Wednesday, April 16, 2014

Tunnels of Carown Part II

The Tunnels of Carown are extensive, thus why no one has ever come back out alive if they have gone in even a little bit.  It branches about ten feet in, continuing on straight ahead, slightly to the left and slightly to the right, each of the three sloping away from each other, the left and center going down, the right going up at slight angles.  There is no natural lighting, and there are crude hieroglyphics on the walls as soon as a person gets away from the mouth of the tunnel.  The sounds of bats, dripping water, and the patter of little rocks falling from the roof can be heard.  The walls are jagged and undeveloped.  The roof is tall in some places and makes people crawl in others.

Tomorrow: The right tunnel.

Tuesday, April 15, 2014

Tunnels of Carown

The Tunnels of Carown, east of Merryweather, have always been a source of thousands of brave tales, but little real knowledge.  Some say it is the home of a witch.  Others say ghosts of failed heroes haunt the tunnels.  What ever the case, no one has ever come back to tell a tale to clear up the mystery.  Blunder Carown, (his real name was lost to history), found the tunnels and tried to explore them for further use, but never came back out alive, nor did anyone in his party.  So many people have gone in and never come back out there is probably a lot of treasure lying in the tunnels tucked deep into the mountain side.

Tomorrow: a small lay out of the tunnels.

Monday, April 14, 2014

Hex the Stable Boy

Hex, who really isn't a boy anymore, has been a stable "boy" for almost two decades.  He started when he was ten and tried to steal a bit of oats because he was so hungry.  The stable master took pity on him and offered him shelter and a job instead of a hand chopped off.  Since that moment, Hex has been a loyal servant.  He cleans the stables, cares for the horses and chops the wood for the stove for the men who watch the stables.  He has a small cubicle he shares with two other stable boys in the Dark Dragon inn, a major inn in the city of Cole.  He also helps his master, who is aging and going blind, train horses.  Many people from all around come to have his master train their horses and so Hex enjoys seeing so many types of horses.

Hex is average height, a little underweight, but very strong.  He's a bright lad, his master teaching him to read and do his figures so he could help with the business.  He is so happy with what his master did for him so long ago, he has yet to realize his master means for him to take over the horse training business.  He just enjoys helping his master every day.

Hex hears lots of rumors and knows who has what type of horse.  And he loves to talk to anyone he thinks is friendly.

Thursday, April 10, 2014

Wand of Finding

This wand was made by an apprentice for his master mage.  The mage was so forgetful and misplaced so many things, that once the apprentice became a master mage of his own he created this Wand of Finding.  Though simply a finding spell in a wand, it can be very helpful.  The wand must be attuned to the person who is using it for at least a week and then when a person asks, "where is such and such", the wand will point in the direction the item is.  It will glow brighter the closer it gets to the item and will keep tracking that item until the person finds it.  A wand can only find a dozen items a day that belong to the user before it has to rest for a day.  The apprentice made a good two dozen for his master, since he was so bad about losing things.

Tuesday, April 8, 2014

Women's Apartments of Manor Bloodhelm

The women's apartments in the Bloodhelm manor are spacious.  There are four bedrooms, a greeting room, a sewing room, and a private bath.  The lady of the house has a single bedroom to herself, while the ladies in waiting share one and the remaining two rooms are designated for any adult daughters of Bloodhelm.  The greeting room is full of chairs, small tables and beautiful rugs and tapestries.  There are small shelves with books, though few of are of any consequence.  The sewing room has several spinning wheels, a large loom, and shelves and shelves of embroidery materials, needles and fine fabrics.  Many of the instruments in this room, such as scissors and hoops are worth more then a peasant makes in a year.  The private bath has a large, brass tub with dragon clawed feet, a private fire place to warm water and an elevator to haul water up with more easily.  Only the ladies of the House are allowed here, though male visitors have been known to appear now and again.

Monday, April 7, 2014

April, Lady in Waiting

April is one of the Ladies in Waiting for the Lady of House Bloodhelm.  She is the oldest of the ladies, almost forty, and has been with the Lady of House Bloodhelm since her marriage to the Lord of Bloodhelm.  She is happy with her life, not upset that she never married, and her father is happy for the connection without having to pay a dowry.  April knows all the Lady's secrets, but keeps them all to herself.  She knows talking about them could get her killed, but at the same time it gives her security.  She is very handy with needle work and has a voice of an angel, despite her age.  She goes with her lady where ever she goes, unlike the other ladies in waiting.  Only the Lord's chamber is barred to her.

April is greying around the edges, but her dark brown hair is still vibrant. She a little set with age, but still pretty lithe.  Her features are plain, but nice to look upon.  She wears almost as fancy clothes as her lady, and always gets first choice amongst the ladies in waiting.

Wednesday, April 2, 2014

Ring of Invisibility

Though no one knows for sure how many of these rings were made, the original maker, one Carl Swift, was a man who needed to get to places he shouldn't be.  He wasn't a thief, but a mage on a mission, trying to sneak into noble women's bedrooms.  He researched the ability to be unseen and had to look long and hard for the right ingredients to make it possible.  After he got too old to pursue his "hobby" he began to sell the rings discretely.  And when he was on his death bed he gave the ring recipe to his favorite apprentice.  Now these rings are everywhere, but still guarded and very expensive.  The ring allows a person to be unseen, but not unheard, for a period of ten minutes per day.  After twenty four hours the ability returns.  Foot prints are still left, voices can still be heard, and things touched by the person still move, so a person wearing the ring can be "seen" if not careful.

Tuesday, April 1, 2014

The Sidestep Inn

Situated between Landshire and Karoon in the village of Dust, this small and simple inn is just what a weary traveler needs on the long trek between Landshire and Karoon.  The building is two stories with five inn rooms upstairs, a warm, cozy dinning room and a large bath room to soak in.  The stables are large enough for a dozen horses and one wagon.  The people are friendly, the food fresh during the summer and at least good to eat during the winter, and the place inviting after a long day on the road.  Prices are reasonable for this adobe built building, but still a little more expensive then a normal inn, (add about 5% more then a normal inn).  General gear can be purchased here, but the selection is a little limited.  Maps of the area are also available either for purchase or to pay to copy.

Though simple looking, this inn also harbors a secret.  The Black Wizards of Shaniko have a spy here, since it so heavily traveled.  Though your players may think they are safe to talk about certain things out in the open since it's such a friendly inn, one of the staff, a tavern wench named Wendy, reports to a nearby Wizard for money.  Beware what is said in ear shot of the staff.

Monday, March 31, 2014

Tenda, the Wandering Bard

Wandering between Sunvale and Karoon, Tenda loves to see the sights and people along the way.  So dark skinned, she is often confused as someone from Ariella, she is a beauty to behold.  She is tall, almost six foot, with white blond hair and dark brown eyes.  She swaggers when she walks, mostly to get people's attention, and talks with an ease most people find hard.  She can sing, tell stories, and play have a dozen instruments including a lute.  She knows quite a bit of ancient lore, predating the Time of the Chosen, and loves to learn new and exciting things everyday.

Tenda would be an excellent way to start an adventure, with a bit of lore or a rumor from somewhere.  She could also be the link the party has been missing to find the next step in their adventuring.  She works for know one, is loyal to no one, and works for coin to keep herself afloat and ahead of the law.

Thursday, March 27, 2014

Horn of Return

Despite what this sounds like, this horn is meant for farmers and ranchers to gather their livestock without having to chase them.  Made by a mage who had grown up as a rancher's son and hated having to round up the livestock, the mage made sure that as many farmers as possible had them. Though he charged for materials, after awhile they got too expensive except for ranchers who worked for the nobles.  The way it works this small horn, which looks like a curled ram's horn, is blown and all the livestock in the area will return to the blower.  This does cause issues if someone else is grazing their livestock nearby, but for the most part it just returns the blower's livestock.  There have been cases of livestock rustlers using it, but they are usually caught quickly since the horn is loud and most farmers know who should be blowing horns and who shouldn't.  And if they hear a horn they haven't heard before they go to investigate, with weapons and many sons.

Tuesday, March 25, 2014

Theran Cole's Estate

A half a days ride from Cole, to the northeast, is the small estate of Theran Cole.  It's roughly three hundred acres of both farm and forest land.  The farm has a little wine, some sheep and root vegetables.  The forest land Theran has managed so he can harvest a little bit of timber at a time and replants as he goes.  The manor itself is two stories, with five bedrooms, a huge meeting room, a study, a large kitchen and dinning room, a root cellar and a bath house. The well for the manor is right next to the manor in the courtyard and protected by anti-poison magic.  There are three small, one room houses for the staff, a bunk house for the men at arms and there is a small, stone wall around the whole area.  It is not very defensible, but would give those living there enough time to reach the safe room in the root cellar of the manor.  There are typically four men at arms and three family of servants living here at all times.

Monday, March 24, 2014

Theran of House Cole

Theran is the third son of Lord Cole and expecting to be the lord commander of the Knights of Cole once his uncle retires in a few years.  He loves the thrill of battle, the gait of a galloping horse, the feel of sword against sword.  He is happy that he was not born first, because he wants nothing to do with ruling House Cole, he only wants to protect it.  He has thought about the future and has several grants of land his father gave him and is making sure they are producing something, whether wool or food or wine so even if he can't lead the Knights of Cole forever he will be comfortable in retirement and not have to depend on his brother's generosity when he becomes feeble.  Because of this fear of having to rely on others, Theran likes to find adventurers to sponsor that might find some great magic or other wealth that might help in the future.  He will sponsor promising adventuring groups, though expect a good chuck of the return in exchange.

Theran is blond, blue eyes, heavy set with muscles, not fat, and handsome in a rugged way.  He always wears sturdy clothes, feeling uncomfortable in court dress and thus stays away from court as much as possible.  He is good at what he does and feels kinship with any warrior, not just royals.

Thursday, March 20, 2014

Gaming Over Time

My family does a "Family Morning" every Sunday...cough, cough...  Okay, we try to do it every Sunday, but with two middle schoolers and all our volunteering, time doesn't always allow.  But when we do, each of us has a campaign that we run an alternating Sundays.  With no consist time between sessions, sometimes things are forgotten, so here are a few ideas to keep things straight.

1) Have your players take notes.  My youngest was doing that on her own, because she liked to keep track of every time she trashed my adventure, but it is a good idea.  Have them keep a spiral notebook or, if they are doing Pathfinder, make sure they take notes on the back of their character packet.

2) As GM, make sure you take notes.  As much as I'd like throw out all those monsters my characters trampled once they do so, I don't until I write in my spiral what happened and what treasure they found.  I also don't throw out treasure sheet until I know they have picked through it. (Though, I do try to keep track who has what magic items and where they got them.)

3)  Do a recap before you start the adventure.  Start with what butt-kicking they did last adventure, (or how they got their butt kicked), and answer any questions your players might have at that time.  My campaign has my characters looking for some lost artifacts from an ancient civilization so I remind them what info they found the last few adventures and what they are up to now.

Happy Gaming!

Wednesday, March 19, 2014

Eagle Companions and Your Characters

There are many character archetypes that have animal companions: druids, hunters, rangers and mages, for example.  Since we've been talking about eagles here are some things to keep in mind when allowing a player to have an eagle as a companion.

1)  An eagle has a wing span of 6 feet +.  Yes, bigger then a person might be tall.  Cool, huh?  Though they are a bird, they are still quite sizable and have wicked talons. (Though in most monster books normal eagles do very little damage, their talons do as much damage, in my opinion, as a dagger or even a short sword they just don't have the reach.) 

2) Allow the eagle to grow.  In Pathfinder, the druid's pet does actually grow as the druid advances in levels.  This allows for more damage, and if the character happens to be a gnome, they might become large enough to carry their gnome friend.  Even if your campaign system doesn't allow for growth, in either size or power, adjust.  This allows the character to have a cool companion that they won't want to swap out as soon as that cooler, stronger monster comes along.

3) Remind your character's player that eagles, and other flying creatures, do not necessarily like enclosed areas, making dungeon runs hard.  People tend to forget birds do not like caves and such and get mad at their DM for saying their companion doesn't want to follow.  If you remind them up front, they have no leg to stand on.

4) Remind the player to treat the animal right.  If the player forgets about their pets, except during a battle to save their but, perhaps the pet should suddenly not be there...

Happy Gaming!

Monday, March 17, 2014

The Eagle Crest Clan

In Ariella, the Akicitia live in tight knit clans, usually no more then 30 individuals, though some clans can grow larger if they have the resources on the open plains to support more.  The Eagle Crest Clan, while prosperous, has only 28 individuals.  The clan lives in a series of caves near the western coast of Ariella, which is unusual for Akicitia that usually like live in the open. The clan trades with two nearby plains clans regularly and thus the young men and women have plenty of opportunity to meet others their age to begin to court.  The clan fishes and hunts nearby mountain goats. They also trap birds.  They trade in fine shells, wool and fish.  They like to get newer contraptions like metal weapons, iron pots and the like in trade.  About half the village will be at the village during the time, with either the people working on gardens or children having their lessons.

Monday, March 10, 2014

Awohalee

Awohalee is a warrior of the Eagle Crest Clan along the high cliffs of western Ariella.  The Akicitia clan has thirty members, living in caves near the coast of Ariella.  Awohalee is the lead hunter of the clan, teaching the younger members, (three at the moment), how to hunt and how to survive in the wilds without the clan.  Awohalee takes his job seriously, but when he is not hunting he loves to watch the eagles soar around their home.  When he finds feathers he will tie them in his mane or on his clothes to honor them.  Awohalee is currently trying to work up the courage to ask Taladue to be his mate.  In the mean time he is looking for something great to impress her enough that she will want him.  He would be a good guide for this area of Ariella and is able to speak a little common, though not well.  He will not work for coin, but expects trade in more advanced weapons or contraptions form the empire or the north.

Wednesday, March 5, 2014

An Overview of the House City of Cole

The City of Cole is a port city, but is a large agricultural center as well.  Cole is the largest producer of grain and wheat in Tridon and thus Cole ships a lot of both around the world.  The city is surrounded by a low wall and a natural river that splits to go on both sides of the city.  The city doesn't go to the banks and the city elders will not allow such things to happen.  They worry that the river will start to undermine the wall or buildings if they were allowed to go out so far.  Cole, itself, is surrounded by fields and fields of wheat and grain.  The farmers own their land, though they still pay taxes to Cole.  The original leaders of Cole thought this would help produce more food and thus more taxes.  For the most part their faith in their people has proven true.  Most buildings in Cole are three or four stories high, with housing in the top floors and businesses below.  Roofs are steeply sloped and bare clay tiles.  Some buildings are brick, while the more expensive houses are made of wood since that has to be brought in from quite a distance.  The House of Cole has a small compound, about thirty acres, and like to actually go out into the city and be with their people.

Tuesday, March 4, 2014

The Shadow Guardians

Tyriel Shadowhunter has always wanted to help people, and to do so he has created the Shadowhunters.  This group of like minded people rescue people from ogres and the like, find lost artifacts and magic to aid in the betterment of mankind and deliver items, (or people), to places they can be better used or protected.  Tyriel started out by himself but has about two dozen people working with him at the moment, as well as a lot of support staff at his headquarters in Cole.  They have a store front in Cole, where they actually sell writing services as well as writing supplies, but this is the contact spot for their other services.  Tyriel will have a person's story checked out before he sends any of his people into danger.  The fees depend on the danger involved, but his services are expensive to begin with.  Adventurers can find some help here if they are looking for a person or place or even an object, but the group will not go into a dungeon to retrieve something for an adventuring band.

Monday, March 3, 2014

Tyriel Shadowhunter

Tyriel has wanted nothing more then to help people.  Though he acts like he doesn't have a care in the world, jumping from one flight of fancy to the next, he wants nothing more then to work for the best of those around him.  To do so he started his own organization, based out of Cole, that helps those who need it but can't afford to.  He hand picks all those people who join to help the unfortunate and raises money by working with nearby nobles, or just wooing them outright to obtain funding.  Tyriel is a handsome man, standing tall and lithe and always dresses in the finest of clothing.  Though he loves the adventure of rescue, he finds himself doing more obtaining of funding then he does going out in the field.  He has dark hair, dark brown eyes and reflexes that few can match.  He cares for everyone in his "employ" and takes any of their injuries or deaths personally.

Thursday, February 27, 2014

Spyglass of Power

All good ships have a spyglass so they can see other ship flags, hazards in the water far enough out, and to look for coast line.  But sometimes a simple spyglass isn't enough.  A Spyglass of Power allows several other abilities besides the obvious.

1) The Spyglass of Power allows a person to see twice the distance of a normal spyglass.  Ship captains love this because they have more options for turning their ships to a safe path.

2) The Spyglass of Power allows a person to see magical auras through the spyglass.  This can be used up close or far away and allows a ship captain (especially of a pirate ship) to see if an attacking ship has any magic upon it, or if any of the crew is carrying magic.

3) Lastly, the Spyglass of Power can hear at a far off distance.  So if a person wants to hear what someone is saying in a rowboat coming their way, or even hear what someone is saying on the docks or shore they can.

Wednesday, February 26, 2014

Pezuta's Luck

Pezuta's Luck is a three mast trading vessel, large enough to carry a lot of cargo from the far reaches of Martapa back to civilization.  There are three internal levels to the ship.  The first level holds the cabins, cooking and eating area and a small area to move about when the weather is awful.  The second and third levels are holds for cargo, which Daraton always makes sure are full when they hit the open sea.  The forecastle has a stateroom for Daraton, and holds the special cargo they may carry, such as magic items, special coins or fine fabric from the east.  The figurehead is of a lovely lady about to flip a coin.  The ship and the figurehead are a bit worn, but this ship has been everywhere, trading everything, save slaves and illegal goods, (though Daraton does have a secret storage unit he's smuggled people in).  A group of adventurers are like to see Pezuta's Luck in about any harbor and Daraton is always willing to take passengers if they have good coin and the ship is going their direction.

Tuesday, February 25, 2014

Daratorn, Captain of the Pezuta's Luck

Daratorn has always loved the open seas.  His father was a merchant captain and took him everywhere when he was old enough to sail.  He wanted nothing more then to have his own fleet and works hard to reach the goal before him.  Daratorn is six foot tall, trim, with weather worn skin that is darkened by the sun.  His features are rugged, but never really handsome. He is a social man, able to make friends where ever he goes.  He is slow to anger, but able to protect himself with ease.  He loves to hear rumors of far off places and share them with others.  His cost for information is usually a drink and some small talk of other far off places.  He has no woman in his life at the moment, but he's always looking for that one woman who will not be jealous of his ship.  Pezuta's Luck is his flag ship, but he has six other ships in his growing merchant fleet.  He stations out of Weatherworn, but loves to travel to Calabay as well.

Friday, February 21, 2014

Fog of Concealing

The village of Katzu has remained safe over the centuries because of the mages of the village.  They have developed a spell which allows them to conceal the village with a deep fog that seems to roll in from no where.  Because they are near a lake, (though not right on it), the fog rolling into the area doesn't look very suspicious, (a perception check of very hard would make some one wonder what was going on).

The spell requires at least four mages, one at each direction point around the village, but more makes the spell more powerful.  The fog will roll in to cover the village very quickly, but for those coming toward the village it appears to roll in slowly and make visibility very hard.  (An appropriate spell resistance can be used to disbelieve.)  The mages of the village make sure they have strong apprentices to learn this spell because it is so important to the safety of the village.  And if an adventuring group has proved time and again they want to help the village, the mages are likely to give the spell to a mage of the adventuring party.

Wednesday, February 19, 2014

The Village of Katzu

Village is a deceptive term, but in relation to many of the cities of the House Tayke in it's heyday, this is a small bit of civilization.  The village of Katzu holds around a thousand people, with a library, meeting hall, flour mill, water wheel and several decorative fountains, along with all the normal trappings of a small city.  Though much of House Tayke's lands were destroyed and the people had to flee in terror, the village of Katzu was far enough north that Shaniko overlooked it and the village has managed to survive since then.  The village serves as a learning place for all the smaller villages that surround Katzu.  The people of Tayke have always valued knowledge and even the poorest of children learn to read, write and to do basic math. 

Anyone, even those from poor families, who appear to have a magical inclinations are taken in as apprentices for the dozen or so mages who make Katzu their home.  One of Katzu's defenses is the mages are able to hide the village from those they do not want to see it if they are given enough warning.  It has saved them from ogres, wizards and even demons.

For the adventurer this is a grail of knowledge.  Much, though not all, of the knowledge of Tayke can be found here from how to make special magical items to spells long forgotten, to even forgotten languages.  But there is a price for outsiders to learn such things.  Whether it is a favor to the village or a vast amount of gold is up to the head librarian and how much he trusts the group.

Tuesday, February 18, 2014

Nishee of the Village of Katzu

Nishee is a very quiet girl, going about her studies and chores like any other child of Katzu, but she dreams big.  She listens to the histories of the House of Tayke, of the people who held so much knowledge before the Black Wizard Shaniko came and destroyed the fabled House.  She studies magic with diligence and hopes to some day discover some hidden cache of Tayke knowledge to bring back the House of Tayke.  She is small, about five feet in height and maybe 90 pounds wet.  She has long, black hair that she keeps braided and bright, brown eyes.  She isn't beautiful, but she is nice to look upon, especially when she is smiling.

Nishee is a 1st level mage (or sorcerer depending on your system) and wants to go out and see the world.  If the party mage is looking for an apprentice or a protégé, Nishee might be the way to go.  She does know a few spells that are not normally spread around and would be willing to share.  (In game terms she has those hard to get spells and she does not have to roll to get them.)  She also can read Ancient Tayke and some Ancient Elven.

Thursday, February 13, 2014

Pirates and Ship Battles

Though most of the ideas I put forth are for on land battles and exploration, there is a lot of sailing around the world of Martapa.  Whether it is fishing or shipping or just exploring there are all sorts of ships that a player could encounter. And one thing a player could encounter on a ship could be fighting on a ship against pirates or just monsters in general.  Here are a few things to keep in mind:

1) Your area to fight is limited.  No wide open spaces, not walls to define where you are visibly.  As the GM you have to make sure your players are aware they only have so much room before falling into the drink.

2) It's sink or swim.  Most players do  not bother taking the swim skill.  And with heavy armor...  You, as the GM, should make the idea of falling into the water very frightening.  Say someone hits them, shoving them back. Have the player sit on the edge of the ship but recover, but make sure to mention the deep water below them.  Even with the swim skill being in armor won't be handy.

3) Ships move.  If a ship is docked, this isn't so much of a problem, but if the ship is out at sea or going down a large river, the ship is going to rock.  This is going to disrupt fighting sometimes.  I usually use the rocking of a ship to explain misses or to give that dramatic flare, but you can always give penalties for dex checks or attacks if you wish.

4) And speaking of moving...  Sea sickness.  This is totally open to you as the GM to say whether this is an issue.  But if a person has never been on a ship before they may not have a strong enough stomach to not be sea sick. This could cause penalties to activities on a ship, but it is totally up to your discretion.

Wednesday, February 12, 2014

Fog Horn of Guiding

Near the coast there is always a problem of fog, heavy fog.  So the mages of Weatherworn have created a magic item which can help clear the fog enough to allow ships to come into harbor even on the worst of foggy days.  The Horn, which looks like a giant, curled ram's horn, sits on a high spot in the harbor and on foggy days is activated to guide ships in.  One ship at a time will be locked on to by the magic once the horn is blown and guided unerringly toward the docks. Once the ship is docked then another ship is brought in.  This can only be done for a dozen ships before the horn has to rest about 12 hours, though usually by then the fog has broken up enough for other ships to dock on their own.  There is always six guards and a mage in attendance of the horn, with a small building nearby to allow them to rest in the warmth when the horn is not in use.

Tuesday, February 11, 2014

Port Inspector Office of Weatherworn

This small, unassuming building is a small wonder.  It is built into the very wall of the cliff side and runs back about forty feet and is nearly fifty feet wide.  Partitioned into three rooms, the first is where the Port Inspector holds his business.  He greets people here, takes their taxes and give them the latest news, (if he or she isn't out on the wharves).   The second room is the Port Inspectors own living quarters.  He stays here if he has no place to live or has a long day and needs a break.  The last room is a storage area in case of siege.  The room has a magic about it that allows only certain people in with a key and can withstand siege engines.

Monday, February 10, 2014

Victor Silversail of Weatherworn

Victor loves his new job, though he misses the open seas.  A sailor on his own fishing vessel for years he gave up the sea to his son and took the job of Port Inspector when he was asked by House Weatherworn herself.  He spends every day talking with people, inspecting cargo and seeing the world brought to his door step.  With so many ships coming and going from the docks of Weatherworn, Victor gets to see the world without ever leaving.  He has talked to dwarves, elves, Akicitia, and people from Ariella.  He has tasted food from all over the world and has learned so many languages.  He loves his job and is happy he can serve his House in such a manor.

Victor can arrange for passage with ship captains if he likes a person, for most of the captains of the regular ships like Victor even is he is a stickler for the rules.  He also knows where to get items and who to ask to ship things.  Victor is always looking for information that might affect his port, but he likes to share what he learned, as well, as long as it doesn't harm the House.

Wednesday, February 5, 2014

The Docks of Weatherworn

These docks of Weatherworn are very unique.  There is a natural harbor far below Weatherworn, but there was no natural way to travel up to the cliff side above.  The Weatherworn mages built a long ramp down to the deep harbor, that switches back and forth and is patrolled heavily, with their magic.  The docks can hold a fleet of deep water ships and is always busy, night and day.  Magic helps to ensure no accidents as well as keep the harbor clean of any obstacles.   There are warehouses by the docks that are bored into the cliff side and many vendors who make a good living selling meals and small items.

Monday, February 3, 2014

Coran the Gate Guard at Weatherworn

Coran is a young man, in love with his young wife, loves his young son and who usually enjoys his job of protecting those coming and going through Weatherworn.  Coran works from sunrise to close to sunset, checking wagons, taking gate fees and ensuring the safety of House Weatherworn.  Most days are routine so Coran likes to dream of adventure and life wandering the hills around Weatherworn looking for ruins and discovering some long lost artifact.  He looks at each person who comes through the gate as the start of some possible adventure.  Though his captain doesn't find his wishful thinking very plausible, it is useful.  Coran gets along with just about anyone who comes through the gates, from caravan guard to little farmer wife so Coran is the one who talks to everyone when he is on shift. 

Coran likes to chat it up with whomever is before him and can usually get the true reason someone is coming to Weatherworn within a few moments. (If you have a persuasion skill or something of the like, Coran has a 75% chance or the equivalent.)  Coran is never mean, even when arresting someone, though he is well versed in his sword and grappling people.

He might flirt with women coming in to Weatherworn but he loves his wife truly and would never betray her.

Wednesday, January 29, 2014

The Waters of Seeing

Near Goldleaf is a small pond filled with beautiful fish and water a person can see to the very bottom through.  Around the pond are trees and shrubbery which are always green and full of birds who sing with every sun rise, even in the middle of the winter.  The waters are warm and snow never covers the area, even in the deepest of winter.

Rumor has that a sprite lives here and loves the glorious colors of summer and spring and thus has cast a magic upon the pond and area to keep it so lovely and warm.  Many people will leave little gifts of food or items to gain the favor of this spite, if they can.

There is a sprite, who does care for the grove, but because the pool is magical.  The pool, if the water is drunk for three days straight with no other food or drink, allows the drinker to see the future.  The clip of the future is short and may not be clear to the person seeing it, but it is usually accurate.  It can be changed by those who see it by doing something different in their path of life.  The sprite makes sure only the worthy can sit at the bank and gain the magic of the future and has been known to chase people off that he or she doesn't like.

Tuesday, January 28, 2014

Brenda's Baubles

Brenda's Baubles is a small store, tucked away in the corner of Goldleaf.  This one story, barely three hundred square feet building is filled with all sorts of treasure.  Brenda's Baubles holds shelves and shelves of odds and ends such as maps, mining picks, sturdy backpacks, lamps and things such as these.  Brenda's owner, Thomas Cart, buys all the random things people want to get rid of and scavenges things from wrecked ships, abandoned houses, and nearby ruins that no one will go to.  There is a 50% chance that something from the equipment list of your roleplaying system will be here, 10% chance a magic item might be hiding amongst the junk.  Thomas gives good prices for items (around cost on the list) and will look for something if a person asks for it specifically.  Sometimes people have fun just looking through all the items in Thomas' store, because you never know what you will find.

Monday, January 27, 2014

Celesta the Dragon

Celesta is a platinum dragon, one of Fire Flash and Elemental Storm's children, and she loves the snow and the north.  She also loves a good song.  Thus she became a bard, when in human form, wandering the north singing the songs she loves.  She has a small home outside of Goldleaf, which is taken care of by a family of humans who don't know for sure, but suspect they are simply taking care of the house for a dragon and not some human bard who bequeaths it her daughter, and she bequeaths it to her daughter and so on.  Celesta pays them well so they don't ask many questions, though she would tell them the truth if they asked outright.  She loves this little family who she's known for generations and would frown greatly on anything happening to them.

Celesta doesn't mingle much with her own kind, but tries to return to Varanath once a decade when she and her siblings remember the mother they have never met and check in on their father, if he comes.  She may be willing to travel with a group for a while, but she will never stay for long and would never revel who she truly is unless it her life on the line.

Thursday, January 23, 2014

Deephorn Outpost

This outpost, like many other outposts, is for protecting the House from raiders as well as from other Houses.  It has a huge gate with a barracks, a cook house, a stable and small forge.  There is also a small home for Captain Thorn and one for Nyssarea the mage.  A spring is not far off, which turns into a small stream which heads south/southwest.  Those who are not on duty usually go hunting or fishing to supplement supplies sent from Weatherworn.  There are a dozen guards, Captain Thorn, Nyssarea and five support staff.  Usually the outpost leaves travelers alone, but occasionally they do spot checks on people they feel are suspect.  Captain Thorn runs a tight ship, but isn't overbearing.  His men respect him and don't mind the fact they are out in the middle of no where for long periods of time.  People can buy some supplies here, or get some repairs on tack or armor, but they are not a whole sale selling establishment.  And there is no inn, but Captain Thorn does allow travelers to camp in a nearby field for safety's sake.

Tuesday, January 21, 2014

Nyssarea the Mage

Stationed on the outskirts of the Weatherworn House boundaries, Nyssarea helps protect her home by doing what she does best, casting magic.  Nyssarea knows how to use a sword, can drink like a dwarf and cast powerful magic that scared even her mentors.  She stands guard with a double handful of guards and Knights on the northern border of House Weatherworn.  She is in her third decade with lovely black hair she keeps braided and a pale complexion normal for those from the southern coast.  She loves her home, protects it with a fervor and revels in finding new magic.  She specializes in lightning, but she loves to learn any kind of magic.  She loves to hear about far off places, try new wines and food and will talk shop with anyone who will sit still long enough.

Wednesday, January 15, 2014

Candleholders of Listening

Though this magical ability could be placed upon any item, Sierra likes them on the most unlikely of sources.  Thus she has had most of the candle sconces in hallways and rooms enchanted with this ability.  The candle holders can be "turned on" by using a magical stone that corresponds with that candle holder.  Each one has to be turned on separately, and though they can be listened to simultaneously, it is easier to only have one at a time.  Sierra uses these items to listen in on private conversations and then report her findings back to her contact in the Empire.  These are average for cost, though Sierra's were expensive since she wanted fined candle holders, but anything can be enchanted as a "listening device".

Tuesday, January 14, 2014

The Trampling Elephant

The Trampling Elephant is a round, three story building with a large stables behind, along with a large open area for trading wagons.  On a main road for wagon traders, the building has sweeping columns and beautiful arches, painted in a bright white to attract attention.  Murals in both tile and paint decorate the whole of the building, with brightly colored attendants at the door and working the tavern.  The first floor has a tavern with very fine food from all over the Empire and from Tridon.  There is a bath off to one side, easily accessed by the two upper floors without having to go through the tavern.  There is no place for a stage but entertainers do grace the tavern on occasion.  The upper stories have rooms big enough for three people each, with one suite on the third floor.  Each room has a hearth, though they are magically enchanted so fire is not an issue.  The rooms are dressed in bright colors and magical music to soothe you to sleep is available on request.

Monday, January 13, 2014

Sierra of the Tampling Elephant

In a small corner of Notitia is an inn where merchants go to find guards, contracts and a little relaxation.  The owner, Sierra, wants to make sure everyone has a good time and enjoys their stay. She is in her mid-thirties, with dark, curly hair to match her dark complexion.  She is short for the southern continent, only five and a half feet tall, but full of smiles.  She greets everyone to her inn personally, shows them their room and takes their orders.  She does have a wait staff, but she likes to talk to all her clients personally.  In doing so she gets a sense of what they want and then can either offer to find that something or point them in the right direction.  Her clients love her attention and always return, once they have tasted her hospitality.

In truth, Sierra is actually part of the information gathering network for the Empire.  She is actually a friendly person and loves what she does, but she finds out information for her country by talking with all the merchants who come through her doors.  She runs a good ship, making quite a bit of money, and then makes extra money, and connections, by reporting her finds.  Beware what is said in her inn for nothing is a secret here.

Thursday, January 9, 2014

Fairy Jewels Part II

The abilities of a Fairy Jewel can vary greatly, depending on how powerful the person makes them or can make them.  But here are a few ideas of abilities.

1) Normally, a magical Fairy Jewel, in game terms, gives a +1 to +6 to a main stat.  Purple gems are usually Intellect, blue Constitution, green Strength, red Dexterity, yellow Wisdom, and orange Charisma. They don't have to follow this rule, but mages and priests usually try to.

2) Magical Fairy Jewels can also give bonuses to non stat items, such as skills or the ability to see a far distance, or even float in the air.  These gems are usually clear.

3) These are not cheap items, since they enhance the character, usually starting at several thousand gold and working up from there.

4) As GM you can let any sort of enhancement be placed on a Fairy Jewel, but be cautious about giving your players too much power.

Wednesday, January 8, 2014

Fairy Jewels

Fairy Jewels are small gems which float in the air around the person who owns them.  They were common in the early years of the Empire and Tridon as decorations for wealthy women to accent their dress or costumes.  But a wizard thought about using such things to augment his and his companions powers and came up with a useful combination of decoration and ability.  Normal fairy jewels just sparkle and float around the person, but Magical Fairy Jewels can have one of many abilities.  The size and shape do not dictate what ability they have, but they usually stick a type of gem to dictate ability.

Tomorrow, I will go over abilities.

Tuesday, January 7, 2014

The Village of Windsong

Windsong is small farming village near the House of Tayke.  Specializing in a food called rice, it also catches fish to sell to Tayke.  The people here are quiet, contemplative and full of advice when asked.  The houses are different then the typical house, with swooping roofs and fanciful creatures carved into even the simplest of buildings.  Some food stuffs are for sale here, and there are people who can repair some gear, but little else can be found here.  The do have a small inn, (an old house they rent out to people passing through) and meals can be purchased from neighbors.

Monday, January 6, 2014

Kevin the Ruin Master

From his plush house in Stormvale Kevin dreams of adventure.  He has maps of lost cities, towns, castles, tunnels, and just about everything.  Maps of legend, maps of false leads, maps of ancient places most scholars have not heard of.  He has maps of everything.  He makes a business of copying the maps out for people and sending them on their way to adventure.  Depending on how he is treated depends on how accurate those maps might be.  He never claims the maps are accurate, (because some of them are not) but he may change a thing or two if he feels that his customers aren't treating him kindly.  And he is a mage of some power and has magical traps and other safe guards upon his building so it is harder for adventurers to retaliate if he does them wrong.  Maps cost quite a bit, usually starting at 500 gold.  His business sign is the Ruin Master and he is near the temple of Catiana in Stormvale.

Thursday, January 2, 2014

Thane's Sorrow

On Willowstand Lake, on the western edge, is a village called Thane's Sorrow.  As a trade stop and fishing village, this village is soon going to have to be called a town.  There are several inns, general stores, a blacksmith, stables, specialty stores, two trading caravan outposts and a large dock of small fishing boats.  There are some people who farm, but most of those who farm live out of town, now.  Originally, Thane's Sorrow was founded by Joseph Thane and most of his extended family.  The farming was sound, the fishing great, and there were many resources for a fine living.  But Joseph's original reason for coming to the place to be rid of his family, not have them follow.  It was an open joke, and thus Thane's Sorrow stuck.  The village soon to be city pays homage to Sunvale and was quite loyal until the time of Shaniko.  Now, as the High King's Sword comes into play, the village is more about protecting itself then getting along with the Black Wizards.  They don't outright confront them, but are willing to tweak their noses if they can get away with it.  The mayor of Thane's Sorrow is Karl Lightfoot and he tries hard to help those who are fighting against the Black Wizards.  He also is always looking for people to help out the village since they do have the occasional issue with ogres, monstrous wildlife and magic that just can't be explained.

Monday, December 30, 2013

The Beast of Thane's Sorrow

Near the House of Sunvale there is a village on the Willowstand Lake.  In this village rumors run wild about the beast of Thane's Sorrow.  The beast is said to be ten feet tall with green skin and hair made of seaweed.  It moans in pain from the arrows that stick out of its body but can't kill it.  The creature's moans are said to drive insane any who hear it and that the smell alone of the creature could kill a full grown man.  Even the most hardened of hunters and adventures try their best to stay out of the creature's hunting area, not wanting to meet it.

The beast, who's name is Garron, is really an ogre who was unfortunate enough to have a little fey blood in his veins.  He's smarter then the average ogre, even the average human, and blessed with extremely long life.  He likes to hunt and make potions that might heal others.  He knows no one wants to talk to him, being as he's an ogre, but he wants to help others with his healing.  Knowing adventurers like to find treasure he purposefully leaves stashes of healing potions, curatives and healing herbs around the area he lives.  He hides when people come, because he does look like an ogre, but is always happy to help if he can.  He lives near a hot spring with special herbs used for high fevers and other hard to beat illnesses and so will listen to see if the village herbman is looking for curatives.  Surprisingly the herbman will then find a potion he might need if he tells the hot springs what is wrong.  He has no idea that Garron is there, but is always appreciative of the "spirits of the hot springs", leaving gifts of food, clothing and equipment in exchange.

Monday, December 23, 2013

Toran the Bard

Bards love to see the world, wander the cities, meet people.  Toran would not be your typical Bard.  Toran loves just staying in Goldleaf in the Stone Wall Inn and ply his trade to the locals.  He's not always up to date on the news, which bards usually are, but his voice sounds like the most beautiful birds of the world. His voice is so lovely the House Leaders have been known to come to the Stone Wall to hear him sing and tell tales.  He has traveled to Stormvale and Weatherworn, and farther, but he's never stayed away for long.  The owner of the Stone Wall, George Hardstone, gives Toran a room for free since he gets so much business because of Toran.  The real reason he stays so close is that he has a love he hopes will notice him, which she has, and his mother can not take care of herself and his younger siblings on her own, so he does so.  He holds a lot of knowledge of the area and would be a big help to any adventuring group in search of knowledge.

Wednesday, December 18, 2013

Bell of Notification

With so many coming and going through the doors of the Dandy Lion, Seth Vonderhorn wants to know who is coming through his door.  He found a mage who could enchant items and together they created a Bell of Notification.  The purpose of the bell is to let Seth know whether or not the person coming in may be trouble.  It allows him to know whether the person may be a little on the rough side or will be sweeter then his mother.  In game terms it lets Seth see their alignment aura for about 30 seconds so he can see if they are good or evil or somewhere in between.  Unless a person has a spell upon them to alert them to such intrusions, the person doesn't even notice.  This has allowed Seth to watch those who may be trouble and trust those who ask for something extra but are very good.

Tuesday, December 17, 2013

Thornside

Thornside, being a caravan route village, is set up to supply caravans and travelers.  There are two inns, a supply store, a farrier, a horse trader and a blacksmith.  And there is little else other then houses for the people who work and live there.  The inns always have heavy busy in the trading season, though the winter is slow, since it sits on the road between Merryweather and Greenthorne.  There is the Lucky Rock and the Dandy Lion, each having a tap room, ten rooms and stables.  Most people who clean the rooms or work at the stables, also have nearby farms and just use the coin they get for buying items they can make.  The supply store is a little expensive, but not overly so since the village is only a week out of either House.  The farrier, John Strongbear, works when ever he is needed, whether day or night and the blacksmith's forge is always going during the summers for those needed repairs.

Most of the local population is human or half-elf, though a few dwarves live nearby as they search for ore.  The village has had issues with wolves and ogres, but lately one of the ruins of a village long overgrown has been spawning tales of undead.

Monday, December 16, 2013

The Crazy Cat Lady of Thornside

Near the city of Merryweather is a small village called Thornside.  This small village is a stop over for caravans, with farmers nearby, and little else.  but Thornside does have one claim to fame.  Larinda, the medicine woman.  She has a small hut on the outskirts of the village that smells like herbs and spices and wood smoke all times of the year.  She also has lots of cats.  Last count she had close to fifty cats, all who adore Larinda.  Larinda is in her mid sixties, greying and losing most of her teeth.  She laughs at everything, which unsettles those looking for medical help, but she is a good healer.  She also knows every single cat that calls her place home.  She knows when they were born and if they were missing and does not take kindly to anyone messing with her cats, who she terms her "children".  She is willing to help anyone as long as they bring something in trade, such as food, work or trade good.  She'll not help ogres or half ogres, for her son was killed by one.  He was her only child that lived to adulthood so she will not help anyone with ogre blood even if they are dying on her doorstep and she could save them.

Thursday, December 12, 2013

Researching for Your Game

Here are some things that I do to get ready to write up an adventure.

1) I always write an outline, just like I would for any school paper or story I might write.  This helps me figure out where I'm going or where I'd like to go.  In doing so, sometimes I get more ideas.

2) Flip through your game's "monster" books. Sometimes, just looking at the monsters or NPCs might help you come up with an idea.  My son loves to just read through them and figure out how to fit in the odd and unusual monsters into his campaign, which sometimes works and sometimes doesn't.

3) Watch movies or read books of that genre.  Now, you don't want to send them on a Lord of Rings style adventure ever time you game, but what if you added in being rescued my giant eagles or something of the like which led to another aspect of another adventure?  Sometimes just watching movies or reading books will perk your imagination and get you going in the right direction.

4) Talk to your players.  What do they want to do?  Do they want to delve in a dungeon, trudge through the wilderness looking for ruins or do they want some intrigue in the city?  After all, its about you all having fun.  Sometimes just going with a one off dungeon delve is a great idea!

5) Read roleplaying forums.  There a tons of GMs out there waiting to share how they have dealt with stuff.  Maybe they'll get you on the right track.

Happy Gaming

Wednesday, December 11, 2013

Cloak of Warmth

Many travelers get stuck out in the wilderness in some pretty bad conditions.  A guide named Scout, was no exception.  Traveling all over the wilderness near the Tsalagi Mountains, Scout got stuck in some pretty awful snow storms.  So he and a mage friend came up with a cloak that could keep you warm in all sorts of weather.  This cloak appears to be normal size, with a hood.  Scout's cloaks were normally made of sturdy wool and lacked much decorations.  Later on his friend made cloaks of fine silk and with many decorations for this richer clients.  The cloak itself doesn't do much until the wearer speaks a key word (usually designated when made), then the fun begins.  The cloak does several things.  One, it keeps the wearer at a constant temperature of 65 degrees, regardless of the weather outside. Two, it turns into a small, one person tent that will keep out the weather.  It isn't comfortable, a person really can not spread out, but only curl up inside, but better then nothing.  Third, the cloak allows fire to be made inside and the smoke magically disappears without harming the person inside.  So if water needs to be melted or something needs to be cooked, a person could do so.  This cloaks are fairly common, especially near the Tsalagi Mountains, but it one is commissioned it will cost nearly 2000 gold.

Tuesday, December 10, 2013

The Home of the Gods

The Gods all live on another plane then their creation, Martapa.  The rules of up and down, side ways and reality don't really apply in the realm of the Gods.  Most Gods have a special little bit of the plane they have made their own, such as Aiyana and her beautiful gardens and animals.  Others just make up their world with what ever mood that suites them at the moment.  Targon would be a great example of this, though scantily clad elven women are usually involved.  When Gods meet, they often meet in a created tavern or a meeting hall, or even a throne room when the mood suites them.  Nothing is predictable or stable with the Gods environment.  If a mortal is brought to the realm, such as Mouse, when Aiyana brought him to be with her, that small bit of the plane becomes completely stable and can only be changed through great effort to the God or Goddess.  (Not that Aiyana would change anything because she loves having her mortal love with her.)  The Gods can traverse across the Plane very easily, merely with a thought, but can not enter another Gods domain without permission.

Monday, December 9, 2013

Old Man Winter

Even Martapa has stories about someone in charge of the ice and the snow.  Furere is the God of Storms, but his helper, Old Man Winter is charge of snow storms and ice.  Old Man Winter is usually a lazy minor god, but when he lets loose, he lets loose.  Usually he lets loose with snow just up north or far to the south in Ariella, but sometimes he gets the urge to just snow everywhere.  When this happens he rides through the sky in his magical sled pulled by magical horses dumping snow and ice from the skies.  People will sometimes light candles out side to ward him off, though this really does little except show him where to dump the snow.  Others will whispers prayers to him and if he is in a generous mood, might miss that house or village.  He particularly likes to hit major Houses and cities to see all the city folk miserable.

Thursday, December 5, 2013

Keeping Your Campaign on Track

You've come up with this wonderful adventure.  The bad guy is all planned, the setting is described, his minions are all rolled...and then your players go off in a totally different direction.

It happens and as a GM you have to be prepared.  When I was GM for our college Star Wars adventure my players would always veer in a weird direction.  The key is to get them back on track without pushing too hard or look like you are leading them by the nose.

1) Have a back up plan.  Have some NPCs or monsters rolled up, just in case.  It never hurts to have this sort of stuff anyway for random encounters.  Think on what the players did last time and make sure any tangents are covered.

2) Saying that, even covering the would be tangents may not be enough.  There were adventures my players went off in a very weird direction.  In this case you have to be light on your feet.  Don't get frustrated, just go with the flow.  and as your players go along on their tangent you need to think on how to get them back on track.  Did they go after some peon you didn't plan on.  Let them go but throw in a clue that leads them back to the main adventure.  That may not be enough, but if you keep doing it, (say they keep going after peons but not the direction you want to go, yet keep leaving clues to your main adventure) eventually they'll get back on track.

3) Go with the flow.  If the players want to go horse racing instead of fighting bad guys, let them.  You're all there to have fun and one night off track won't kill your campaign.

Happy Gaming.

Wednesday, December 4, 2013

Tailoring Magic Items to Your Campaign

As we teach our children to be gamemasters we are also teaching them how to handle treasure. In doing so we have taught them some tricks about magical treasure.

1) Don't give out powerful magical items right away.  This is hard for kids, or even first time GMs, because they want to be powerful right away.  Magic items need to fit the level of power the characters are facing, otherwise everything will fall to quickly before them and won't be as fun.

2) Try not to put too many random items in.  That sounds odd, especially since treasure is supposed to be random, but we mean like the big ticket items.  If no one in the group uses halberds, don't put in a halberd +2, make it a weapon the party uses.  Weapons are so rare, anyway, why make it a big disappointment that it isn't a weapon they can use.

3) Try your best to make sure everyone gets magic items.  Now, don't give a magic item to every player every adventure, but make sure you aren't giving magic items out that only one or two players can use.  Make sure to rotate and that everyone is equally equipped, at least most of the time.

Tuesday, December 3, 2013

The Lazy Sprite

This inn between Merryweather and Greenthorne is well frequented by both merchants and adventurers alike.  Three stories with a large stables there is always lamps lit in this busy place.  Jorn Thunder is the owner of the Sprite and always has at least two girls serving at all times, along with one cook.  He has average ale and spirits, good food and warm beds.  He charges a little more then normal for an average inn, but it's well worth the money.  The stables are kept very clean and the mounts and wagon teams are well cared for when they come.  Jorn does not abide by thievery and thus turns all thieves over to the authorities as quickly as possible, apologizing to any who have been affected with a free brew on the house.  Supplies can be bought here as well, just the basics but enough to get to the next town without issues.  The local patrols station themselves out of the Jorn's inn when they are on the move and do not take kindly to Jorn's inn being harmed.

Monday, December 2, 2013

Toranna, the Carvan Master

Merchants make the world of Martapa tick.  Without them, there would be no great wealth in the world and merchants are quite aware of this.  And in an age where mages can move some things from place to place, good old caravans are still needed.  Caravans can range in size from a few wagons to a few dozen.  Toranna is the master of one of the largest, and most successful, caravans on Martapa.

Toranna is in her mid thirties, a stout human, rough faced and serious.  She takes care of her wagons and people as if they are her children.  She pays her drivers and guards well, knows them all by name and assures them that if they fall to brigands their families will get their pay.  She has transported everything from simple food stuffs to silks from the east.  No matter the cargo, she takes her job seriously.  She is always looking for people to protect her caravan, but she won't just take anyone.  A person has to earn her trust.  She was married once, but he died, tragically when the caravan was attacked by ogres.  The caravan is all she has now and despite the fact she could retire five times over to some nice, safe place she continues to lead her caravan all over Tridon.

Wednesday, November 27, 2013

Thanksgiving Fun

I hope everyone has a wonderful Thanksgiving week and we'll see you all on Monday!

Tuesday, November 26, 2013

The Dragon's Rest

Deep in the Varanath Mountain Range is a complex of caves which holds wonders beyond imagine.  The cave complex, with huge caverns and winding tunnels runs for miles.  In spots it only big enough for human to pass through, in others a full grown dragon could be quite comfortable.

And they are.

This complex is the home of not only most of the dragons who were once bonded to Varanath, but also to the great Gate Dragon Fire Flash, himself.  This is where the dragons come to hibernate, meet to catch up and to leave their treasure.  After thousands of years there is quite the treasure horde.  Though there are not many dragons at a time in this complex, all of which are related to Fire Flash in some manner, there is at least one home.  And there are magical and mechanical traps through out the complex.  On top of this, it is easy to get lost in the tunnel system because of its complexity and because of spells Fire Flash has put upon it so people he has not allowed in the tunnels and caverns are misdirected.  Entering here without permission could result in pretty much instant death.

Monday, November 25, 2013

Furball the Dog

Every adventurer, woodsman and pathfinder needs a companion and what better companion then a dog.  Furball is no exception.  A huge, white dog with grey face stripes and  grey socked feet he loves everybody.  Larger then some ponies he carries supplies for his master Thera, a guide near Goldleaf.  He also loves to play chase, retrieve things and be with his person.  But Furball is special dog.  He is smarter then the average dog and some people (roleplaying terms he has an Intellect of 12) and has lived longer then the average dog. (Thera has had him for twenty five years and he was an adult when she found him.)  Thera doesn't know why he is so smart, yet revels in being a dog or where he comes from but she enjoys his company.  He is a good judge of people, ferreting out those who are lying and those who are telling the truth and can sense outsiders and demons easily.

Thursday, November 21, 2013

Shouting Stone

Though few in the north know of such an object, those of the Empire use a Shouting Stone regularly.  A Shouting Stone is usually a small, round stone with a hole in the middle to have a rope or necklace run through.  Magical runes run all over the stone (or other small object the maker of a Shouting Stone wants to make it) and it glows faintly.  The stone is used to allow a person be heard a longer distance away then shouting would allow.  Most generals use these stones in battle and the general assembly uses it to be heard during debates.  As long as a person is holding the stone in their hand they project their voice up to five hundred yards away.

Wednesday, November 20, 2013

Dwarven Way Station Hardstone

On the east side of Taina, near the southern coast and Karoon is the Dwarven Way station of Hardstone.  This way station is a small fort, with a stone wall surrounding it, three stout buildings, (one of which is a warehouse) and their own well.  There is a cellar beneath each building that connects all three buildings, containing food, weapons and supplies to hold out for at least three weeks.  The well can actually be accessed from the cellar and blocked off so that those up above can't access it.  The dwarves use this way station to move their trade goods from the islands on into the mainland.  There is at least one caravan coming to or going out of here a week.  There is a permanent staff of two dozen dwarves, several of which are blacksmiths and healers.  Dwarven goods can be purchased here but they are expensive, since they are better then most human works of the same kind.

Monday, November 18, 2013

Trist the Mage

Trist is a nice guy, around thirty years old, brilliant when it comes to math and engineering, along with magic, but he's sort of absent minded about where he is and what he is doing.  Trist, being a human, is fairly tall, around six foot in height, medium build with cropped, dark hair.  He can't grow a beard to save his life and his blue eyes are filled with creativity and wonder.  He always wants to know how things are put together and work, whether mechanical or magical.  He will spend days trying to figure out how something works, forgetting to eat and sleep in the process.  He spends his days at the Mage Guild in Bloodhelm, teaching mathematics and simple offensive magic.  (They tried to allow him to teach strong offensive magic, since he is very powerful in the arts, but he accidentally a small building at the school when he was teaching one year.)  At night he takes apart or studies items that adventurers or the school have brought him to study.  He is more then willing to look at unusual finds that adventurers come across for free, as long as they give him a good run down at how and where they found the item.

If the party needs a jumping off point for adventure, such as Trist needs someone to do some field research for him, or they need to know about something to find, Trist might be a good NPC to use.

Thursday, November 14, 2013

A Typical Gypsy Wagon

Several of my characters that I actually write about are gypsies or come from gypsies.  Gypsies usually have at least one wagon to carry their or the groups gear in as well as live in.  The wagon is usually bigger then a typical wagon, covered with solid sides and rough.  It requires at least two horses, (some of the bigger ones require teams of four) to pull.  Inside are bunk beds on one side, cupboards on the other to store everything from food to clothing.  They also carry cooking pots and trade goods inside.  Some gypsies actually carry around blacksmithing equipment, as well.  Anywhere from a single gypsy to a family of gypsies live in the wagon. If there are too many people some will sleep under the wagon.  In bad weather a tent like structure can be pulled out from the side to cover those who can't sleep inside.

The wagons are brightly colored, some times covered in bells, and travel slowly.  Horses are highly prized by gypsies, because without them they could not take their home with them and move on to the next great adventure.

Wednesday, November 13, 2013

Tipsoo, Hunter and Guide

Stationed out of Pathfinder, Tipsoo is a likable half elf that loves to see the world.  She gets along with most everyone, loves to go where ever adventurers go to see something new just around the bend.  Standing just over five feet tall, with a full head of red hair and bright green eyes, she breaks down the barriers of even the toughest mercenary.  Everyone loves to talk to her and see what she knows.  She hires out for a reasonable price, as a guide, and knows the good spots to get supplies in Pathfinder before leaving for adventure.  She has a small house in Pathfinder who she leaves in the care of her mother and older brother.  It is hard to find her in town because she loves to be out and about, but when an adventurer does find her she is ready to head out for high adventure as soon as possible.

Thursday, November 7, 2013

Roleplaying in the Digital Age

In this day and age of video conferencing, phones that act like computers, and watches that have more memory then my father's TI computer even roleplaying has to catch up.  There are tons of MMOs on line, and while they provide pretty colors and sound effects, they are hard to roleplay on with friends.  But here are some new electronic tools you can exploit for your roleplaying experience.

1) The computer, obviously.  There are so many things you can do with a computer to enhance your roleplaying experience.  Draw maps, do email gaming, use conferencing to roleplay with friends far away.  So many things.  My husband and I did the email gaming, where I got my fodder for my book, but it is a little slow.  Skype and gaming platforms which enable live roleplaying on line are becoming quite common.

2) Small, animated trailers.  Now, you probably have to be pretty computer savoy to do this one, but wouldn't it be cool if you could do a movie trailer type monologue for your bad guy?

3) Just looking for pictures.  Some of us can't draw wonderfully, so what better place to find a picture then on line?

4) Real life maps turned table top gaming.  Why not?  The terrain of some Forest Service maps would be awesome for roleplaying adventures.

5) Digital Dice.  My husband cringes at that, but not all people have a huge box of random dice to choose from.  This way you can have small apps on your phone or computer to roll dice if you need something rolled!


Happy Gaming!

Thursday, October 31, 2013

Halloween

Happy Halloween to everyone!  I hope that everyone has a happy holiday and lots of fun with family and friends.  This time of year on Martapa the citizens celebrate All Gods' Day.  They dress up like what they believe the Gods look like, share feasts with friend and family and give small treats to children.  Sometimes there are contests to see who has the best costumes.

Tuesday, October 29, 2013

The Cheetah Clan of the Akicitia

This small clan, only fifty individuals, lives close to the southern mountains of Ariella, about thirty miles away.  They live in underground dwellings that only partially poke out of the ground because it becomes colder during the winter here then in other parts of Ariella.  The communal storage area is in the center, with family dwellings ringing the storage area.  Around the village is a wall of logs to keep out predators which may wander by and evil humanoids which mean them harm.  Because they are so close to the mountains the village is able to have more wooden products and more berries and nuts then most Akicitia villages.  Trapping is also more prominent then in other Akicitia villages.

Monday, October 28, 2013

Tooyah, Elder of the Cheetah Clan

Tooyah, once a great hunter for the Cheetah Clan, is now well respected for his wisdom.  This light tan Akicitia elder, graying at the edges, has lost most of his fangs and can no longer run because he broke his right leg and it did not heal right.  Tooyah was a tanner before he was a hunter and then elder and still advises younger members how to tan in long lasting ways with brilliant colors when they dye.  Tooyah rarely tells others what to do, but he does give advice when asked.  He longs to hunt again, but knows this is not something he will ever be able to do unless someone with magic can heal his leg properly.  For now, he is content to help the Clan run smoothly and stay safe.

Thursday, October 24, 2013

Writing Time and Life

I know I mention this a lot, but with how hectic my life is I feel it can't be emphasized enough.  If you truly want to write, if that is what you want to do, you've got to make time.  Let me list some things you can do to help you make sure you get some "butt in chair" time:

1) Carry a notebook everywhere.  What I mean is if you leave the house, bring a notebook.  Or smartphone, or something you can "write" on when the urge happens.  Doctor offices, kids sports or after school activities, even waiting in line.  The urge to write may just pop up and you may just have time.

2) Schedule time for you.  I say this often, and fail to follow through myself a lot of the time, but if you schedule that time for you, then maybe you'll actually get it.  Mine is after I drop my youngest off at school for anywhere from 15 minutes to an hour, depending on how busy I am.  My problem is I volunteer at school or sub for their aids so that time isn't always mine, but it's there if I happen to be home.

3) Get into a critique group.  Mine meets every two weeks (barring life).  We read five pages of what we're working on, share a dinner, and talk about the last few weeks events.  Not only do we force ourselves to write that way and get some feed back, we also get some adult time!

Happy Writing!

Wednesday, October 23, 2013

Wand of Purification

The water keepers of Tayke, though having magic of their own, also had the aid of a magical wand.  This wand, known as a Wand of Purification, could do several things.  The first was make sure water was free of any impurities, such as sand, bacteria, and diseases that might be in water.  Second, the wand could rid of any poisons, whether intentional or not, put in the water.  This took a long time and several "charges" of the wand.  The third and final ability was to locate the source of any contamination.  It did no good to clear the water if it would just become contaminated once again.  The wand has 50 "charges", but is special in the fact with each new week it would become renewed and will once again have 50 "charges".  Only the water keeper or his/her apprentices will use or keep the wand.

Tuesday, October 22, 2013

The Well of Clear Water

In Tayke, protected by the water keeper of each generation, is a well of the purest water.  Because water is very precious in the east of Taina, the well is very important.  At the time of Tayke, before the time of the Chosen, this well kept thousands of people with fresh water.  After the fall of Tayke nomads, bands of survivors and animals would come to the well for water.  The well itself bubbles up into a basin of stone which is decorated with dragons and fairies.  Several of the stone carvings were broken in the time of the Chosen and by the time of the High King's Sword most are so warn it's hard to see which is which.  The water is always cool, clear and filling the basin, despite the time of year.  The magic upon the well and bowl are so strong that seeing them with a detect magic they glow brightly.  Many people, who do not know the history of Tayke, believe the well is magical and will grant long life, causing many to travel to the place in search of immortality.  There may be some truth to the stories, as there is magic upon the well and the people of Tayke did live a long time, but no one knows for sure.

Monday, October 21, 2013

Namiko, Keeper of Water

In Tayke, and the Island of Janesh, there was always a keeper of the water.  This person was in charge of finding and maintaining clean, good drinking water.  On Janesh this was an issue, because the island was surrounded by sea water, but there was very little fresh water so magic was need to ensure there was always plenty for everyone.  In Tayke, this wasn't so much an issue, but tradition continued.  Namiko was the last keeper of water, living until Shaniko came and smashed Tayke to the ground before the Time of the Chosen.  She took her duties seriously, maintaining the purity of the water through magic, teaching others to conserve the water when they could, and bringing water to those who lived far from a clean source.  She was training three apprentices when Shaniko came and destroyed Tayke, one of which escaped with all her manuscripts on water magic which had been passed down from the time the people of Tayke left their island of Janesh. 

Namiko and her books may be a good side adventure for mages or even druids who wish to clean the water or just perform water magic.

Friday, October 18, 2013

Chair of Warming

Since so many mages are also scholars, they spend a lot of time sitting in hard, wooden chairs.  Toran Silverwand was one of those mages.  But as he aged the wooden chairs got hard and his old bones easily got cold, so he devised a chair to keep him comfortable.  First he created a fine wooden chair, (he was a carpenter's apprentice when he was younger), then had his wife sew him nice, padded seats and back.  To this he added a spell to keep them perfectly preserved and clean.  (He had a tendency to spill food and drink while he worked.)  After that he added a warming spell to the cushions so they would warm him on those chilly days he was studying.  Though a simple, day to day magic item, Toran's idea took off and he was able to sell the idea not only to other mages and priests, but to nobles who also had to sit and do book work so many hours a day.

Wednesday, October 16, 2013

The Floating Island

Floating off the western coast is a small group of boats tied together to make a small floating island of humanity.  There is only about forty people, but this small "island" is very self sustaining.  They fish to get meat, they have small green houses to get some greens, they trade fish for those things they can't make or grow and they trade items from one area to another to make some money.  Most of the people on the island are related, though they take on new blood now and again.  The "island" started out as a refuge from the fighting during the Mercenary Wars and never made a port home again.  They delight in the fact they are able to bring their homes with them.  They have a weather mage with them who warns them of storms or holds them at bay if they can't quite escape them.  They prize mages and druids because they keep the island safe and fed.  Everybody, even the smallest child, has a job on the island and they all know how to do it well.  Sometimes they take on passengers, but the island is slow and most people don't have the time to wait for such slow progress.

Monday, October 14, 2013

Shatterax, Dwarven Mercenary

Standing a tall four foot tall, Shatterax is broad even for a dwarf.  He's almost twice as wide as a human and all muscle.  His hair is a dark brown, braided to his waist both front and back.  He ties prizes from previous battles in his hair, usually little metal charms from his foes or barring that, finger bones.  He fights with a two handed axe which was enchanted by a mage friend of his to protect him from poison and give him strength, as well as give him a better chance to hit his foe with his weapon.  He dresses in mix of leather armor, mail armor and plate shoulders.  He doesn't talk much, only when he needs to, but is a good fighter and knows what he's doing.  He likes mages and priests, doesn't quite understand druids, but holds disdain toward Knights, not understanding the notion of fighting for glory instead of gold.  He will help anyone but Wizards, for a price, but has been known to do his own notion of charity on occasion.

Wednesday, October 9, 2013

The Village of Thunderstone

This small village on the east side of the Tsalagi Mountains is south and east of Goldleaf by about four days of hard travel.  Thunderstone is a farming village where people usually only gather during the evening to protect themselves from the wild animals and evil humanoids.  They farm corn, wheat and livestock which they trade with bigger cities for cloth and other items they can't make themselves.  The name of the village comes from a stone naturally found in the area that when put in water tends to explode.  The local lords use to come to take the stone for weapons, but now it is harder to find and people don't want to go to the effort.  The village has the unusual distinction of being under the protection of ogres who do not want the friendly healer, Sweetpea, to be harmed because she has helped them so much.  These ogres would be considered neutral or neutral good when dealing with them.  They do not take kindly to anyone, including other ogres, harming "their" human village.

Tuesday, October 8, 2013

Sweetpea, the Healer

Though barely five foot in height, Sweetpea is a large presence in her community.  This little healer uses the magic of Tinaka, the healer goddess, to heal all those in need.  She wasn't always such a kind and gentle soul, but a twist of fate led her to such a path.  When she was young she wanted to be a Knight, even though she was poor born and a woman, but she was severely injured trying to fight with her brothers.  A healer happened to be in the area and was able to save her.  After that she wanted nothing more then to help others with the magic of the gods.  She gives her help freely, helping humans and dark humanoids alike.  Even the ogres in the mountains nearby help her if she is in need for she has saved many of them from death with her magic.  They love her so much that they have even taken to helping the nearby village of Thunderstone, making for an unusual truce between ogres and humans.  No one will take kindly to Sweetpea being harmed or wronged and she will help anyone in need, though may ask for something for the village in turn.

Wednesday, October 2, 2013

Swords of Varanath

In the story I write about Sebastion and Noshi, Sebastion comes upon a magical sword which can be sheathed in flame while in battle.  In truth it is a standard sword issued to the mage blades of Varanath.  These blades, usually long swords, can be sheathed in flame when called upon.  They deal extra damage, especially if the person struck is in flammable clothing or armor, and do give off some light that a person could use to see by.  The also give extra defense to the wielder, almost like a magical shield which slows down the blades which are meant to strike them.  The blades have runes up the center, spelling out "Varanath's Flames of Protection".

In game terms they do fire damage (what ever you deem appropriate for campaign and level), are a +3 magical weapon, and if the first time a user is attacked a shield spell (or something similar) springs to life around the wielder for the spells duration.  Also the light given off is dim, so a person can't see very far with the light of the sword.

Tuesday, October 1, 2013

Treetop

About three days ride north of Pathfinder and slightly off the King's Road is the village of Treetop.  This small village supplies a lot of lumber to the city of Pathfinder, along with furs and wild game.  The village holds about thirty families who bring in unmarried men during the summer to help speed along the harvesting of timber.  Timber is harvested in a planned manner, with trees being planted afterward, usually directed by a druid or logger who is well versed in how to get the best yield for the planting.  Trappers go out during the winter and in the fall game is taken to keep not only the village through the winter, but to sell in Pathfinder.  The people are friendly, but guarded at first.  They know the area very well and know what belongs and doesn't.  They also know where all the less used paths are and where water and game can be found.

Monday, September 30, 2013

Kawani, Red Tail Hawk

Okay, what's this, you say?  A bird as a character? Before Sebastion Blackthorn married Noshi Bluecrystal, Heir to Varanath, he was a mercenary and he loved the challenge of getting things in hard to reach places.  One such place was the royal rookery.  He and Derangos broke into the rookery one night on a whim and stole a red tail hawk egg.  Sebastion wasn't sure what to do with it, but decided to keep it warm until he did.  The next morning, Kawani hatched.  As tough as he was he instantly took to her and fed her until she was big enough to take care of herself.  She lived nearly twice as long as any normal hawk, brooding many nestlings and was always by his side, even when she died.  She was smarter then the normal bird, able to give Sebastion warning of incoming trouble and even able to retrieve certain objects Sebastion may have wanted.  If you are working on Intelligence of 3d6 (or something similar) she'd have been at least a 6.

Wednesday, September 25, 2013

Bracelet of Tracking

Originally made for the royal wizards to track the royal family, in case they were kidnapped, these bracelets have evolved into something more.  These bracelets, mostly made of some fine material in a pleasing design, usually carry the sigel of the House they belong to, (or later on merchant house or personal symbol).  They are imbued with magic to allow a designated wizard with a matching piece (crafted at the same time as the bracelet) to find the wearer of the magic.  The wearer feels a tingle about his wrist every time some one tries to use the magic to find him or her.  If the wearer is unaware of what the bracelet is, he or she will just feel the tingle but not know what it is.  The distance doesn't matter, but the closer a person is, the stronger the feel of magic to the person looking for the bracelet wearer.

Tuesday, September 24, 2013

Mountain Hold

A day's travel east from Goldleaf is the small village of Mountain Hold.  Set at the foot of the northern Tsalagi Mountains, this small village is set for mining during the better weather of spring and summer.  The rest of the year the village mine is under snow and thus unminable.  About three hundred souls brave the mine and keep the miners fed and clothed during the busiest part of the year.  The rest of the year there are about twenty hardy souls who watch over the mine and homes from thieves and wildlife.  There is a general store, about forty small houses and a few bunk houses for the single men.  The mine is House Goldleaf's so it is run by a House foreman who is fair, but expects hard work.  Pay is good for the miners and those who come to support the miners.

Monday, September 23, 2013

Sara the Druid

Many druids spend all their time in the wilds, only coming out of the woods or wild lands to bless the land for farmers or stop the invasion of humans into a sacred grove or such.  But  not Sara.  Though she loves nature and animals, she also loves the people of the world.  She likes to get out among the farmers and peasants and help them learn about nature, how to use nature, and how to treat nature.  She wanders around from farm to farm in the Merryweather to Devonshire area, really just going where she wants, (which is what most druids do).  She stops to talk to farmers about animals and crops, when the best time to plant is and if there is anything they can do to help her out.  Not only does she talk crops and animals, but she is a very established healer with both magic and herbs, and she tries to heal where she can, both people and animals.

The players might encounter her in need of help or perhaps she is looking for help to aid a village.  She doesn't have wealth to give in compensation, but she may have information about something the group is searching for.

Thursday, September 19, 2013

Some Gaming Ideas

When you are gaming there is always rules you have to follow.  Some GMs follow to the letter and others do the rule following when it's super important.  Here are some guidelines I like to follow, being a sort of a middle of the road sort of person.

1) Combat.  This is the most important time, in my way of thinking, to follow the rules.  This is the nuts and bolts of the rules and the rules make combat more balanced.  I'd follow the rules as closely as possible, but if you can't remember them off the top of your head and looking them up will slow down play, just go with your best guess and move on.  Fun is more important the rules lawyering.

2) Skills.  This is one you can fudge on.  If your player has worked hard at gathering all the stuff for a fantastic magic item and he had to adventure long and hard to get them, fudge their roll if need be.  One roll should not ruin the fun.

3) Roleplaying.  Let the rules be stretched here, though not so far that the campaign is overwhelmed by super ninjas or anything.  A swashbuckler making the catch on a chandelier, even though he would have missed, will liven up the moment.

4) My suggestion for knowing the rules is to brush up on the rules relevant to your game that night.  If you know there is going to be a lot of combat, brush up on combat.  If there is going to be alot of roleplaying, look at skills.

Happy Gaming!

Wednesday, September 18, 2013

Spellbook of Spellstoring

The problem with mages and wizards is that they have to carry around spellbooks full of their spells they have researched so they can study them everyday.  Kinda like they are studying for a quiz everyday, only with real world applications.  If a mage lives long enough they acquire quite a lot of research and spells, thus translating into many books that are likely to get lost.  Master Marba was a man who liked to travel out of necessity.  Something to do with his relationships with women, the history books think, and thus needed his stuff to be easy to transport.  Thus, after much research, he came up with a single book which could hold all his spells.  The book appears to have fifty or so stout pages which are fire and water proof.  The only pages that has writing upon it, though, is the first few pages.  These pages are a list of spells, but no spells follow.  If the mage knows the activation phrase, which is created with the book, they may speak the phrase and the spell name and the spell will appear on the next few pages until the book is closed.  To write a spell in, first the phrase has to be spoken, then the title of the spell written in the list and then the spell copied into the next few pages.  The phrase is spoken again and then the book is closed.  There after it will be in the book.  No one knows for sure how many spells can be held in a spellbook of storing, but they are certainly a prize for any mage.

Tuesday, September 17, 2013

The Village of Stone Cave

On the east coast of Taina and near the House seat of Karoon is the small village of Stone Cave.  Amongst the cliffs overlooking the ocean are many small caves sea birds use for nesting, but there is one cave so large a small village lays within.  The cave itself is very large, almost six hundred yards long and one hundred yards wide at the opening.  The only way in, other then the ocean side, is a lava tube that comes out at the surface some half mile from the ocean opening and wide enough for two, small wagons to be driven through.  This opening can be blocked off at any time, making the village pretty much impregnable.  The houses of the village are in the walls of the main cave, usually made from old lava tubes that are in the walls of the main cave.  So house size can vary from two wagon size to a small manor.  There is a natural spring in the cave, which has never run dry and has no surface openings so can not be spoiled or poisoned unless the person is actually in the cave. Several of the lava tubes have been set aside for food and other supply storage and they have enough supplies to last for several months.

Monday, September 16, 2013

Lady Nye

Lady Nye, Queen of the Elves, oversaw the kingdom of Qalataqa during the time of the Chosen.  Hidden away as she and her people were, she still knew what was going on in the world and tried to keep her people away from the horrors, though still informed on what occurred out of their sanctuary.  She was a wise queen, tall and beautiful with flowing hair which changed colors, not unlike the Goddess Catiana's was supposed to be able to do.  She loved all her people dearly, but her heart held a special spot for the Wolf Warriors who protected her people, though they had no charges of their own.

Lady Nye was long lived, living nearly 1500 years before succumbing to being "too tired to live any longer".  She was born to Venar and Thela Sunblossom, King and Queen before her.  Nye eventually married an elven man named Tavaen, a blacksmith and swordsman.  They had three children of their own.

Wednesday, September 11, 2013

Timelines for your game

Though you can't get your players to go where you want or when, it's an excellent idea to have your own little timeline of what is going on in your world.  It doesn't have to be elaborate, as in George did this on this day and this on the next day, but world important events.  You might have a list that reads something like this:
Day 1 (or your world date): group gets together
Day 2: Bad guy sends peons out to gather maidens
Day 3: group goes after peons
Day 4: bad guy sends for more peons

And so on.  Not only are you then keeping track of days (and for some things that is important) but you have an idea where your bad guys are in their plans as the party goes about their plans.  Players aren't the only ones to have plans or need magic items made, so this helps you keep track and not cheat (too terribly bad) on where your bad guys are in making/planning stuff.

Happy Gaming!

Tuesday, September 10, 2013

Weaver's Port

This port, which sits on the northern shore of Ariella and far west of Notitia, is a freeman's port.  It is not part of the Empire and all of it's citizens hold to no government, except for the one of Weaver's Port.   The Port itself isn't huge, it can hold half a dozen big belly traders and twice that in smaller vessels, but it's a stopping spot for many trading ships as they head either to Tridon or to the Empire's center.  There is one repair bay and the repair men are excellent, though slightly expensive.  There are plenty of taverns, a few inns, a brothel or two and plenty of trade shops, where some captains take on more cargo.  From here the trade spreads to the four winds, carried by camel caravans and individuals who set out to find the nomads, Akicitia, and small, human settlements that abound in the plains beyond.  Most speak not only Ariellan, but High King's speech as well.  Both Tridon's and the Empire's money is taken here, but depending on the day, either may be worth more then the other.

Monday, September 9, 2013

Sandra the Dressmaker

Sandra is the most highly sought after dress maker in all of Bloodhelm.  This small, petite woman with bounding auburn tresses loves to talk to her customers so as to find  the best style and color which would bring out the best in them.  She works in anything from wools to silks and all are beautiful.  The dresses, and dress suits, are more expensive then the normal outfit (20% more the book price, at the very least) but they are superior quality and color then anything else you could possibly find.

Sandra talks to all her clients, usually the nobility or wealthy merchants, so she learns a lot.  And there are people who would pay a lot for what she knows.  She keeps careful records of what she learns and then shares that information, for a price, with certain groups of people, depending on their source.  Her prices are high and she doesn't give information to people she think will harm Bloodhelm herself.

Thursday, September 5, 2013

The Barter System

Though all gaming, and story, worlds have money, the lower class usually deals in bartering, not hard coin.  Here are some simple things to remember when your characters are bartering with NPCs:
1) They have to offer something of similar value.  If the character wants to buy a horse, even a plow horse, a water skin of wine or a simple blanket isn't going to cut it.  Check the prices in the equipment list and compare.
2) This doesn't mean the NPCs won't try and cheat the PCs.  If the player thinks its a good deal, who are you to disagree with them.
3) Even large items, like magic or homes, can be bartered for.  In the case of magic items, maybe the person holding it may want the group to go do some task in exchange for it.
4) Be reasonable.  Don't let your characters get away with murder.  They can't exchange something for a title (like being King) or for relics.  That would break your campaign in no time!

Happy Gaming.

Wednesday, September 4, 2013

Temple of Sarjon in Bloodhelm

The Temple of Sarjon is just as big as all the other temples in the city, but the building of stout marble is plain in comparison.  The marble columns circle the outside of the temple and the walk way to the altar inside.  Arms and coats of arms line the inside of the building, and any public or gathering place in the temple, recognizing those families or individuals who have held true to the ways of Sarjon.  All the priests are dressed in chainmail, except at meals, and each helps in the maintenance of not only arms and armor, but the grounds itself.  The cells which the priests sleep in are sparse, with only the essentials, and the only thing bright is the coats of arms and any blood that may be upon them.  The building is three stories tall, with a cellar below.  The first floor is the altar room and the training spaces.  The second floor is meant for study and teaching rooms, and the thirds is the sleeping rooms.

Tuesday, September 3, 2013

Teachers of Mage College of Bloodhelm

With the first day of school upon us, I thought it might be fun to talk about the teachers of the Mage College.  Not only does the Mage College teach mages, but they also house the tutors for the rich and teachers for the common folk.  Calabay started the trend of teaching it's populace to read and work sums, and Bloodhelm would not let itself be out matched.  Bloodhelm pays for anyone who wants to learn to read and work sums to come for a small amount of time each day.  The students change day to day, because peasants have to work to make a living, but there might be anybody from six year old to old grandmothers, all rapt on learning how to read and write.  At any given time there are three teachers available for such task.  There is one for reading, one for writing, and one for sums.  Lady Alex is the youngest daughter of Noble House Taladon and spends her time helping the poor learn to read.  Her father approves, for it keeps her out of trouble and helps make Bloodhelm better.  Trevon Thunderhorn teaches writing, is a strict man and wants only perfect handwriting, though he is a big softy at heart and will bring snacks for the children who's families are very poor.  Von Sunsetter is the sums teacher and he is brisk, efficient and expects his pupils to pay attention at all times.