Wednesday, April 17, 2013

Transportation of Martapa

I know I've talked about mounts earlier in this blog, but there are other modes of transportation used through out Martapa.  Let's discuss them from most used to least used.

1) Walking.  This is everybody's form of transportation.  Most people do not have mounts or carriages so must rely upon their own two feet.

2) Carts, Wagons and Carriages.  Farmers do have carts, but usually this is to haul goods, crops or other items to and from markets as well as around their farms.  Wagons are used by merchants, armies and some of the bigger farmers.  Carriages are used by the rich, hired coaches, message and passenger coaches between cities and for state funerals.

3) Mounts.  Mainly the rich use mounts, along with the army, but adventurers, merchants, and independent mercenaries often have mounts.

4) Translocation.  The ability of magic to move people and items are very limited.  It drains the user and isn't always that accurate.  People only use this if they feel it's a real emergency.

5) Transportation circles.  Introduced sometime after the time of the Chosen, these circles made permanent magical translocation spots that didn't drain the user and could move lots of people or equipment at one time.  They still had to be maintained and directed by someone, but the enchanted circle took the strain of the magic, not the person.  These are no longer in use in the time of the High King's Sword, unfortunately.

Happy Gaming!

Tuesday, April 16, 2013

Homegrown Spices in Bloodhelm

Spices are a big deal in Medieval times (personally I won't cook without them in this day and age) and thus were worth a lot of money.  On my world, spices will travel long distances and cost lots of money, so Homegrown Spices tries hard to grow spices from around the world right in Bloodhelm.  Tandy and Garrett Spice have small "greenhouses" on the second floor of their building.  They've modified the roof so they have the ability to build it back up when the weather gets too cold and warm the inside with magic.  Because of this they can grow small quantities of rare spices from around the world.  Mostly the manor of Bloodhelm and other minor nobles buy the spices, but sometimes the merchant class can afford such things.  They don't live at the building and don't hire guards.  They do have magic locks upon the doors and window, though.

Monday, April 15, 2013

John, the Beer Man

There are these "lovely" taverns through out Bloodhelm and Martapa, but where do they get all that beer?  Near Bloodhelm is a small hops farm run by a man named John Hops.  His family has been growing grain and hops for years, as well as brewing beer for the local taverns and personal consummation of nearby farmers.  The small brewery is running as often as they have materials to make beer and even the house smells like brewing beer, (even though the house and the brewery are over three hundred feet apart).  John is a rounded man, with a good sense of humor that only gets better with more beer, (which he can drink a lot of before feeling even remotely tipsy).  He has a wife, Maggie, and five children, the boys helping him with the brewery now that they are old enough.  He ships a wagon load of beer at a time, picking up what he needs for the brew when he does so. 

He can be used as an NPC if the the players are planning a party, looking for certain ingredients or even as small job on their way to a larger one.  (Maybe just to get them headed in the right direction!)

Thursday, April 11, 2013

Buying a Mount

In most games, both roleplaying and video, getting a "ride" is always a big thing.  I know in World of Warcraft, (which I play too much), getting to 20th level is always a big thing for one of our "toons", where you can finally ride off into the sunset in style.  So when you are roleplaying, and a character has enough money to buy that new mount, make it a big deal to get.  My husband and I usually  have a fine selection of animals for the characters to choose from, (and of course this depends on what race and where they are), and a range of prices, some of which will just be too high.  There was once a Dragon Magazine article which had tables to flesh out horses with good and bad traits, but I can't remember what number it was.  We like to use the tables to make very personalized horses.  Make sure to have descriptions of each animal, maybe some bad habits and good bonuses, (which you don't have to disclose off the bat unless the character knows how to look for them).  And have your characters bargain for them.  This is, after all, horse trading!  If not the character buying, maybe one of the other players.

Happy Gaming!

Wednesday, April 10, 2013

Poison Rings

Since Tarkil is spy and assassin, I had to think of things like this, and poison rings would be very appropriate for a spy campaign.  These rings, highly decorated to very plain, hold a small amount of poison, usually in the base of a gem or small token.  Usually there is just enough poison for one use.  Follow the poison rules for your campaign and poison, but here are some other guide lines.
1) The person needs to roll to hit. You can factor in armor if you wish, because someone wearing plate may be harder to hit with a tiny needle then someone in a robe.

2) Remember any bonuses against poison.  Some campaigns have bonuses for certain races against poison, don't forget those.

3) Make how they poison the person plausible.  From five foot away? No, they need to be up close and personal with a good in-character reason for touching the person if they don't want to be discovered.

Happy Gaming!

Tuesday, April 9, 2013

Beautiful Aromas in Bloodhelm

This small shop wafts with all sorts of scents to please the senses.  A single story, with a basement, there are small bottles all over the place on the neatly sorted shelves and counters.  The owners, Janice and Johannen, make all the wonderful perfumes themselves, though they can, and do, important scents from the Empire and the Dwarven Islands.  This place is frequented by ladies in waiting who come to buy for their mistresses, since every good noble woman needs a good perfume.  This is also a place where the ladies in waiting unwittingly, or willingly, spread rumors and secrets.  Janice and Johannen pass such information on to the Theives' Guild for a tidy profit and thus live more then comfortably.  (Though Janice squirrels away quite a bit of it so if they have to leave in a hurry they have some cash to resettle.

Monday, April 8, 2013

Chester, the Sprite

Calabay has always been a haven for magical creatures, mostly sea elves, but other creatures as well.  One such "person" is Chester the sprite.  His real name is Chezastorous, but he likes the name Chester his human friends have given him.  He stands just a foot and a half tall with bright blue hair and wings and almost pale white skin.  His big, blue eyes take everything in with a sense of wonder, though he is no naive fool.  He was sent by his king to watch over the city of Calabay and see how things faired, since Calabay has always been kind to the magical creatures of the area.  Chester relishes his job, having made many friends and discovered what the wonders of a "tavern" are.  He can be seen in one of the many fine establishments every evening, though during the day he is talking with or helping important people around town.  He also likes to play with children, who hold him awe, and help the everyday person with their chores.  House Calabay has declared no harm shall come to him so long as he does not harm another, so he has an unusual protection when he is in town.

The GM can use Chester to start an adventure, spread a rumor, or perhaps find that magical plant or item they may need for some other adventure.

Thursday, April 4, 2013

Planning the Event

I try to emphasize how important it is to have a well thought out adventure planned, but not everything with a gaming session is the adventure.  Here are a few things to keep in mind.

1)  Do you have your notes?  Top item on my list.  My son, who wants desperately bad to be able to GM like mom and dad, spends about 20 minutes looking for his notes before he does an adventure.  Make sure you have your notes before hand.

2) Do you have appropriate books/dice/equipment?  You need dice, and lots of them, as a GM and your players are going to ask obscure questions, so make sure the rule books are close at hand.

3) Pencils and scratch paper?  Your players are going to need to keep track of hit points and spells used and you and your players are going to need to take notes. 

4) Do you  have food and drinks?  Several hours of playing will require food or drinks of some sort.  If your players are well stocked, it will go a long way to having them like your adventure.

Happy Gaming!

Wednesday, April 3, 2013

The Center of Knowledge in Bloodhelm

The Center of Knowledge is a fairly large, three story building, plum full of books, scrolls, and other items of knowledge.  Run by mages who once roamed the world and acquired a lot of the knowledge first hand, this building is a good spot to research about obscure history, magical knowledge or just general knowledge.  The mages charge a gold a day to research in their building, and writing material can be purchased there as well.  Meals can be bought and brought in, if a person so chooses, the mages having a deal with a nearby inn.  The building as three stories, all stuffed full of books and the like, while the basement is set up as the mages' living quarters.  There are supplies, a work shop, sleeping rooms, and other rooms full of stuff one would find in a mage's house.  There is a small "treasure room" where the mages keep some of their items from their adventures out in the wild.  There are no guards, but everything is magically warded.

Tuesday, April 2, 2013

Tahline and Caelzair

These two human twins, born only minutes apart, are very close and work well as a team.  Tahline has raven hair, opposed to Caelzair's shock of silver hair.  Caelzair is the bigger of the two, towering over his "little" sister, but he is the magic user of the bunch.  He specializes in lightning spells and some healing, but is a force to be reckoned with.  Tahline has always liked being in the thick of things and uses sword and shield with ease.  Both have bright blue eyes, are more then pleasant to look upon and are friendly to all who come their way.  Caelzair is the more out spoken, loving to joke with those around him, even breaking into dance for no reason.  Tahline will mingle, but she prefers to sit back and watch what is going on so she can protect her "big" brother from himself.

These two are always geared well, looking for work as caravans when they are not looking for some ruin to explore or evil to fight.  They would be good to meet if the party is in need of help escorting something or someone, or if they just need a little extra muscle.  They will not help those who are out right evil and Tahline seems to have a knack for seeing through anything evil or devious.  Otherwise, their prices are reasonable, and they may even do something for free if the cause is right.

Monday, April 1, 2013

The Death of a Character

In real life we tend to get attached to our family, pets, even objects and when bad things happen to them, we tend to be upset, sad or become detached from the world for awhile.  So it shouldn't seem strange when a person loses his character to death or some powerful curse that they also get a little detached.  The good thing about roleplaying games is the character could always come back with a little magic (depending on the genre), but the lose is no less.  Here are some things as a DM you might do.

1)  Talk to the player after the session.  Talk to him about why the character died, that it wasn't personal.  This is a biggy.  Some players may think the GM is out to get him and think it has become personal.  Talking to them about why the death happened may ease that tension.

2) Ask the player what he wants to do with the character.  Not all players what their characters "rezzed".  We had a college friend who was actually upset with us that we had his character raised from the dead, so make sure they actually want the character to be brought back to life.

3) Plan some nifty way for the character to come back.  Perhaps the rest of the party has to go in search of some magical artifact or do a favor for the person doing the magic.  At the same time have a mini-adventure for the player as he fights his way back to life.  Maybe the character died saving some godly item and the god himself comes down and resurrects him.  Perhaps the king of the area orders him brought back to life because his sacrifice saved the kingdom.

4) Don't gloss over the death.  In this day and age where video games just allow instant resurrection, make a big deal about the death.  Make your players feel upset, sad, or scared for their own lives.  Make it real.  Don't trivialize the moment.

Happy Gaming!

Friday, March 29, 2013

Making it Real

I find, as I'm writing, to make even the fantastic feel real can be difficult sometimes.  Sure, magic is flying all over the place, but the people involved still have to move, speak and interact like any other person in the world.  Here are some rules I like to follow.

1)  Make the unreal seem natural.    Don't bring undue attention, from either your character or from the writer's point of view, into the situation.  These characters see fireballs thrown all the time, so don't make a huge deal about the fact, (unless the character hasn't ever seen one...).  Act as if it's just part of everyday life, which it probably is in a fantasy world.

2)  Describe magic, weapons and other fantasy items as if you were describing everything else.  Magic and weapons all have colors, shapes, the way they move.  Make that how you describe something, but don't hang on how magical everything is.

3) Ignore the common.  In my High King's Sword books the characters acknowledge the fact there are "light stones", but only in the capacity that they are lighting the area the characters are in like a lamp or torch might.  Yet, light stones are magical and wouldn't happen in real life...though glow sticks are probably darned close.

Happy writing.

Wednesday, March 27, 2013

The Brotherhood of Healers in Bloodhelm

This small building, holding just one large room and about six small rooms, is a very busy place.  This is a small house of healing where the poor go for those cures they just can't afford else where.  Run by clerics of all faiths, as well as some mages, everyone here volunteers their time and healing.  Most of the time, only small things like broken bones, sicknesses like flu or colds, or open wounds can be fixed, because the people who come to help are not always that powerful.  But sometimes a higher level cleric, who remembers what their order is for, will come and spend time at the Brotherhood.  Then almost all ailments can be cured, though only for a few, (since the effort of healing large health problems takes its toll on the cleric performing the healing). 

The Brotherhood does not ask any questions, other then those needed to help the patient.  No money is required, but they do accept donations.  Many pay with farm animals, baskets of fruit and bread and at the most copper pennies, all of which goes the the churches the clerics work for.

Monday, March 25, 2013

Warwick and Paxton

These two guards, who man the gates of Bloodhelm are as opposite as night and day in appearance, but the best of friends, none the less.  Warwick is a middle aged man, with a bit of a belly, but still in good shape.  His hair is starting to thin, he takes his time at things, though he always does them right the first time, and he likes to talk about just about anything.  Paxton is a young man, willow thin and tall for even those of Bloodhelm.  He is awkward, to say the least, but tries his best at everything he does.  He's fair with a sword, better with a bow, and horrible with women.  Women make him incredibly nervous.

Warwick has taken Paxton under his wing and tries to teach him everything he knows, which is considerable for a simple gate guard.  Warwick knows strategy and tactics better then some Knights and generals.  Paxton hangs on Warwick's every word and defends him against those who think he's too old to be in the home guard.

Warwick and Paxton can always be found, seven days a week, from sunrise to about mid afternoon at the main gate of Bloodhelm.

Thursday, March 21, 2013

Tax Collectors of Tridon

Since we're getting on that time of the year, I figured I'd show how Tridon natives feel the pain, as well.  Twice a year, in the spring and the fall, a man escorted by a dozen guards, rides the roads of Martapa.  Actually many men, usually three or four for each House, maybe more.  They go to every steading, village, town and city and extract a tax for each person in that place.  Depending on the House, the tax could be as little as a half penny per person up to several ducats.  Goods, such as cloth, food or other trade items can be substituted (and often are in rural areas).  This money is supposed to go to road construction and the military, but doesn't always.  Other taxes, such as gate fees and merchant fees pay for other items such as the royal Houses and the like.  Those who are unable to pay the tax are given thirty days to pay otherwise they end up on a work crew for the House until the tax is paid for by their work.

Wednesday, March 20, 2013

A Note on Magical Arms and Armor

So a side note on magical arms and armor.  On Martapa, and on many fantasy worlds, there are lots of magical arms and armor.  Different kinds and shapes, materials and magic, but one ability stays constant.  On Martapa the weapon, shield or armor shapes to the wielder or wearer.  An example of this is the magical elven chainmail Richard Goldenstein uses and is mentioned in the High King's Sword.  Richard was a large man, but later on Sebastion Blackthorn, though not that small, gains the mail and is smaller then Richard.  Yet, the mail fits him perfectly.  Richard's shield, which Elly acquires, also shrinks to fit her small stature, but is no less magical.  There are limits to the magic of size change, such as a dragon size item will not shrink to a fairy sized item or visa versa.  This size changing does not damage the magic of the item and is hardly noticed by the new owner of the weapon or armor.

Tuesday, March 19, 2013

The Griffon Tavern in Bloodhelm

This tavern is a gathering place for merchants, mercenaries and laborers, a place to talk, find work, and just relax after a day of work or travel.  There is a few rooms upstairs, nothing fancy, just some place to lay your head after a day of travel.  The tap room is fairly large, seating about forty.  There are two fireplaces, one on each end, which keeps the patrons there longer when it's cold outside.  The food is descent, stew, bread and sometimes pies the most common menu.  Sometimes there is roast beef or pork, and fruits are common during the summer.

Terrance Thunderclaw runs a tight ship.  He doesn't let things get out of hand and makes sure there is always ale and food on hand.  His servers are never overworked, but he makes sures they work for their pay.  This average looking man is fair, but hard if he thinks he is right.  He doesn't cheat anyone, but if he thinks someone has cheated him he flares up and his two bouncers, Saint and Jack, come to clear the area of any problems.

Monday, March 18, 2013

Melody, Cook for Bloodhelm Manor

In the High King's Sword novels I have a cook at the manor named Melody who Tarkil, even in his roughest stages, loves.  He loves her personality and especially the food she makes.  So here is a short sketch for you if you might have an adventure in the manor.

Melody in around fifty, though no one knows for sure and no one is going to ask.  It's impolite to ask a lady her age.  She has grown children who live else where, and many grandchildren.  Her hair is red, a rarity this far south, but streaking with gray.  She always has a smile upon her face and a good word for who ever comes her way.  She's a little heavy set, mostly from her bigger frame, but some from age and years in the kitchen.  She dresses in blues, even though the house colors are red and black.  No one has seen fit to tell her otherwise for two reasons.  First, even the adults of the House treat her as if she is their grandmother.  Second, everybody loves her food and doesn't want her to go away.  Though she doesn't enjoy the company of many of those who rule Bloodhelm, there are several she makes sure to have special treats for or their favorites just waiting for them, what ever the hour. 

Melody can be found mostly in the kitchens or store rooms of Bloodhelm, but once a week she personally goes to the market to look for ingredients and supplies she wants to pick out for special meals.

Wednesday, March 13, 2013

Making those Strongholds

Eventually your players will gain enough money that they need for nothing but a place to stay.  A place of operations is actually a good idea.  It gives its own possibilities of adventures and someplace for your players to store their stuff.

Here are some basic things to keep in mind:

1) Location.  Where they want to build it, is it near a place to get people/supplies easily?  If it's not, materials and people are going to cost more.

2) Did they get permission from the local lord?  Unless they are out in the middle of absolutely no where, there will be a lord or lady who rules the area.  They will not want someone squatting on their land.  Perhaps if the party does some small deed for them they might get a place to put their stronghold.

3) Supplies and money.  This is a little more subjective.  If the place is near a stone quarry, then obviously a stone stronghold will be acceptable.  The money is a little harder.  There are some good roleplaying books with costs, like D and D's Stronghold Builder's Guidebook, but ultimately it's up to you whether the characters have the money.  In my current Pathfinder campaign we found an old ruin that we are fixing up.  Plenty of stone, we just had to supply manpower and a few other things, so the price is lower.

4) Treatment of people.  If they don't treat their workers well, things may go wrong.  Hey, why did that wall fall over?  Why is the water foul?  On the other hand if the workers are treated well they may work far better.

Happy Gaming

Tuesday, March 12, 2013

Noble House Merlinous in Bloodhelm

Noble House Merlinous is a very large manor, though not as big as the Bloodhelm manor, but it is fair sized.  The building is two stories, with fifteen bedrooms, a large ballroom, two offices, a large kitchen and dinning room and a large meeting room.  Everything is highly decorative, considering this is one of the oldest buildings in Bloodhelm. There is a lovely garden surrounding the manor, along with a stable of fine horses and kennels of well breed hounds.  The whole area is enclosed in a six foot stone wall.  A small army of people care for this manor, living in a small bunk house in the back of the property.  Few enter without permission or without invatation, for House Merlinous is very private.

Monday, March 11, 2013

Chez the Caravan Driver

Chez Streamdriver has been driving wagons for most of his life.  His father owned a small caravan service for a while, but when his father broke his leg and it didn't heal right they had to sell the business.  Chez loves the open road, working with his horse or mule team and seeing new and exciting places.  He loves talking to people about where they came and where they are going.  In fact, it's almost impossible for him to stop talking once he starts.

Chez is in his middle years with a young wife at home, as well as two children.  His brown hair is thinning, his middle is gaining some girth, his face is a little narrow with a larger nose.  He makes pretty good money, able to hire on a helper at home to help his wife with the farm when he's gone.  He usually caravans between Bloodhelm and Weatherworn, which means he's gone off and on all year.

Chez might be a good rumor monger for the party if they are traveling with the caravan he's driving for.  Also, if they do him a good turn he might vouch for them.  He is well known through out the merchant world in the south as a good, hard working teamster so if he vouches for the party they are more likely to get what they are looking for.

Thursday, March 7, 2013

Sunflower the Flower Girl

This little ray of sunshine in Bloodhelm comes in each morning during the summer with her mother who sells eggs and fresh chickens.  She picks flowers as she waits for her mother to get ready then sells bouquets to the ladies who like to shop the market.  It doesn't make the family a lot of money, but it keeps her busy and every little bit of coin helps.  She feels as if she is contributing to the family even if she can't do much.

This little cherub is always happy, no matter the day or the weather.  She always smiles, waves and takes rejections of sale with a hardy "Good Day".  She wears a plain dress with braids that reach her waist.  Though just a tiny bit of Bloodhelm this  might be a good flavor text or even a good plot line for your players.  What happens if she's kidnapped?  Do the characters see and offer to go find her?

Wednesday, March 6, 2013

That Little Added Touch

For those running a campaign, your players will appreciate when you go that extra mile.  Here are a few things you can do to add just a little more realism to your fantasy campaign.  (Good laugh on that!)

1) Make sure you have NPC names and short descriptions.  If you plan on having them interact with your characters they need to have some sort of descriptions to make them more then 2 dimensions!

2)  Have descriptions of where the characters are going.  Even if you just mention the stones of the hallway under the keep are slick with slim and moisture, you've helped to add a bit to your ambiance.

3) Individualize rewards.  Don't just have the Duke say, "And here is your reward".  Have him had the fighter an etched sword, the mage a new book or the cleric an enemy holy symbol to crush.

4) Make sure to have something for each character's abilities.  Don't forget the thief when you go into that dungeon.  Throw a few traps in for him to disarm.  Undead in there?  Clerics can turn them.  How about something the mage has to dispel to work?

Happy gaming!

Tuesday, March 5, 2013

Chimera Jewels in Bloodhelms

Chimera Jewels is a small hole in the wall where gems from all over, especially from the Dwarven Islands, can be found.  The owners, Nan and Papa Thornside, don't set the gems, but just sell them and cut them the way their buyers want.  Jewelry makers are their biggest customers, but sometimes adventurers like to have something a little easier to carry then bags and bags of gold and thus turn them into portable gems.

Nan and Papa can cut the gems how ever a person wants, even cutting pictures into the faces.  They will put necklace hooks on to larger gems, but that is the only jewelry work they will do.  They will buy gems, as long as they are of good quality, even if they are already cut because they can always find a market for them.  They have several very loyal guards and many magical traps, so getting into the building to steal the lovely gems may prove harder then one would think.

Monday, March 4, 2013

Sven the Dog Handler

Sven loves his job and loves his dogs.  He makes sure each is well taken care for, he has names for all of them, and knows each's history like his own.  He was always loyal to Bloodhelm, for they gave him the job, the job his father had held before him, but after one hunting trip everything changed.  He was always in charge of gathering up the hounds after a hunt, but he had to stop at some point during one to look at the leg of one of his hounds.  While he lagged behind his favorite hound ran in front of the Lord Raphael's mount, scaring the horse, and nearly bucking Raphael off.  Raphael had the hound killed immediately.

Saddened by the loss of his favorite dog, he vowed revenge upon House Bloodhelm.  When a recruiter from Vandez asked him to spy on the House during hunting outings, he was more then willing.  He thinks only of the safety of his dogs and getting revenge on House Bloodhelm.  If the party is out for Bloodhelm's blood, this may be a way to get into the House.

Friday, March 1, 2013

The Role of Royal Mages

Magic is fairly common in my world.  People are healed by magic, light stones light rooms, and projects are built, if possible, with the help of mages and priests.  Because of this, every House has a Royal Mage, or a whole stable of them.  They need protection against outside magic and someone they can trust to put magic upon their weapons and houses, not to mention persons.  The mages are kept well, but can always be dismissed at a whim.  The only exception to this is the House of Weatherworn.  Nearly all the women, and some of the men, who are born into the House become mages.  There is something about their bloodline where the women make powerful weathermages.  They do not have a "Royal Mage" but it is just assumed all women of the House, whether married in or not, are mages.

The title gives the person some power and recognition, though the extent of that power depends on the House. The Royal Mage of Bloodhelm or Vandez is more likely to wield more power in terms of influence then the House Mage of Calabay or Goldleaf, even though they may, in truth, bare more magical power.  To upset any Royal Mage is a bad move.  Not only do they wield great magic, but if they are loved by the House the person may have an army after them.

Wednesday, February 27, 2013

Making the Case

In both books and roleplaying campaigns, you as either author or GM need to make the story line compelling.  You want the person to read on, your players to continue on to their goal.  But how do you do that with out feeling like your trudging along.  Here are some ideas I've found useful.

1) In both roleplaying and books, plotting out where you want to go is always a good idea.  Make your outline as elaborate as you want.  But be aware your players will take left turns now and again.  Even when writing, sometimes you change direction because of something unexpected you wrote in, so be flexible!

2) Develop the area, people and ideas you want to express.  Players like three dimensional worlds, as do readers.  Here you have to be a little careful.  Players like lots of descriptions to see if there is anything they can use or abuse.  But in this fast paced world we live in a lot of readers do not like page long descriptions, so you have to be careful on what you write.  (As a side note, most old school fantasy readers like page long descriptions and if you are pandering to them, write on!)

3)  Really think out your bad guys.  Just because they are bad doesn't mean you automatically hate them.  Maybe they are really nice guys, but just on the opposite side of the board as your players/main characters.  Unless you really want to don't use the cliche bad guy, twirling his mustache as the train comes closer, make him a dynamic person so people hate him, but perhaps understand where he is coming from.

Tuesday, February 26, 2013

The Fudging of Dice

In most roleplaying campaigns, every GM/DM comes to that time where fudging the roll is probably a better idea then letting them lay...thus why most GM's have a screen to hide behind.  But beware the fudging too much.  There is a time and a place and let's look at those.

1) Character creation.  My daughter, all of nine years, wanted to play a Pixie Fairy in Hackmaster, a system which is known for it's "let them lay" policy.  But this is a nine year old...how do you explain to a 9 year old that their pixie fairy has a Strength of 1 and about 10 hit points at 6th level?  So in this case, let your players roll up a few different sets of stats and let them pick the best set (not best scores).  Make sure, as a the GM, that you watch because some players like to roll and roll until they get a great set.

2) When your player missing would so mess up the mood.  Say the party has been having an epic battle and the player in question is about to make the final blow in spectacular fashion.  And they miss, technically, by 1 or so.  How unfair is that?  Let it land, what does it matter.  Obviously the main bad guy was about dead anyway, let the party have something awesome to talk about later.

3) When a player character is about to die.  Not something you should do every time.  Making them rez on occasion will keep them cautious.  But if we were once again in that epic battle, down to the last hit points of both character and bad guy and the bad guy lands a spectacular blow and would kill the player and thus end the campaign badly, let it be glancing, leaving the character at 1 or 2 hit points.  The alternative is to let both the bad guy and the character hit at the same time and let them die at the same instant.  Still really cool!

My best advice is to not fudge too often and think hard before doing it.  Don't let your players get away with everything but let them have fun!  That is the point, after all.

Happy Gaming.

Thursday, February 21, 2013

The Roaring Bear Tavern in Bloodhelm

This modest inn is three stories, rustic, as it is built like a large, log cabin, and has a giant stuffed bear just inside the doorway, waiting to greet patrons.  The tavern is cozy, with a fire near the bar and enough room for about twenty people to sit comfortably.  There are single rooms on the second floor, the third has one suite and the rest is a common room for those who don't want to pay for a full room.  Breakfast usually comes with the room, but any drinks are extra.  The owner, Jack Wanderer, was once an adventurer, but lost a leg to a ogre raiding party.  His party survived and brought Jack back to be healed, though not to his whole state.  He settled down with his savings and now runs the tavern to listen to tales, big and small, of adventure out in the world.

The tavern is only closed from around midnight until five in the morning.  Jack stays for most of that, but delegates the morning prep work to his cook and one of his serving girls.  Jack is not married, and though he is missing a leg, his is quite handsome, easy to talk to and gets along with just about anyone.

Jack has several bouncers who he pays well and keeps order in his tavern.  Any back talk to Jack will earn instant removal from the tavern, whether a person has paid or not.

Wednesday, February 20, 2013

Love and Marriage Part X

So to wrap the whole love and marriage ideas up, lets look at such things in your campaign.

I think it is perfectly fine for a little romantic interaction between characters, but your players definitely need to be mature enough to handle such things.  My husband and I played in several groups where we had characters who had romantic interludes, campaigns where our characters were entangled with other player characters and in groups with no love interests.  All angles can be fun.  The biggest problem is separating romantic interactions of the characters and the interactions in real life.  Our friend in college and I had a pair of elves who had a fling going on, but we knew that was here it stopped, especially with him being my husband's best friend!  But some people may not be mature enough to handle such situations so allow such things in with trepidation if it hasn't been tried with that group before.  Encourage it if it brings on good roleplaying, but remember there might be out of game consequences if not handled properly.

The other problem is if you are playing with younger players.  If you are, just have the characters as "boyfriend and girl friend", with hand holding and sitting next to each other.  Don't allow much beyond that.  Depending on age, kissing is probably fine as well.  Just realize the maturity level of your players.  Even adults may have issues with deep romantic relationships so don't push, and don't allow players to push, if they don't want to have romantic interludes.

Happy Gaming!

Tuesday, February 19, 2013

Love and Marriage Part IX

The humans of the free cities in Ariella are very merchant orientated.  Their lives revolve around trade and getting a good deal.  So when a man loves a woman and wants to take her from her family to be part of his family he shows his interest in a very odd way.  The man, especially if he is from a merchant family, will leave trade goods upon her doorstep in hopes her father and brothers will see what fine goods he has and will be able to keep their daughter/sister very well.  If the trade goods are accepted, trade goods (or other fine objects) will be sent to the man's family so they are assured the woman isn't coming from a destitute family in need of more money and that is the reason the woman is accepting.

After several weeks of exchanging goods (which most go to the couple, anyway) the two families come together and in a short ceremony, the father gives his daughter's hand to the man.  Afterward the two families, and invited guests, feast on good foods and wines.  Later the pair are escorted to their new home where the trade goods have already been brought.

Thursday, February 14, 2013

Love and Marriage Part VIII

Skiegs, though small, and unassuming are very passionate people.  When they want to show their affections for the one they love, they go to great lengths.  And though they are associated with ogres, not all skiegs are evil, they are just in it for the money...and to keep themselves unharmed since ogres are so much bigger then they are.

A male skieg, if they love a female skieg, will begin by showering her with gifts, everything from favorite foods to finally something expensive like jewelry.  The more items he can give her the richer he is saying he is, which is very important to a skieg.  If the woman approves of the gifts she will return the most expensive gift with a note asking him to share all his riches with her.  Afterward, a large, lavish wedding with lots of food and guests are held.  Skiegs measure their marriage by how much money they spent on it.

Tuesday, February 12, 2013

Love and Marriage VII

Ogres certainly aren't that civilized, but even they get "married".  When a male wants a female, usually he just takes her, if he has higher rank then the females family.  Sometimes he has to fight the males of the family to get the female.  Other times, especially chiefs, the males are smart enough to make alliances by offering to take a "useless" female off their hands.  There are no ceremonies, just the male basically telling the female she is his now.  Most of the time females don't fight back, but sometimes they do and either they end up dead or the family takes the male out.  If a chief is involved there is a big celebration of eating and drinking, but otherwise it is an uneventful event.

Monday, February 11, 2013

Love and Marriage Part VI

Minotaurs also have their own marriage rituals, and though, for most of my High King's Sword books they are the "bad guys", they are still a people who love, hate, live and die.  Here are some of their customs for marriage.

1)Since all minotaurs, women and men, can fight, ritual fighting is a large part of getting married.  When a man asks for a woman's hand in marriage a sparing event will occur to see if she will except.  If he can beat her, then she will deem him worthy of her hand in marriage, as will her family.  There is no holding back, though if the woman really loves the male deeply and is just going to kick his back side, a little restraint may come into play.  The only exception to this is if the male is a blacksmith.  Blacksmiths are too valuable to put in harms way and thus just being a blacksmith is value enough for any woman who is purposed to.

2) The wedding itself is simple.  They stand before their priests, exchange vows of love and devotion, then cut open their arms to exchange blood, signifying that they will live and die for each other.  Usually just the family is invited, but close friends and important officials are also invited.  The more blacksmiths that can be invited, the more prestige a wedding can gain.

3)The feast is simple, but filling.  Fruits and bread are the norm, along with fine wines, dark beers, and treats of elaborate decorations finish it off.  Often a wedding feast is a "potluck", with each person invited bringing a dish they like to share.  The married couples' family will provide the alcohol and the imported treats, and often a large chunk of the food, but this way people who normally don't show off have a time to show off their cooking abilities.

4)  The man always buys/builds the house that the couple move into, though he often has help from the woman's brothers to ensure their sister has a good home.

Thursday, February 7, 2013

Love and Marriage Part V

Elves have very elaborate, and drawn out, weddings.  Elven weddings last a full week starting on the 1st day of the month, to give blessing to the couple.

1)Day 1 through Day 3: The soon to be bride and groom meditate in the temple of either Targon, Aiyana, or Catiana, (their choice) and think upon their lives and the lives they will have together.  During this time neither take water or food so they can be more pure as they speak with their Gods.

2) Day 4: A small feast of salads, fruits, vegetable dishes and wine are given to the couple and their close families.  (In some case this is the whole community, even if they are not "close" family.)  Both families get to know each other, if they don't already, and plans for where the couple will live and what professions they will pursue, if they haven't already, are discussed.

3) Day 5: This is an elaborate exchange of gifts between families and with the community.  Each family tries to up stage the other by giving very fine gifts to the other family, as well as to prominent community members.  Some families give gifts to even the smallest of children in the community to show how well off they are and how willing they are to give back to the community.

4) Day 6: The wedding itself.  This hours long ceremony is exchange of vows to each other, to their families and to their Gods.  Testimonials are given about the couples' virtues and small speeches are given about how well the community wishes the couple to do in their lives together.

5) Day 7:  The feast.  The feast has several dozen courses, starting with soups, and ending with trays of deserts that have been prepared all week.  The best wines and meats are given at this time, as well.

Players can be part of the wedding, because the groom or bride is a family member, or they can be invited because, perhaps, they helped the couple out.  Very rarely are outsiders allowed to witness if they haven't done something for the family in the past.

Wednesday, February 6, 2013

Love and Marriage Part IV

So dwarven weddings, though not as boisterous as human weddings, are still a sight to behold, and be part of.

A dwarven wedding as three days of activities.
1)Day 1: The groom will go to brides house and challenge all her brothers, male cousins, uncles, whomever wishes, to a challenge of strength.  Whether it is wrestling, metal working, or just a slug fest, the groom will fight each male of the household that wishes.  The more people he fights, the more honor he brings to the marriage.  If a woman only has a few brothers/cousins/uncles, then neighbors sometimes fill in.  Afterward, the bride's family pays for any healing he may need and welcomes him into the home for a large dinner.  Anybody can watch the fighting, but no one is to interfere.  If a man is liked by the family, they may take it easier on him, but if the groom is not liked it's bound to be a fight of epic proportions.

2)Day 2:The marriage itself.  Both the groom and the bride will spend half the day meditating in the temple to Taniger, asking for his blessing upon their life together and making sure this is what they truly want to do.  Afterward, close to sundown, the ceremony itself is performed.  Everyone in the community will come to witness the marriage, even honored guests, (though is the larger city, it's usually everyone in the neighborhood), and then drinking will commence right after into the wee hours of the morning.  It's a tradition for the bride and groom to try and out drink the other.

3)Day 3: The feast.  Once everyone awakens in the morning a day of feasting occurs.  There are more drinking contests, as well as some wrestling and metal smithing contests, but the focus is on the feast.  Guests are always invited, especially if they have earned the love and respect of those getting married.

Afterward the bride and groom retire to their home to be left alone for about a week before life returns to normal.

Tomorrow: Elven weddings.

Monday, February 4, 2013

Love and Marriage Part III

For human nobles, marriages are a very complicated affair.  Depending on the level of nobility these affairs can last days.  For lesser nobles several days of balls and dinners are the normal, while for House Leaders' children there will be tournaments as well.  So here a fairly average noble marriage.

1) First, there will be tournaments of strength, if there are any.  This can include foot and horse races, sword fighting and jousting.  The Knights of the area get to show off their skills with the possibility of winning prizes put up by the couples' families.  These tournaments can last days depending on the couple being married.

2)Balls.  There will be at least one ball, if not several, when a noble couple is married.  Sometimes there is a ball before the wedding, some after.  Sometimes there is a ball before and after a wedding.  These are social events, places to maneuver politically and arrange other, beneficial marriages.

3) The wedding itself.  This can last several hours, with elaborate dress and the head of the biggest church of the House city presiding, (in the case of House nobles this will be Lady Catiana's priests or Lord Sarjon's priests).  Everyone dresses in their finest.  After the wedding itself many Knights will declare a mission they will go on for the couple or other nobles may declare their engagements.

4)Feasting.  This is something which can last for days.  Food is brought in from all over Tridon, and some times from more exotic places.  Depending on the House, sometimes even the peasants are invited.  (This happens most often in the Northern Houses.)  Even local heroes are sometimes invited.

Tomorrow: Dwarven Weddings.

Thursday, January 31, 2013

Love and Marriage Part II

So for humans there are two distinct ways people celebrate weddings, depending on their class.

1) For peasants, the ceremony and festivities is fairly simple.  Usually a special place is decorated with flowers and symbols of the favored God or Goddess.  The whole village usually gathers, along with relatives from other villages.  (Sometimes other villages will gather, too, if the person is well known.)  The couple will give vows before a priest of the God, (or the mayor if no priest is available), then the celebration will ensue. Most guests will bring presents of blankets, household goods, and other items needed to start a house together.  Then a feast, provided by the woman's family (though sometimes both families chip in), will ensue.  Usually whole cows, pigs or sheep will be roasted, home made brews will be brought out and sweets of all types will be made.  This is a time of soft competition, where housewives will try their best to make the best dish to share with everyone.  Anyone who can play an instrument is pressed into service to play songs for dancing and most people enjoy the challenge.  After a good afternoon of feasting, the married couple will be escorted to their new home, (which the groom and his family have been working on before the marriage), and be left to their own devices as their relatives and friends continue to feast into the night.  Depending on the wealth of the family these feasts can be huge or just small.  In the case of some families where the daughter is well loved but the family is just not well off, the rest of the village will pitch in a little bit of food or help to get things done.

Tomorrow the human noble class.

Wednesday, January 30, 2013

Love and Marriage

Though while roleplaying your characters don't usually find time to marry, maybe not even have time to fall in love, it is an integral part of the world they are a part of.  There is always a chance they will come to a village in the midst of a wedding celebration or need to sneak into a noble's wedding ceremony to glean some information or take some item.

There are some basic needs to know on any marriage in any race upon Martapa.
1)All races will want their marriage sanctioned by the God of their choice.  For dwarves that will be Taniger, though other, lesser Gods may also be mentioned.  Most humans want a priest of Catiana present, but many will have Wesa and other nature Gods' priest there as well.

2)Feasts will ensue.  Something about marriages making people hungry.

3) And presents of some sort will be given.  In the ancient elven culture the bride and groom give away presents instead of receiving.

In the next couple days I'll give a brief overview of what might be done so you can use such things in your campaign to lighten up or complicate your campaigns.

Tuesday, January 29, 2013

Fine Leather Bound Books in Bloodhelm

Fine Leather Bound Books is a small building holding all sorts of printed texts and blank books.  The building, itself, is two stories, river rock on the bottom floor, stout wood on the second floor.  The roof is pitched and the owners, George and Sora Thinker, store items in the free space.  Like most businesses, the upper story is the living area and the bottom floor is the business.  The first floor is filled with hundreds of books, some penned by the couple, others they have picked up from adventurers or in their travels.  Each shelf is neatly organized and cataloged, with about a half dozen cats wandering through the building.  They also have blank, bound books which they sell, some are even good enough for mages to use for their spellbooks.

The pair can imprint the leather covers with House marks or personal marks or even just pretty designs to personalize books.  They love to discuss their books, but make sure people understand they are not running a library.  Though they are an unassuming couple, they also are part of an underground information network to keep people free that truly do not deserve to be held against their will.  They house fugitives from justice, that need to flee, in their extra space in the attic and pass on information about others when they can.

The location could be good for a jump off adventure or just for your mage to find a new spellbook.

Monday, January 28, 2013

Werring the Paladin

Though dwarves have no knights, per say, they do have virtuous fighters.  Werring is one of those fine few who shine in the night.  Werring is around two hundred years old, with a gray streaked beard.  He keeps his hair cut short and his beard long and wears plate that almost looks platinum blue.  He small eyes are a dark brown, his nose big and his face wrinkled and scared.  If he didn't bare a glowing sword and stout shield he'd look like some one's grandpa.

Werring has always been a fighter.  He took to blacksmithing, but his love has always been taking down enemies of his people.  He married fairly young to his sweet heart and the pair went to live in one of the outlying villages on the Dwarven Islands to serve as protectors.  Shortly after his son was born, Werring was called away to fight some minotaurs and when the returned with victory in hand they found the village smashed and all within, including Werring's family, dead.  Werring grieved, but pledged to never let such things happen to any other dwarf.  Now he goes where he is needed, righting wrongs, helping the weak and healing those who can not afford healers.  His name is spoken in awe in some places and cursed by the dwarves' enemies not only on the island, but the mainland as well.

There are many ways your player characters could meet him, but he most likely going to be near a dwarven settlement and may even come to the party's aid if the need arises.  Werring may even ask them to aid him in righting some nearby wrong.

Wednesday, January 23, 2013

Necklace of Disguise

With as much intrigue that plays between Houses, it was inevitable a mage of some power would be able to create an item to help disguise a person as someone else.  Most necklaces of disguise are simple, usually a small, plain medallion or a House symbol.  The more powerful ones will be designed for just one person and inscribed with the person's name or their House symbol if they are attached to one on the back.  The generic, and less powerful, necklaces will also be medallions but may be stylized with creatures or flowers.  The powers of these necklaces vary, but the primary type will allow a person to take on the features of another for a certain length of time.  The more powerful versions, ones made to make someone look like a single person, will last until taken off.

The necklace will not change some one's voice, their clothes, or their mannerisms, but the necklace will change the facial features of person, the length and color of their hair and even the the appearance of their weight.  Clothes and mannerisms, along with speech, will have to be provided by the person wearing the necklace.  If for any reason the necklace is removed the illusion is dispelled.  Magical creatures and dwarves have a chance to see through such things, and thus people using the necklaces try to stay clear of them.

Tuesday, January 22, 2013

The Wolf's Den in Varanath

This inn/tavern is very popular for both locals and travelers.  Sporting three floors of rooms and one large tavern room, along with a storage cellar below, this is the spot all travelers want to come to if they travel through Varanath.  Built like a log cabin, only bigger, the inside has three large fire places down stairs with suites on the third floor with their on fire places.  Meals always have fresh bread and local fruits and vegetables, with stew available at any old time.  Rooms are average size, as are the suites, though they are decorated with thick furs and fine furniture.

What makes the Wolf's Den stand out from other inns are all the decorations of wolves which adorn the walls, doors, and even the ceilings.  Over the decades locals have carved all sorts of decorations in the wolf theme to place in the inn and the owners proudly display them.  With Varanath being connected with the Wolf Warriors of the Elves, all Varanath citizens feel a certain pride when it comes to wolves.  Locals have made a trade out of selling to travelers small wolf trinkets and boxes with wolf themes, often leaving them at the inn in hopes they will sell.

This is an average inn, but the owner charges about 5% higher then average prices because of the novelty of his inn.  On most days, the inn is full, though if the players get there soon enough they should be able to get a room or two.

Thursday, January 17, 2013

Market Days

Most people in this day and age just go to the store when they need things.  They don't know about having to grow their own food, shearing their own sheep to weave cloth, or having to walk miles to get that one item which you just can't make or grow.  On my world, and a, lot of fantasy realms, the supermarket is an open air market.  This market might be a place with permanent stalls or just an open space that tents go up once a week.  Most markets are held in cities to sell food or cloth to people who can't grow or make such things.  But small villages and towns also have a market day on a regular schedule to trade goods they can't grow or can't make as well as some one else.

In the city, markets are usually open everyday with lots of fresh food during the summer and more fresh meat during the winter.  Remember, fresh fruit and vegetables during the winter doesn't happen in the fantasy world unless mages have developed some magic to store them like we do with freezers, and importing from the other side of the world doesn't work like it does on our world.  Speciality items like woven blankets, carved items, and trinkets are common in city markets, but most things like thread, cloth, weapons and boots can be found in stores nearby.

In country markets the markets are usually only open once a week, to trade food one family has plenty of and some other family doesn't grow well.  Items that one person can make well are often traded for items another can make well.  Often these markets might occur when a traveling merchant with iron implements or ribbon and thread comes through town.  Such things are usually treated like a festival of sorts and people get together to eat and socialize.

Wednesday, January 16, 2013

Charmed Feathers

Not all of Martapa fights in hard, metal armor.  Some of the Houses, mostly House Landshire, wore leather armor, fought mostly with spears and bows and rode horses without saddles.  Against swords and the like this is very little protection.  The mages of House Landshire developed feathers to weave into a fighter's hair that gave a little extra magical protection.

These charmed feathers, depending on your roleplaying system, will give a +1 to +5 to armor class (or the appropriate equivalent).  This does stack with any actual armor bonuses from armor, (since armor never gets past thick hide in the area they are used, but of course your fighter with plate will eventually find one...deal with it).  These charmed feathers can also have other enchants upon them, usually protection ones such as spell resistance or protection from poisons.  This is up to the game master what he will allow.  Each feather takes at least a week to make and up to 1,000 gold worth of materials for the special protections.  The recipe for making such things is hard to find, especially in the time of the High King's Sword.  You could make it an adventure line just to find the recipe, if you wanted, which would make the reward that much sweeter.

Tuesday, January 15, 2013

Magical Words in Bloodhelm

In most roleplaying games there are magical scrolls to be had, with magical words that can do just about anything if you find the right one.  Though I wasn't keen on handing out such things in my world, I knew that my players would eventually go looking for some, so I threw in the shop Magical Words.

Magical Words is a two story building, living area on the second floor, the business on the first.  Owned by Gene and Thera Wordsmith, the pair of raised three fine mages and two priests of Catiana.  The paper is made by Thera and Gene makes all the expensive inks used to create these magical wonders.  They use to go out and collect the rare ingredients themselves, when they were young and full of adventure, but now they buy from a local supplier, which makes their scrolls just a little more expensive.  They can create all sorts of mage and priest scrolls, but will not do evil spells or curses.  Thera will talk a person's ear off, if they let her, but then she will give them a better price if they do.

Prices will be about 10% above the norm, but they are guaranteed never to fail.  If they don't work, Thera and Gene will refund the person's money and give them a new scroll.  Players who abuse the pairs kindness are put on a black list and may be sought after by the pair's children for retribution.

Monday, January 14, 2013

Jannesh the Spice Merchant

Jannesh, who never really wanted to settle down and have a family, thought the life a spice merchant would be the best way to please not only his family but get to see the world as well.  He could marry who every his family chose for him, be gone for long stretches of time, and see everything he wished.  Things sort of turned out the way he wanted.

Jannesh is an average sized man, with dark, black hair, almost blue.  He wears a neatly trimmed mustache and beard, despite being from the warmer part of Taina.  His brown eyes twinkle with amusement most of the time and his face, though not to die for, his pleasant to look upon.  He wears sturdy clothes meant for traveling, though when selling his wares he dresses in the finest attires.

Jannesh married a lovely girl named Serena, who thus far has born him three fine sons and two daughters.  He has actually come to love her in his own way, but can never stay for more then a few weeks with her and the family before he feels the urge to be off again.  He gathers spices from everywhere, most of the time personally by going to the actual location they are grown.  He trades for gold, but just as often trades for trade goods that will sell for a high price where ever he is going for the spices.

The twist in his life is that he has been recruited to spy for House Pathfinder, even though he isn't from a House, per say.  He is good at what he does because he is so friendly and open so people just open up to him.  He doesn't actually fear for his life, because he doesn't delve that far into the business of other places, but does worry that House Pathfinder may someday find no use for him and rid of him.

Characters in your campaign may meet him at an inn or on the road, willing to share a rumor or two.  He might also  hire them on as guards for his merchant trains, as well.

Thursday, January 10, 2013

Outfits of Martapa Part 2

Not to feel left out, let's discuss elves and dwarves and their clothes.

1)Dwarves usually wear stout woolen clothes with leather harnesses and belts, as well as leather boots.  Colors vary on clan colors, so anywhere in the dwarven cities are bright and beautiful with color.  All dwarves that can get around, whether from the very young to the very old, have a weapon of some sort upon their bodies, even if it's only a little dagger.

2)Elves dress in either mute colors or bright, joyful colors.  There is no in between.  They wear hunting leathers if they are scouts and Clan Warriors.  They wear fine, shear silks if they are city dwellers.  Few, except scouts and Warriors, carry weapons upon their person and when they do, a lot of them are more ornamental then functional.  Most elves match their cloth color to their hair color.

Wednesday, January 9, 2013

Outfits of Martapa

Now normally things like this wouldn't bother me, other then when I'm doing descriptions, but my daughter who is 9 going on 30 has decided that clothing outfits are important to her roleplaying characters.  Despite brain washing her that clothing is just a necessity, not a fashion statement, my little tom-boy steps back into girl reality every now and again and wants her characters to look beautiful! So here are some basic ideas for clothing for my world.

1)Northern Tridon is a good spot to throw in lots of furs and leather clothing.  Men are more likely to dress like your barbarians of old, with fur capes, buckskin pants and wool shirts.  Women wear wool dresses and fur cloaks as well.  Type of fur and colors of clothing can be what you want, but colors are normally muted.

2)Southern Tridon.  Here you have fine material like silk and nice wool to make dresses and outfits.  men usually wear doublets and capes, while women wear proper dresses with low neck lines and that show off their figures.

3)Ariella.  Here you would find the typical ancient Roman attire, purple usually reserved for the emperor's family and blue for the senate.  Mostly out of wool, though silk is more then common.

Tuesday, January 8, 2013

Bowyer/Fletcher of Bloodhelm

Though an unassuming building, tucked away in Bloodhelm and sometimes smelling of lacquer, this building houses an important part of Bloodhelm.  Most everyone, from peasant to Knight, needs a bow and arrows.  Though many city folk don't use the items, unless for that special hunt or their turn on the militia, this simple building is where most people in House Bloodhelm's jurisdiction get their new bows or arrows.  Granted, those in outlying areas make their own, but Grundle and Gurp, (not their actual names), do make the finest bows and arrows known to the civilized world.  Grundle, (Thane Tenderfoot) and his brother Gurp (Tod Tenderfoot) have been working as bowyers since they could reach the top of a bow staff.  They know their business and know what kind of bow will work for each person.  They take pride in fitting a bow to a user.

For your campaign this is the place to get bows made to later be used to make magical bows, they are of such good quality.  Grundle and Gurp use the finest of materials that will last a long time, so even just for common gear they will always be considered "Masterwork", thus giving a plus one to damage.

Monday, January 7, 2013

Stephan, Knight of Bloodhelm

Though many would like to deny the fact, pretty much anyone of noble birth can become a Knight.  A few gold coins in the right pocket and even the stupidest and uncoordinated of sons can become a Knight.  Stephan is not one of those.  He fights hard to uphold the code of the Knighthood and strives to be the best he can be, even in the worst of conditions.

Born to the noble House Ganlian, Stephan knew he wanted nothing else but to be a Knight.  Despite the laziness of most young men his age, he worked hard, trained hard and lived by the code of Peter to the letter.  It doesn't hurt that he is the picture of a storybook prince, either, with his blond hair, blue eyes and strong chin.  He has a squire he treats well, tries to right wrongs and knows that his Leader and High King are always right in what ever they do.  He challenges his fellow Knights to always do right, and is baffled when they don't reach his level of ability.

Stephan can be found on patrols or riding the country side in search of the next wrong to be righted.  He might be a good jumping off point for an adventure or even just a tid bit of information for your campaign.

Thursday, January 3, 2013

Taylor the Stable Boy

Taylor was an orphan at a very young age, somewhere around 3 or 4.  His parents both died of a winter fever that swept through Bloodhelm that year.  He finally wandered out of his home because he was hungry and scared and probably would have been snatched up by slavers or worse if Master Carden hadn't been out for supplies that day.  Not normally a soft man, Carden was in a dark spot with the recent loss of his own wife and child and tried to find Taylor's family.  When he found them he took in the boy as his own.

Taylor is not a large lad and probably will never be a big man, but he loves being a stable hand and it's assumed he will some day take Master Carden's place as the stable master of House Bloodhelm.  He has blond hair, dark blue eyes and a smile that won't quit.  His clothes are sturdy and well cared for, since Carden is in the employ of a House.  Though he stays with Carden in his small cabin, Taylor loves to sleep in the barn with "his" favorite horses.

During the time of the High King's Sword if the party has any dealing with House Bloodhelm they may come in contact with him.  Also, he runs errands for Master Carden in town so he may be seen there as well.

Wednesday, January 2, 2013

New Year, New Campaign

With the New Year here already, I have been making goals (like everyone else) to do with my writing and my roleplaying campaign I do for my family.  Some of my goals are simple: Write more, get the next adventure done, actually LOOK for an agent. (Okay, that last one is not simple, but I need to do it.)  So here are some suggestions to make and keep your campaigning/writing goals for the year.

1) Write a list of things you want to get done this year.  Or even this month.  What ever doesn't overwhelm you.  Because I'm so busy (and I'm sure you are too) I begin each week with a list of those things I have to get done.  Of course, for me there is a lot of volunteer stuff, housework and other items on that list, but I make sure that my writing at least makes the list, even if it's just a little editing.  for those long term lists, just write down what you really would like to see done this year.  My short list of must get done this year is finishing editing my book enough so I can feel confident to find an agent.

2)  Since the year is young, choose a time for just you and your goals.  Pick a time and tell yourself this is when I'll (fill in the blank).  I have about a half hour between the time my husband leaves for work and I have to get the kiddos going for school. I use this time to edit or do outlines.  I may not be getting much writing done, but I at least work on my manuscript.

3)Prioritize.  Oh, sure there are lots of things I'd love to do, but I have to be realistic that there is only so much time in the day.  I picked my top four or five things and put them at the top of the list, though I leave the other things I'd like to get done, as well, on my list just in case I have time to get to them as well.

Happy Writing!

Thursday, December 27, 2012

The Cock and Bull

This average inn has three stories, two of rooms and one floor exclusively for the tavern.  Like most buildings in Bloodhelm the bottom floor is river rock with the upper floor being wood.  There is a small stables, which provides shelter and food for your traveling companion, but just that.  The food here is passable, so is the ale, and sometimes there is entertainment to be had.  The rooms are sparse; a bed, table, and chest.  They are not individually heated, so during the winter it does get a little cold, (though it's hard to tell since at night this coastal city is always cold no matter the season).  There is a single suite which the Innkeeper, Bazel Thunderstomp, charges three times the going rate for.

Brawls aren't unheard of in the Bull, but they aren't that common either.  There are a lot of locals that come for ale, or meals if they are single men in from the country to work, but there is a lot of merchant traffic as well.  Mercenaries some times come to try and hire on here and the lone adventure types come on occasion.

The Cock and Bull use to be a small home with a single rooster and bull living in the back yard, where the owner would rent out his loft for a little spending change.  (He kept losing his chickens and the bull he let his neighbors borrow for a fee.) After a while he was making good money, thus he tore down his house and built the inn.  He retired with a good nest egg and sold the business when he was a ripe age of 60.

Wednesday, December 26, 2012

Temples of Wesa

Wesa has few temples, being the Goddess of Beasts and Animals, but those that do stand are very unique.  Usually on the outskirts of town, these buildings are more like giant stables and gardens then pristine temples.  The whole area is usually fenced, though to keep people out instead of creatures in, with large lawns and small orchards or groves.  Birds are always flying in and out, most temples have lots of cats lounging upon the steps, benches, and window sills, and other, stranger creatures may be inside these temples.  The temple in Stormvale, for example, for the longest time had huge wolves, bears and other lesser creatures before the Wizards started to take over.  The rooms of the priests are usually overhead with the animals having pretty much free rein of the first floor.  The priests who serve at these temples do not eat meat, not because Wesa doesn't believe in eating meat, but they save what they can for the carnivores that may be in residence and many of the priests get very attached to the resident animals and thus do not want to eat any of them.  All the animals in the temple, surprisingly, get along and don't try to kill each other, (which can not be said if they go off temple grounds).  The priests at these temples heal animals, as well as people, and many farmers will bring their sick animals here to have them healed.

Monday, December 24, 2012

Merry Christmas and Happy New Year

Merry Christmas to all of you and may your new year be warm and bright, or at least productive!  With the holidays upon us you may have noticed I've not been blogging.  As my friends said once, I blog without obligation.  Part of my excuse is the holidays, but the other is my whole family has been sick and thus blogging hasn't been that high on my list.  I hope to start up again on Wednesday.  So until then Merry Christmas!

Tuesday, December 18, 2012

Bathhouses of Bloodhelm

Though many English, and thus knightly, realms did not really have bathhouses like the Romans, my world has them all over.  Of a similar fashion as Roman bathhouses, the bathhouses of Bloodhelm has several large pools and several private pools.  Depending on where the bathhouse is in Bloodhelm, the prices vary as does how elaborate they are.  The upper end bathhouses have tiled floors, mosaics, fine art and baths that can be rented singly or as a group.  Wine is usually served and even fine foods if the clients wish.

The lower class baths are sometimes made of stone or tiled, but most of the time the tubs themselves are stone, but the areas around them are wood and maybe not as well heated, or changed as often, as the higher class ones.  These are usually only group baths, though with enough money they could probably be rented by a single person.

Prices vary from a few copper pennies to several gold ducats depending on the location and if  food is provided.  Bathhouses would be great places to learn rumors, perhaps assassinations, or even meeting potential employers.

Monday, December 17, 2012

The Weather and You Campaign

As my lights flicker and the winds blow, rain lashing against my window, I realize not only does the weather affect me and my everyday life, but the lives of your characters as well. Whether roleplaying or writing, your characters will be impacted by the weather in your world.

When writing, weather becomes almost like another character.  You must describe it, work it into the scene, have it have an impact on the other characters.  Weather can change the feeling or the mood.  When you are describing the final battle between good and evil you don't want the sun shining down upon the battle, (maybe afterward, but not during).  Dark and dank for those sad and dangerous moments, sunny or pleasant for those good revelations of love and companionship.

When roleplaying, weather should play a part in travel or even battle.  Traveling in hard rain is going to slow a group down, cover ambushes or make fighting harder (for them and the bad guys).  If you use this as a penalty, make sure to describe the weather well before the encounter so the players can't complain about not knowing it was down pouring out.

Happy writing!

Wednesday, December 12, 2012

Choosing of Houses

From the characters' point of view in the  High King's Sword and the Time of the Chosen, the Houses of Tridon started out perfect.  That's usually what happens with time and history.  But in this case, all was not well when Houses were appointed by High King Peter.  Several of the Houses were appointed by near force, specifically Varanath and Vandez, while others were fought over for their prime locations, Bloodhelm and Cole mostly.  Peter finally put his foot down after a lot of bickering and in fighting, saying that the country was going to be torn apart before it started if he didn't do something.  He didn't want to step on his friends' toes, but at the same time he knew he was responsible for all of Tridon, not just individual friends.  There was some hard feeling for a while, but eventually all saw reason to his choices, or at least the history books say.

Tuesday, December 11, 2012

Soapmakers of Bloodhelm

Though not a very exciting place, and probably one your adventurers wouldn't dream about going to, the soapmaker is an important part, if not stinky part, of any city.  Everyone has to come here for soap, for everyone needs it.  The place is always busy during the day, whether the owners are selling or making soap.  But because so many people come to this large, warehouse type building, gossip also abounds.  Rumors, facts and even little known tidbits are thrown about here like water.  If someone in the party is looking for rumors, believe it or not, this would be a great place. It's not your typical "rumor at the tavern" place and would add something a little more memorable.

Monday, December 10, 2012

Holidays, Roleplaying and Writing

As the next few weeks get crazy, I'm reminded how busy life can be and how little time I seem to have.  My family has a family morning during the weekend to ensure that at least for a few hours we see each other and play together, because our kids keep us hopping!  Usually we end up doing roleplyaing, but my son, who is old enough to GM his own group, didn't have his adventure ready this weekend, so we skipped ahead to my daughter and ended up playing "Sorry" instead.  But this brings me to my point.  With the holidays as crazy as they are, time to prepare anything is at a premium.  Here are a few suggestions to keep up with your writing and roleplaying campaigns.

1) My best thinking time is as I'm going to bed.  I let the days worries float away and concentrate on that spot in my story I just couldn't fix or write through or on the next adventure I need to run my family through.  It may only be ten to fifteen minutes of time, but it's enough to start heading in the right direction.  Because of this I leave a notebook by my bed at all times.

2) For those with younger members of the family who like to write, tell them to think on these things when the teacher says they have some quiet time.  A teacher is going to be happy if your child is writing quietly (after all their homework is done) rather then talking to their neighbor.

3) And there are always the long car rides to think on things (notebook nearby so once you stop driving you can write it down!) as our waiting on children's appointments and activities!

Happy Writing!

Thursday, December 6, 2012

Braziers of Warmth

Braziers of Warmth are especially popular with the rich in northern Tridon.  Shaped in the form of a normal braziers, when a magical word is spoken, magical flames dance to life, warming an area of about 20 foot radius around the brazier.  The flames do not burn, but make the area about room temperature, no matter how cold the true temperature of the room or area.  You can not cook over the "flames" and can not be used to for any magical spell components. This also gives light similar to a fire at the same range. There is a smaller, more portable version, shaped like a small campfire that fits in a person's hand.  It warms a 5 foot radius, (so good for personal use) and has all the same attributes.

Wednesday, December 5, 2012

First Contact

When the world of Martapa was first created, the races started apart, for the most part, since the Gods wanted to give them time to find themselves.  When elves and humans first came upon each other in the now region of  Western Tridon it was a tense, but ultimately peaceful interaction.  The humans came upon the elves in their forests when they went in search of more lumber.  The elves, of course, didn't mind the humans taking some of the wood, but wanted to ensure these strange creatures didn't take important trees.  So ambassadors were sent to the humans and unfortunately killed by ogres that were passing through.  The humans were blamed and the elves were ready to wipe them out until it was discovered ogres had caused the tragedy.  The humans, who had also been preyed upon often by the ogres, learned of the deaths and offered to help the elves have their revenge.  In the end they worked together to secure safety of the area by ridding of the ogres and a truce was arranged between the two races which lasted for some time.

Tuesday, December 4, 2012

The Garrison in Bloodhelm

The garrison in Bloodhelm is well staffed, housing over 100 men at all times.  With bunks for 200 men at arms this place is always hopping.  There is a kitchen at one end, (with food available at all times, because the men are always coming and going on different shifts), and an armory at the other.  All men at arms have standard studded leather, short sword or long sword and a halberd.  Some men have their own equipment or better armor, but they have at least this equipment.  There are no rooms, just a communal bunk room with tables for playing cards and eating, trunks for storing personal items and bunk beds.  There are four fire places to keep the place warm and there is always at least two healers on staff to fix what ails the guardsmen.  Not all the guardsmen live here. Those who are married live in town or just out of town.

Monday, December 3, 2012

Stubby the Skieg

Skiegs, small creatures with big noes, ears and green skin are not known for their smarts, (though they are smarter then ogres).  Stubby would be a perfect example of this.  This small, green thief grew up in the gutters of Last Stand,  making a living by stealing food and trinkets.  He was so good at such things that the local thief's guild took him in to do those tasks most thieves wouldn't do.  He tailed people, picked pockets of wizards and traveled in not so wonderful places.  But Stubby was happy in his life.  He wasn't rich, but he got fed three times a day, had a dry place to lay his head and he was only slightly beat up instead of kicked and battered all the time.

Stubby can be found in Last Stand in the days before the High King's Sword happens to be there.  Things don't turn out so well for Stubby when the Sword arrives, but until then he is happy to pick pockets or run errands for even just a pentance.

Thursday, November 29, 2012

Schooling in Tridon

Though schooling may not be important to your characters in your campaign, it does shape how the other people of the world will interact and behave.  By the time of the High King's Sword most people know how to read and do rudimentary math.  All city temples have schools which they teach the children, even street rats, how to read and write, and of course getting a little preaching about their God or Goddess in there as well.  Out in the sticks bards work as traveling teachers and sometimes these children learn more because they are so enthralled with the learning.  Those who have money have their children schooled in reading, writing, history, politics, the solar system, sciences, math and even magic.

So the average person is going to be able to read and write.  If they can't, a good roleplaying reason should be given, (whether player character or non-player character).

Happy Gaming!

Wednesday, November 28, 2012

A Little Goldleaf History

Since Cailus Goldleaf is the center of the background stuff going on in my novels, I thought I might mention a little history about House Goldleaf.  Goldleaf is pretty much out in the middle of no where, but for many reasons.

The first one is Ryan Goldleaf, though an excellent fighter, was also a good herb gatherer.  Though many herbs could be cultivated, there were some that just had to grow in the wild.  Some of those needed for some of the strongest healing medicine were only found in the northern forests so he placed his fortress there.

Second, was all the timber in the area, (which is still harvested for a great profit for the House).  The timber in the area is managed well: planted, thinned and maintained to give a profit and still keep the streams clean that feed the House and surrounding villages.  Goldleaf takes the timber so seriously that a group of fire wardens roam the woods looking for fires during fire season to ensure the forest, and all its commodities, do not fall to fire.

Finally was the high abundance of meat and leather.  The leathers are shipped around Tridon and the meat is dried and stored away for those long winters and when other food sources just fail.

Tuesday, November 27, 2012

Temple of Tymara in Bloodhelm

The Goddess of the Sun and Elements, Tymara, is thought of often in Bloodhelm.  With the weather always windy with a chance of sun, and the all too often blowing storm, Tymara is always in the prayers of the citizens of Bloodhelm.

The temple itself is small, but the inside is bright.  With only two stories, the central courtyard spans both and is open to the elements.  The frescoes are made of bright tile and many of the items in the courtyard are gilded so as to reflect any light which filters its way in.  The upper story is the rooms of the priests, the bottom floor's rooms are meant for study of weather and how to shape the elements.  Everything, even the priests, are bright and colorful, like the sun.  Outfits of the priests are covered in little golden charms which tinkle with movement, giving a pleasant feeling through out the temple.  The priests here use their talents to help shape the elements in favorable ways, such as water at a good time on farms or keeping the water away from a shoring project in the wharf area.  They also study the sun, stars and weather patterns and are good at predicting the weather for a few days out.  They take all sorts of donations, most of which they use to keep the temple running, but they do run some charity work by feeding the homeless when they can.

Monday, November 26, 2012

Garred of Pathfinder

Garred is a merchant of renowned, traveling the world for the finest of merchandise and bringing it to those who can't quite travel.  He specializes in wines, fabrics and jewelery, but can find books, bowls and all sorts of things from various places if the price is right.  He gets to know his repeat customers so when he is traveling he can bring them just what they want, which brings him just what he wants, lots of gold.

Garred is a middle aged man, stout and able to handle a weapon well.  In his younger days  he was a caravan guard, but learned a thing or two about trading as he wandered around with his merchant masters.  He made contacts in those days he uses currently and isn't afraid to take what is his.  He pays his guards well and treats them with respect, so many people who  hire on with him are good with a weapon and loyal to Garred.  He dresses like a mercenary, in leather armor and stout walking boots.  Though he has plenty of wagons with him at all times, he likes to ride out with his guards and talk about the current topics of the day.  Anything from wenches and to politics, he's up for the discussion.

Garred would be a good way for your player characters to get from one point to another or find some ruin along the way.  Garred is not particular about race or sex, though he likes to look upon the opposite sex if they are good to look upon, but he does have an issue with people who use magic.  He doesn't outright hate them, but they have to prove themselves to him.  In one of his early runs the magic user the caravan had hired ran away at the first sign of trouble, almost costing Garred his life.

Tuesday, November 20, 2012

The Red Rooster in Bloodhelm

The Red Rooster is a pretty common inn, with a tap room, rooms upstairs, a big, warm kitchen and a small stables.  The building is unusual that it is made entirely of red brick with a stout, tiled roof.  It has stood for nearly three hundred years, owned by many different hands but has always had good food for the common man.  The current owner is Tossel Branwell, a small man who enjoys cooking more then talking to his customers.

The rooms are small: two beds, a small chest and stand and a small brazier.  The braziers hold coals to warm the room, (the help brings them around) and there are spells upon the braziers so as to keep them from spilling and starting a fire.  The tap room can hold about thirty people and there is always local brews and food to fill the belly and keep one warm.  Sometimes they have a bard to hold people's interest but most people who come to the Rooster come to talk and spread rumors.

If you are looking for a good spot to spread rumors of the day, this would be it.  Affordable for your PC's and people are always talking about anything here.

Monday, November 19, 2012

Roth of Last Stand

Though I make my Black Wizards evil, and most are, and Marius the most evil of them all, Marius isn't the conventional evil.  He's not stupid, he's not mean because he can be, and he is a polite and gracious man when he works.  More flies with honey and all that.  One of the "human" things he has done is take in orphaned children who show magical potential to teach them to be Wizards like himself.  Alright, the children turn to the dark side of things, but he give them a stable home, with food, clothes and learning.  There are far worse things they can become if left on the streets or in orphanages.

Roth was one of these waifs but took to his studies with vigor.  He adores Marius, who rescued him from the thief guild who was trying to train him to be a pick pocket and most likely die young.  He picks up magical training quickly, practicing over and over again what he can not get right away.  He knows that Marius watches him particularly out of all the orphans, but he is not sure why, so he tries even harder to please the man who is his hero.

Roth is not a very charismatic young man, plain, plain spoken and nervous around other people.  Marius is teaching him to speak with crowds and how to bend a person to their side without resorting to power plays or violence.  He wears his grey robes of an apprentice with pride and keeps them and his small cubical immaculate.  His black hair is growing long and his body is starting to fill out now that he is getting food on a regular basis.  He is even starting to make friends among the other orphans.

Roth can be found running errands for Marius in Last Stand or in the great library there.  He would be a good way for an evil campaign to contact Marius or for a good campaign to gain entrance to Marius' lair.

Thursday, November 15, 2012

Sea Elves and Calabay

I've mentioned in the past the Calabay people revere the sea elves and try to live in harmony with them.  To do so, they keep in touch with banner signals from the castle and magical lights from the sea. Once a day lights will appear in the sea to say whether the sea elves are good or not and the castle of Calabay will put up their banners to say they are good.  If either presents a bad sign the other will come to the others' aid.  Though by the time of the High King's Sword the sea elves haven't been seen in a while, the castle still put up the flags each day, though most do not know why they do.  Magical lights have not been seen in generations so most would not know what they were if they saw them.

Wednesday, November 14, 2012

Cynthia's Herbs in Bloodhelm

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.

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.

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.

 

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.

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.