happens on the high seas, sailing and ship trade if very important to Tridon as well as Ariella. Calabay, Weatherworn and the other sea port Houses all rely on sea trade to supplement their income. The Dwarven Islands and Ariella also rely heavily upon trade to supplement items they can't get or need to travel a ways to get.
But when ever there is way of making money, there are people to steal said money. Pirates have always been a problem , especially along the coast lines of both Tridon and Ariella. Calabay had such a problem they made pirate breaker ships, designed specifically to take down pirates without mercy. Usually the pirates have a single ships under the direction of one leader, his second and twenty to forty crew hands. Most crews know how to sail their ship as well as fight with swords, maybe bolos as well. But they may not be proficient in either. There was a famous pirate captain who would take on anyone as a crew hand and often they had a hard time just leaving the port (he was famous because he got caught so often, though never hung).
Most pirates are humans, though half-elves, half-ogres and even dwarves have been known to take to the pirate life. Most are men, though there are a good share of women as well. There is no centralized location or government for pirates, but there is a code. One, a pirate will never take another pirate's booty if they are engaged in acquiring it. Two, a fellow pirate is to be trusted. (This is a little harder for them to hold to, but few violate the rule since they could be on the other side some day). And three, pirates never rat on other pirates. This is a stead fast rule and any pirate known for turning in one of his kind is in a race for his life. No matter where he goes, some pirate might very well take his life.
But when ever there is way of making money, there are people to steal said money. Pirates have always been a problem , especially along the coast lines of both Tridon and Ariella. Calabay had such a problem they made pirate breaker ships, designed specifically to take down pirates without mercy. Usually the pirates have a single ships under the direction of one leader, his second and twenty to forty crew hands. Most crews know how to sail their ship as well as fight with swords, maybe bolos as well. But they may not be proficient in either. There was a famous pirate captain who would take on anyone as a crew hand and often they had a hard time just leaving the port (he was famous because he got caught so often, though never hung).
Most pirates are humans, though half-elves, half-ogres and even dwarves have been known to take to the pirate life. Most are men, though there are a good share of women as well. There is no centralized location or government for pirates, but there is a code. One, a pirate will never take another pirate's booty if they are engaged in acquiring it. Two, a fellow pirate is to be trusted. (This is a little harder for them to hold to, but few violate the rule since they could be on the other side some day). And three, pirates never rat on other pirates. This is a stead fast rule and any pirate known for turning in one of his kind is in a race for his life. No matter where he goes, some pirate might very well take his life.
Wednesday, August 22, 2012
The Time and Effort Involved
So one of my writing buddies emails our writing group saying she just managed to get an agent at the conference she went to. And we are all happy for her, to say the least. She's been working on the concept for this story since she was my elementary son's age and now has grandkids of her her own. I'm very excited for her. But in being excited for her I've been thinking on how long have I been working on my own novel concept. This is what I came up with.
In 1992-93 I was a freshman in college, home sick and totally in over my head (I did eventually graduate in four years with a biology degree, but at the time I felt like I was swimming in water way too deep). When I get stressed, I write, thus I began working on my original novels about my world of Martapa. I did get most of three books done by the time I graduated, but then they sat on a shelf gathering dust.
Fast forward to 2004. After 2 years of successful email roleplaying with the characters who are now center in my current stories I decide that, indeed, they would make an excellent story. That, and I realized as the mortality of my father was made so clear to me that I didn't have forever to get my butt in gear and try to publish a book.
Current times. I'm editing four long books that some day I will be brave enough to step up to an agent and show. In the intervining years I have gotten articles published, which in itself was a wonder to feel. Even though the checks were merely coffee money, the thought that thousands of people were reading your words was awesome!
So I bring this up simply because you can't give up. If you are writing keep doing it, if for no other reason then for yourself. My friend never gave up and now she is that much closer to seeing her book in print!
Keep Writing!
In 1992-93 I was a freshman in college, home sick and totally in over my head (I did eventually graduate in four years with a biology degree, but at the time I felt like I was swimming in water way too deep). When I get stressed, I write, thus I began working on my original novels about my world of Martapa. I did get most of three books done by the time I graduated, but then they sat on a shelf gathering dust.
Fast forward to 2004. After 2 years of successful email roleplaying with the characters who are now center in my current stories I decide that, indeed, they would make an excellent story. That, and I realized as the mortality of my father was made so clear to me that I didn't have forever to get my butt in gear and try to publish a book.
Current times. I'm editing four long books that some day I will be brave enough to step up to an agent and show. In the intervining years I have gotten articles published, which in itself was a wonder to feel. Even though the checks were merely coffee money, the thought that thousands of people were reading your words was awesome!
So I bring this up simply because you can't give up. If you are writing keep doing it, if for no other reason then for yourself. My friend never gave up and now she is that much closer to seeing her book in print!
Keep Writing!
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying,
writing
Tuesday, August 21, 2012
The Lord's Fine Art in Bloodhelm
Art, really? But strangely your characters may need some small statue, a painting...a copy of a painting. This fine art gallery has all sorts of paintings and statues to please the finest tastes. Many nobles come here to buy something to hang in their home and impress their peers. But thieves also come here to get copies of such things to replace the one worth money they are about to take.
Areo Stanton was once a thief himself, turned fence, turned fine art dealer. Though most of his business is from the sale of legitimate art, he does make copies of the art he sells just in case some discerning thief wants a copy. So far he remains unlinked to any of the thefts but it is only a matter of time before he'll have to move on (which he's done before).
Areo also sells small statuettes which mages use for certain guardian spells. He never cheats mages. He did this once and earned himself a permanent limp and an other small curse he doesn't wish to talk about.
The building is good size, protected by magic (after all fine art is in there worth hundreds of gold ducats) and has a guard when Areo is not in the store. It is two stories with most of the art downstairs, rooms upstairs and in the hidden basement his copies of his art.
Areo Stanton was once a thief himself, turned fence, turned fine art dealer. Though most of his business is from the sale of legitimate art, he does make copies of the art he sells just in case some discerning thief wants a copy. So far he remains unlinked to any of the thefts but it is only a matter of time before he'll have to move on (which he's done before).
Areo also sells small statuettes which mages use for certain guardian spells. He never cheats mages. He did this once and earned himself a permanent limp and an other small curse he doesn't wish to talk about.
The building is good size, protected by magic (after all fine art is in there worth hundreds of gold ducats) and has a guard when Areo is not in the store. It is two stories with most of the art downstairs, rooms upstairs and in the hidden basement his copies of his art.
Monday, August 20, 2012
Swiftwater
Swiftwater is a male unicorn of undetermined age. What, another animal character? I know, I know. But Swiftwater was very important to my books which will never see the light of day (unless, of course I someday publish and need some prequels lol).
Swiftwater is a huge unicorn stallion, larger then all other unicorns. His body is an opalescent color and his mane and tail are silver in hue. His eyes whirl instead of having a pupil, per say, and can change upon his mood, though more often then not they are purple. He has the ability to appear as a plain, dull draft horse if he wishes, but is smarter and more knowledgeable then most humans. He has magical abilities which include, but not limited to banishing undead, healing, and bursts of speed. He also can speak mentally with his rider (or any person for that matter if he so chose to).
Swiftwater has always been the Clan Leader of the Wolf Clan's mount, since the time of Veo Sunstar. Aiyana made him and a heard of unicorns for the Wolf Clan as a favor to her father when Veo created the Wolf Clan and the other Warrior Clans. Although the unicorns live a long time (hundreds of years) Swiftwater is the only one to live pretty much immortally. That is because he had a greater purpose then being a simple mount for Clan Leaders.
Because Targon knew sometime in the future the Gift of the Gods would be used after Peter was crowned, Targon selected Swiftwater to be his protection of the one he needed to use the Gift, even if he wasn't quite certain who would use it. Knowing there were few who actually bore the power to use the Gift, he figured it would have to be one of his highly magical Wolf Clan Warriors and thus gave Swiftwater the gift of long life to be there when he was needed. Not that even Targon had any idea a half-elf girl would be the world's savior, but Swiftwater was in the right place, at the right time because of Targon's foresight.
One can come upon Swiftwater at pretty much any time period in Martapa, though after the time of the Chosen he is a little more elusive, especially after Amber Blackwolf dies. He will most often appear as a dull draft horse with a mind of his own, but if the person is an elf he will most likely be in his normal form. He will help those who need it and are aligned with the light, but will most likely shun or even try to harm those who follow the dark.
Swiftwater is a huge unicorn stallion, larger then all other unicorns. His body is an opalescent color and his mane and tail are silver in hue. His eyes whirl instead of having a pupil, per say, and can change upon his mood, though more often then not they are purple. He has the ability to appear as a plain, dull draft horse if he wishes, but is smarter and more knowledgeable then most humans. He has magical abilities which include, but not limited to banishing undead, healing, and bursts of speed. He also can speak mentally with his rider (or any person for that matter if he so chose to).
Swiftwater has always been the Clan Leader of the Wolf Clan's mount, since the time of Veo Sunstar. Aiyana made him and a heard of unicorns for the Wolf Clan as a favor to her father when Veo created the Wolf Clan and the other Warrior Clans. Although the unicorns live a long time (hundreds of years) Swiftwater is the only one to live pretty much immortally. That is because he had a greater purpose then being a simple mount for Clan Leaders.
Because Targon knew sometime in the future the Gift of the Gods would be used after Peter was crowned, Targon selected Swiftwater to be his protection of the one he needed to use the Gift, even if he wasn't quite certain who would use it. Knowing there were few who actually bore the power to use the Gift, he figured it would have to be one of his highly magical Wolf Clan Warriors and thus gave Swiftwater the gift of long life to be there when he was needed. Not that even Targon had any idea a half-elf girl would be the world's savior, but Swiftwater was in the right place, at the right time because of Targon's foresight.
One can come upon Swiftwater at pretty much any time period in Martapa, though after the time of the Chosen he is a little more elusive, especially after Amber Blackwolf dies. He will most often appear as a dull draft horse with a mind of his own, but if the person is an elf he will most likely be in his normal form. He will help those who need it and are aligned with the light, but will most likely shun or even try to harm those who follow the dark.
Thursday, August 16, 2012
To Track or Not to Track
Way back in the beginnings of time, when my husband, our college friends and I roleplayed we usually didn't keep track of how much rations we had or other supplies unless we were trekking somewhere that might bring us short on our supplies. But we had one GM that loved to know that stuff, so we dutifully kept track of rations, days, supplies, feed for horses, etc. It was time consuming and worst of all the GM could use such information against us!
So as a GM you should think on these factors before tracking every little thing:
1) Is it relevant to game play? Like crossing a desert. There are penalties for not having enough water and supplies in this case, so it would be relevant. Traveling on a road where there is an inn every night, not so relevant.
2) Are you just doing it to be a pain in the rear? We once had a player who liked to say he was living the high life, even though our GM rarely charged us for food/drink/inns. Thus the GM turned around and started charging what this "High Life" would cost. The player finally realized how much money he was losing and stopped living the said high life. But we also had a GM who liked to make the men in the party pay for inns, but for some reason he never charged me... Not exactly fair and I did mention it, several times. So think on why you are doing it.
3) Does it slow down play? Book keeping is never fun in the best of times, but if you are spending five minutes of ever hour keeping track of money/arrows/food your players may not have as much fun and may not come back.
4)Do your players want to do it? Most players aren't cheep, they just don't want to take the time to keep track of it. Some games have a monthly rate of how much it costs to live a certain life style. I suggest you go with this. It takes some of their gold (muhaha) but doesn't slow down game play deciding whether they have enough. Very few players want to keep track of every little waterskin and apple they have in their pack.
Just remember this one firm rule: You are roleplaying to have FUN!
Happy Gaming
So as a GM you should think on these factors before tracking every little thing:
1) Is it relevant to game play? Like crossing a desert. There are penalties for not having enough water and supplies in this case, so it would be relevant. Traveling on a road where there is an inn every night, not so relevant.
2) Are you just doing it to be a pain in the rear? We once had a player who liked to say he was living the high life, even though our GM rarely charged us for food/drink/inns. Thus the GM turned around and started charging what this "High Life" would cost. The player finally realized how much money he was losing and stopped living the said high life. But we also had a GM who liked to make the men in the party pay for inns, but for some reason he never charged me... Not exactly fair and I did mention it, several times. So think on why you are doing it.
3) Does it slow down play? Book keeping is never fun in the best of times, but if you are spending five minutes of ever hour keeping track of money/arrows/food your players may not have as much fun and may not come back.
4)Do your players want to do it? Most players aren't cheep, they just don't want to take the time to keep track of it. Some games have a monthly rate of how much it costs to live a certain life style. I suggest you go with this. It takes some of their gold (muhaha) but doesn't slow down game play deciding whether they have enough. Very few players want to keep track of every little waterskin and apple they have in their pack.
Just remember this one firm rule: You are roleplaying to have FUN!
Happy Gaming
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.
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.
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.
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!
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!
Labels:
Campaign Setting,
fantasy,
fantasy author,
role playing,
roleplaying
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).
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...
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.
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.
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
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.
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!
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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...
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).
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.
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!
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...
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.
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.
Subscribe to:
Posts (Atom)