Monday, August 6, 2018

Expanded Timeline For After Chaos (AC) Part 310

Year 310 AC
Wagon trains head toward the northern Tsalagi Mountains from the eastern coast.  Most of those who are heading west are sons of farmers who will not inherit any land.  Some are young nobles who want to make names for themselves.  Some are just trying to start anew.  The leader of the wagon train is hiring mercenaries to protect the wagon trains and ensure they reach their destinations.

Thursday, August 2, 2018

Expanded Timeline For After Chaos (AC) Part 309

Year 309 AC
During the celebration of Iktomi, which falls in the spring, chickens, cow and other livestock literally appear out of thin air in farmer fields.  Some people are not sure if it is a trick or that a god has interfered, or both.  The farmers put the animals to good use and lavish praise and gifts upon the local shrines and temples of Iktomi, for good measure.

Wednesday, August 1, 2018

Expanded Timeline For After Chaos (AC) Part 308

Year 308 AC
A book press at the Dragon's Fire College expands out to having outposts in Karoon and Landshire. This expands the ability to make books and to share knowledge.

Sharks take over the harbor of Westshire and the fishing fleet, along with the trading fleet, can't get out of the bay without issues, and even so, the fish population has plummeted. Help to rid of the sharks and finding out why they have come is asked for.

Monday, July 30, 2018

Expanded Timeline For After Chaos (AC) Part 307

Year 307 AC
This year is a quiet one, there are some ogre and skieg sightings in the Tsalagi, raiders effect shipping some between Ariella and the Dwarven Islands, and the winged elves begin serious trade with the dwarves.

A small island off the western coast of Taina is discovered with ancient ruins.  The mages of Dragon's Fire wish to study the ruins and are hiring mercenaries to protect them  as they do so.  They are paying competitive wages and offering some of the treasure found as bonus.

Tuesday, July 17, 2018

Expanded Timeline For After Chaos (AC) Part 306

Year 306 AC
A small farmer near Karoon takes to raising rabbits for meat and pelts.  Though many people did raise rabbits before this, it was just for personal use. This farmer, Samual Rabbit-Burrow, decided he would sell it at market like cows and chickens.  It takes a bit, but soon he has a following, along with copy cat farmers all around the valley.

A small group of ogres are spotted outside of Notitia.  Guards are dispatched to take care of them, but come back beaten, bruised and not closer to taking out the ogres.  Mercenaries are called upon to take care of the ogre issue.

Monday, July 16, 2018

Expanded Timeline For After Chaos (AC) Part 305

Year 305 AC
A world fair is held on the Dwarven Islands.  The dwarves wanted to let the world see a small part of their world.  They invite bards, traveling troupes, wild animal handlers and magic makers to augment the small tours that they give for the few months in the summer they hold the event.  Many come and there is many opportunities for mercenaries, mages, and the adventurer.

Thursday, July 12, 2018

Expanded Timeline For After Chaos (AC) Part 304

Year 304 AC
This year's Gathering is so large people begin to arrive two months in advance and are almost camped to the nearest villages on either side of Gathering.  The largest and most important decision is to create a military to protect Taina from all outside forces, such as ogres, sea monsters and pirates.  There is some protests from the Dwarven Islands and Ariella, but in the end a force of five hundred, including two navel vessels, is funded and training scheduled to begin in a few months after the Gathering.

Wednesday, July 11, 2018

Expanded Timeline For After Chaos (AC) Part 303

Year 303 AC
A small factory for bricks is constructed near the Tideway River in north eastern part of Taina.  They are able to produce more bricks, more uniform, and good, solid design to ship everywhere for a reasonable price. (Obviously the farther from Tideway, the more expensive.)  But there are local crafters who are not happy with the factory taking their livelihoods and are causing issues.

Monday, July 9, 2018

Expanded Timeline For After Chaos (AC) Part 302

Year 302 AC
Panthers are seen raiding a village who had recently burned an Akicita village to the ground.  Children and pregnant women were unharmed, but any man of fighting age was killed.  The village is left standing, but beads and fetishes from the burned village are left.  Sages believe that protective spirits of the Akicitia village were avenging their dead.

For the GM, the panthers are shape changed Akicitia who lived through the massacre the human villagers perpetrated.  They don't remember what they did, but only the wise man who changed them knows for certain what happened.

Tuesday, July 3, 2018

Happy 4th of July!

This week, as we celebrate our nations 242nd birthday, (wow, that's old lol), let us all come together, have fun with our friends and family and put aside all this stupid political nonsense.  Let's remember this is still the most free country in the world and that despite all our differences we are a wonderful nation!  So happy 4th to everyone and enjoy those barbecues responsibly!

Monday, July 2, 2018

Expanded Timeline For After Chaos (AC) Part 301

Year 301 AC
A clutch of eggs is stolen from a platinum dragon near the Tsalagi Mountains.  She is distraught and rampages through a nearby small town before they promise to try and find her eggs.  Mercenaries and adventurers are called to find the eggs and return them to the dragon, for a fair reward, that is.

Tuesday, June 26, 2018

Expanded Timeline For After Chaos (AC) Part 300

Year 300 AC
An off year Gathering occurs to celebrate 300 years of no ogre reign and of law and order.  People from all over Martapa, even some Akicitia tribes, southern elven tribes, and the Dwarven Islands people come to celebrate, bringing their dances, games and foods to share.  Shooting stars are seen on the second night and seen as a good potent for the coming century.

Monday, June 25, 2018

Expanded Timeline For After Chaos (AC) Part 299

Year 299 AC
A plague hits the region between Landshire and Karoon.  1 in 3 people die, while others are scarred horribly by the boils it leaves.  Magic cures some, but even the healers of Tinaka can only stop so much.  There are holes in city and leadership structures for years after.

Wednesday, June 20, 2018

Expanded Timeline For After Chaos (AC) Part 298

Year 298 AC
A flight of Ancient Elves visits the Dwarven Islands, bringing on weeks of celebration.  Contracts are signed for certain metals the elves need and food goods the dwarves need.

Tuesday, June 19, 2018

Expanded Timeline For After Chaos (AC) Part 297

Year 297 AC
A pirate, Zarnaff the Great, names himself king of the seas.  He demands tribute from any ship he boards, though he does not confiscate the ship.  He kills crews that resist, but normally leaves people alive and just takes their cargo and a "tax upon my subjects".  Nearby coastal towns send out ships and militia to take him down, but so far he eludes capture.

Tuesday, June 12, 2018

Expanded Timeline For After Chaos (AC) Part 296

Year 296 AC
A small revolt happens at the Dragon's Fire school amongst the students.  They feel as if the teachers just tell them what they need to take and don't allow them to explore what they feel interested.  No one is hurt, but there is some major strife between students and staff for some time.

Monday, June 11, 2018

Expanded Timeline For After Chaos (AC) Part 295

Year 295 AC
Pioneers are setting off from Notitia to settle the uncivilized parts of the world near the outskirts of the growing influence of Notitia.  They are met by desert elves and Akicitia, and clashes ensue.

Tuesday, June 5, 2018

Expanded Timeline For After Chaos (AC) Part 294

Year 294 AC
This years Gathering is disrupted be raiders.  The raiders, mostly ogres and half ogres, came in from the north and began burning the camps, stealing and killing any in their path. Groups of mercenaries, knights and noble guards are sent to deal with the raiders.

Monday, June 4, 2018

Expanded Timeline For After Chaos (AC) Part 293

Year 293 AC
Because runners of news were so important, and vulnerable to so many hazards, a group of cities on the west side of Taina writes treaties between themselves to protect and give rights to runners so that they could safely pass everywhere.  Bandits still were an issue, but as time went on, cities would not harm runners, even if from an enemy city.

Wednesday, May 30, 2018

Expanded Timeline For After Chaos (AC) Part 291

Year 291 AC
The city of Karoon tries a new program to teach all children of the city to read and write.  The Leader of Karoon, Valorian, believes that an educated populace will make his city richer.  The children would come to a central location for a few hours and be taught by royal tutors in a mass setting.  Valorian is also looking for quick learners among the lower classes who might prove useful to him.

Tuesday, May 29, 2018

A Late Thanks to Our Troops!

With all the fun of this last three day weekend, I think the point of the holiday was lost.  I would like to thank all those who have served and our serving in our military.  I would especially like to the thank the families of those who gave their all and were lost in the service of their country.  Without your service, or their sacrifices of your family members, we would not enjoy the freedoms we have or even be free to write something like this blog.  So, from my family to you, thank you for your service to our country!

Wednesday, May 23, 2018

Expanded Timeline For After Chaos (AC) Part 290

Year 290 AC
In the fishing village of Calabay there is a mystery.  A fishing ship comes back to bay without its crew and the ship in perfect condition, accept for a torn sale.  There are few clues as to what happened and the village does not have mages to look into what happened magically.  Help and aid is asked for with a reward for any who figure out the mystery.

Tuesday, May 22, 2018

Expanded Timeline for After Chaos (AC) Part 289

Year 289 AC
Scholars from the college of the Dragon's Fire has began sending people out to far flung villages to teach reading and writing, and a little math, so to improve the lives of everyone.  An educated people is a stronger people, is their rally cry.  Some villages accept them with open arms, others turn them away as if they are demons.

Monday, May 21, 2018

Expanded Timeline For After Chaos (AC) Part 288

Year 288 AC
A small town village mayor is hanged in the middle of the night.  No one is sure why or who did it.  There is speculation, but there is very little evidence. Help from the nearby mages and militia is asked, but even they are having issues trying to find out who did the deed.

For the GM the mayor was actually in league with several dark wizards, trying to keep his power.  But his usefulness ran out and the sorcerers had him killed. They used magic to cover up the deed and misdirecting the crime from them.

Tuesday, May 15, 2018

Expanded Timeline For After Chaos (AC) Part 287

Year 287 AC
A pride of lions attacks an Akicitia outpost, killing many women, children, and old.  The lions are tracked down, but can not be killed.  The elders believe the lions are being controlled by magic, but for what purpose they are not sure.  Help is asked for from mercenaries.

Thursday, May 10, 2018

Expanded Timeline For After Chaos (AC) Part 286

Year 286 AC
The Akicitia meet in a grand gathering of their own, thousands of Akicitia gathering in one place for the first time in decades.  The clans gather to decide hunting rights, marriages, and taboos, but they also decide on major crimes against the Akicitia.  Non Akicitia are welcome to sell their wares, but are not allowed in for the discussions.

Wednesday, May 9, 2018

Expanded Timeline For After Chaos (AC) Part 285

Year 285 AC
Flocks of birds fly south during the spring, instead of north, fish swim the wrong way instead of going up stream and some mild manner animals actually attack people near the village of Standing Stone.  Druids, mages and priests come to see why such things are occurring near the village.  They all figure some sort of magic is involved.

Thursday, May 3, 2018

Expanded Timeline For After Chaos (AC) Part 284

Year 284 AC
This years gathering is calm with many treaties are made.  The Ancient Elves make an appearance, as does the King of Dwarves daughter, Steelrose.  There are many troops of new entertainers, and a group of monks come from Ariella to join the mess.

Wednesday, May 2, 2018

Expanded Timeline For After Chaos (AC) Part 283

Year 283 AC
This year sees a fairly peaceful time.  Paper becomes more available with some new processes that the Mage College at Dragon's Fire comes up with. It still takes time to get the equipment to far flung places, but soon, even a peasant can afford paper.  Trade compacts are made with the monastery in Notitia and the dwarves.  And the Ancient Elves sends out ambassadors to nearby cities and races to help with peace.

Tuesday, May 1, 2018

Expanded Timeline For After Chaos (AC) Part 282

Year 282 AC
An ambition farmer tries keeping some plants inside where it was warm to see if he could get them to grow in the winter.  His experiment works and now he is working with mages and other scholars to try and do so on a bigger scale.

Wolves become a problem in the northern part of Taina and there is a bounty is put on their pelts to lower their populations.

Wednesday, April 25, 2018

Expanded Timeline For After Chaos (AC) Part 281

Year 281 AC
This year is marked by an abundance of not only game animals, but many farm animals bare twins that don't normally. The priests of Wesa say that she has blessed the world with her love and many people pay homage to the temples of Wesa, the temples receiving many worldly goods in thanks.  So much worldly goods are given, that the temples have to hire mercenaries to protect their temples.

Tuesday, April 24, 2018

Expanded Timeline For After Chaos (AC) Part 280

Year 280 AC
Minstrels, traveling from Landshire to the Tsalagi Mountains, stop at all the major, and not so major, cities, spreading rumors of a long lost king from the Chaos Wars coming back to life.  All anyone has to do is find his tomb and bring a magical gem that was taken by the dragons long ago.  The rumors include that the long lost king has rooms and rooms of treasure buried with him and will be very grateful if he is brought back to life.

For the GM, there is a tomb in the area the minstrels are mentioning in their rumors and most likely the huge complex does have treasure, but the minstrels are not doing so to save some long lost hero.  They are hoping that someone will raise the "hero" so the vampire can make them vampires as well.  They don't think they can make it through all the wards and traps, and that is why they are hoping some adventuring group will do that part for them, with them following behind.

Monday, April 23, 2018

Expanded Timeline For After Chaos (AC) Part 279

Year 279 AC
A plague hits the port city near Karoon.  The city is quarantined, but supply runs try to make it in for the major money it would bring.

Thursday, April 19, 2018

Expanded Timeline For After Chaos (AC) Part 278

Year 278 AC
Pirates swarm the eastern waters, attacking dwarven merchants and mainland merchants alike.  There is little in the way of any navy, (from either place), so mercenary merchants are arming to try and take out the pirates, as well as fill the niche of protection for merchant ships which can't arm up.  Many merchants take to going in large groups with protection, which makes things more expensive, but makes it more likely they will reach their port.

Wednesday, April 18, 2018

Expanded Timeline For After Chaos (AC) Part 277

Year 277 AC
The warband grows, threatening merchant caravans and taking on bigger settlements and even small cities.  Karoon now joins Landshire in trying to rid of the warband and more mercenaries are called for.

Monday, April 16, 2018

Expanded Timeline For After Chaos (AC) Part 276

Year 276 AC
A warband starts taking land in the northeast, enslaving the peasants and killing any armed resistance. Landshire sends troops to try and take care of them, but makes little head way.  Mercenaries and mages are in high demand to stop the threat.

Wednesday, April 11, 2018

Expanded Timeline For After Chaos (AC) Part 275

Year 275 AC
The mages of Dragon's Fire begin to work on the magic of translocation in a serious fashion.  Merchants and leaders of armies fund it, which brings controversy, but the mages try to find a way to do so in earnest.  If this magic can be mastered, without killing the mage, travel would become much easier, as would trade.

Tuesday, April 10, 2018

Expanded Timeline For After Chaos (AC) Part 274

Year 274 AC
This year's Gathering is pretty uneventful, which is good in it's own right.  There are the usual treaties, marriages and trade pacts.  There is a strange apparition that appears to a delegation of Aiyana's temple of Lakeshire, asking for help. The ghost asks for help protecting a holy site in northern Taina, near the coast.  Mercenaries and adventures are asked to investigate with the promise of rewards.

Thursday, April 5, 2018

Expanded Timeline For After Chaos (AC) Part 273

Year 273 AC
The leader of the Cult of No Gods is cornered in a cave complex north of Gathering.  So disgusted with this person, (they never do find out if he is a he or a she), they just set fire to the whole complex and then clean up afterwards.  After the cave is cleared there are no more threats against temples and no more mention or interactions of the Cult of No Gods.

Wednesday, April 4, 2018

Expanded Timeline For After Chaos (AC) Part 272

Year 272 AC
The breaking point with the Cult of No God comes when the temple to Aiyana in Karoon is burned to the ground with all the priests inside.  Outrage is so overwhelming that every major city on the east side sends out military and mercenaries units to search out their leaders and hiding spots.  Many cells are captured and/or killed, but the head of the group is not found and is still on the loose.

Monday, April 2, 2018

Expanded Timeline For After Chaos (AC) Part 271

Year 271 AC
The Cult of the No Gods spreads.  Those of the faiths are attacked and killed, temples are burned, even pilgrims are attacked.  No one is sure where they are basing out of or who they are, or even what they truly want. But the Cult is definitely causing strain in the temples.  Mercenaries and mages are hired to find the Cult and take them out.

Wednesday, March 28, 2018

Expanded Timeline For After Chaos (AC) Part 270

Year 270 AC
A strange cult that claims the Gods do not exist tries to worm their way into Karoon.  The guards throw them out time and time again, but the claims keep spreading.  Those of the temples are alarmed, but there is little more then can do.

Tuesday, March 27, 2018

Expanded Timeline For After Chaos (AC) Part 269

Year 269 AC
An image appears in the middle of a merchant camp near Gathering.  The image is that of a dwarven warrior, fighting some unseen battle and clearly out numbered and wounded.  He eventually dies in the image, which causes the whole camp to disband in the middle of the night.  No one know why it happened, but now the camp is considered haunted and will not be camped at by the knowing.

For the GM the dwarf was a great dwarven warrior named Stonehelm in the Chaos Wars..  He bore a weapon of great power and it was dragged away by creatures, then skiegs, then ogres.  The weapon is near by and if returned to the dwarven realm could garner a great reward.

Monday, March 26, 2018

Expanded Timeline For After Chaos (AC) Part 268

Year 268 AC
Spring comes early, and with it, flash floods.  Many basins with large rivers, and even some small creeks, over flow.  People are forced out of their houses, losing everything, including live stock.  Gathering tries to help those they can, as do many of the larger cities on the west side of the Tsalagi Mountains.  Little help comes from the east.

Wednesday, March 21, 2018

Expanded Timeline For After Chaos (AC) Part 267

Year 267 AC
A meeting of the heads of the orders of the Gods happens in Karoon.  There are debates about the Balance, discussions about theology, and how to protect their Gods' ethos'. Some clashes of ideas happen, but no violence happens.  Many make connections with other places of worship of their God or Goddess and even some cooperation happens between light and dark gods' temples, (mostly the dark gods protecting the temples of Aiyana).

Tuesday, March 20, 2018

Expanded Timeline for After Chaos (AC) Part 266

Year 266 AC
A huge diamond is found in a mine in the Tsalagi Mountains.  Trying to transport it back to civilization of Landshire and Karoon becomes difficult.  Bandits, warlords and even monsters attack the transport which eventually makes it to an eastern port and is shipped to the Dwarven Islands for a King's ransom.  Many mercenaries are hired to protect the gem, (and it's littler brothers and sisters), and many do not make the entire journey, because of the deaths of so many.

Monday, March 19, 2018

Expanded Timeline For After Chaos (AC) 265

Year 265 AC
A delegation of Akicitia make their way north to speak with the wood elves in the north.  Though the reason for the visit is unknown, the whirlwind of activity, along with rumors, stretches to almost every corner of Taina.  Akicitia hardly travel away from their home and in such numbers is even more unheard of.

For the GM the Akicitia are looking for the scion of a wood elf who saved their tribe so long ago in the Chaos Wars, because they have found the hero's remains and weapon which had been lost at the end of a long battle that saved the Akicitia's tribe.  They wish to return both and honor the family of their hero.

Wednesday, March 14, 2018

Expanded Timeline For After Chaos (AC) Part 264

Year 264 AC
This year's Gathering is tense.  Both sides of the Landshire conflict arrive, claiming to be the leader of that large city.  Both delegations are given a seat at the table.  Finally, the two sides agree to being mind read by clerics of Catiana.  They discover that neither poisoned their brother and though it takes time, the two reconcile and build a co-leadership to rebuild Landshire.  The Gathering is considered a great success.

Tuesday, March 13, 2018

Expanded Timeline for After Chaos (AC) Part 263

Year 263 AC
The "king" of Landshire dies suddenly, starting a civil war between his brothers, each accusing the other of killing their brother.  There are loyalists on each side, though most of the general populous just wants someone to lead them.  Mercenaries, healers, armorers, and suppliers are needed by both sides.

For the GM, strangely, neither brother killed the king.  He died of a heart attack in his sleep, but most believe it was poison.  So both brothers, who want the best for Landshire, are really fighting against nature.

Wednesday, February 28, 2018

Expanded Timeline For After Chaos (AC) Part 262

Year 262 AC
Mud slides block the major pass in the Tsalagi Mountains.  Trade only gets through in fits and starts, but slowly, with the work of prison gangs, the pass is finally cleared.  Trade is slow for the next few years, as many people on both sides of the mountains have found different sources for most of the products, though they are more expensive in some cases.

Tuesday, February 27, 2018

Expanded Timeline For After Chaos (AC) Part 261

Year 261 AC
Dragons are sighted near the bay of Calabay, scaring livestock, farmers and fisherman alike.  They harm nothing save a merchant caravan, where everyone is killed and nothing appears to be taken.

For the GM, the dragons were rescuing a stone egg from the merchants.

Monday, February 26, 2018

Expanded Timeline For After Chaos (AC) Part 260

Year 260 AC
The Lady of Thamoren is rescued, but by whom, no one knows. She recalls only she went to bed and awoke the next morning to find all her captors dead and none of their stores or treasures taken.  She took some supplies, a few horses and made her way home to her family. She and her family are offering a reward for details to her rescue.

Wednesday, February 21, 2018

Expanded Timeline For After Chaos (AC) Part 259

Year 259 AC
The Lady of Thamoren, Selena Wellspring, is kidnapped by a band of thugs and mercenaries. The  well loved woman, who helps the poor and spends time healing those who can't afford it, brings many men and women to rescue her. None succeed so the demand for ransom rises.

Thursday, February 15, 2018

Expanded Timeline for After Chaos (AC) Part 258

Year 258 AC
This year's winter is especially harsh.  Feet of snow fall in areas that normally see no or very minimal snow.  Many starve, for they are not prepared for such snow levels for so long, and some merely freeze to death, because they are not prepared for the cold for so long.  The priests of Furere say that he is not pleased with his tithes or the working of his priests.  Some say they sacrifice people in hopes of pleasing him and stopping the snap of snow.

Wednesday, February 14, 2018

Expanded Timeline for After Chaos (AC) Part 257

Year 257 AC
The Battle of Crossriver is the bloodiest battle since before the Chaos Wars.  Thousands of people are killed, many thousands more are wounded.  The acres and acres of blood, fire and destruction is so bad that the wildlife avoids the area.  The battle becomes a truce for the trading between east and west.  The leaders of the the major cities come together and make trade agreements.  There is still tension, but things no longer escalate to killing of caravans.

Tuesday, February 13, 2018

Expanded Timeline For After Chaos (AC) Part 256

Year 256 AC
The caravan carrying the son and his family of the Leader of Landshire is attacked by bandits from the west.  All are killed in the caravan, even the children.  In retaliation, Landshire sends a large army to take out three small villages on the invisible line between east and west.  They are killed to the last child, houses burn and livestock are killed or rounded up.  The war winds up.

Monday, February 12, 2018

Expanded Timeline for After Chaos (AC) 255

Year 255 AC
East clashes with west.  The militias attack each others caravans near the center of eastern Taina, so trade becomes nonexistent between the east coast and the Tsalagi Mountains.  The dwarves begin to trade heavily with the eastern cities, while the cities on the west side of the Tsalagi Mountains brave the few passes to trade with the western cities.

Thursday, February 8, 2018

Expanded Timeline For After Chaos (AC) Part 254

Year 254 AC
This year's Gathering does not happen.  With all the death and destruction between west and east, no one is willing to travel to Gathering.  The city is unhappy about the outcome, but blames the eastern cities, not the militias of the west.  Trade is at a complete stand still, but no one wants to stand down.

Wednesday, February 7, 2018

Expanded Timeline For After Chaos (AC) Part 253

Year 253 AC
The massacre at Boulder Ridge becomes a rally cry for the western cities.  The small trading stop over is accused of banditry, which they deny, tensions rise, and something sets off the eastern militia causing them to kill most of the men folk, along with a large chunk of women and children.  Caravans from the east are set upon and few, if any, are left alive.  The supplies are taken and used to start building a western militia.

Tuesday, February 6, 2018

Expanded Timeline for After Chaos (AC) Part 252

Year 252 AC
Caravans heading from the east are being raided by bandits.  Strangely, only merchants carrying items from the eastern cities seem to be affected.  Mercenaries are hired and small forts are put up by the larger cities of the east and manned to stop the bandits.

Monday, February 5, 2018

Expanded Timeline for After Chaos (AC) Part 251

Year 251 AC

Tensions rise between the large eastern cities and the farming communities near the foothills of the Easter Tsalagi Mountains. The small communities, (and cities, in some cases), believe the eastern cities are overcharging them for goods and underpaying them for goods they send to market.  The eastern cities scoff, especially since they don't believe the western cities can do much about it.

Wednesday, January 31, 2018

Expanded Timeline for After Chaos (AC) Part 250

Year 250 AC
Fairies by the thousands appear over a small lake in the middle of Eastern Taina.  Their magic makes the plants in the area grow quickly and where once was only plains a huge grove of trees appear. The locals rename the lake and new grove of trees, Fairy Grove.  No one is sure why they appear, but it is a momentous event.

For the GM, the fairies met to pick a new queen, for the old one died without a daughter.  It is very heated, (for fairies) but eventually they pick their new queen.

Thursday, January 25, 2018

Expanded Timeline For After Chaos (AC) Part 249

Year 249 AC
Ships bring great amounts of trading goods from the Dwarven Islands that they have never brought before.  Rare dwarven goods, such as armor, weapons and other fine metal goods are up for sale.  The ships are heavily guarded and led by the second son of King Ironhammer, Valsun Ironhammer.  They do not seek gold, per say, but like exchanges of goods and knowledge.

Wednesday, January 24, 2018

Expanded Timeline For After Chaos (AC) Part 248

Year 248 AC
A traveling scholar works his way down the great road, stopping at small villages to teach about the gods, magic and planting.  "The Scholar" goes by no other name and asks for nothing in return.  But he disappears around the spring equinox and the villages are asking for help to find the kind old man.

Tuesday, January 23, 2018

Expanded Timeline for After Chaos (AC) Part 247

Year 247 AC
A troop of bandits known as "The Assassins" is attacking and raiding caravans along the great road between Landshire and Sunvale.  No one knows for sure where they are based, who is in charge, or how many people there are in the group of bandits.  Small groups of searchers have gone out to find the group, but none have returned. Many cities and towns upon the road are posting rewards for the groups disbandment or destruction.

Thursday, January 18, 2018

The Vase of Katzu Part 23

The Vase of Katzu
The man in the chair stands and looks the party over with disdain. "I've hoped for many to be a challenge that would end this curse.  But all have failed.  I have put their bones in a pile outside my window so I can remember that no one receives that which they wish to have.  I will add your bones to my pile and mourn the loss of the hope of eternal death with them."  Then he draws his sword and attacks.

So the master is 4 levels higher then the party average, using a Vampire monster for his template, though he also is a fighter of the 4 levels higher then the party.  He has magical items and weapons and is most certainly not above using dirty tricks. When the party kills him, (if they do, muhaha), all the other "vampires" still alive will die, aging quickly and turning to dust.  Anyone, (like skeletons and Jarvis), still alive under the curse will also die.  Then the party can plunder at will.  The treasure they find is totally up to you because the "vampires" had years to accumulate wealth.

Monday, January 15, 2018

The Vase of Katzu Part 22

The Vase of Katzu
The last floor is basically one huge room, with a bed to one side, a small study to the other and a sitting room in the middle.  Everything is in perfect condition and perfectly placed.  Sconces are filled with light, though it seems magical and not from candles are lamps.  The rugs are plush and a beautiful blue color.  Silks and thick tapestries decorate the walls, as do fine paintings and statues.  There are also vases very similar to the vase the collector had that sent the group on this adventure.
As the group enters, a man of refinement and older years looks up from his book.  He is handsome, even though he is older and he takes in the group like a cat might watch a group of mice.

For the GM I will do the master of the house's monologue tomorrow.

Thursday, January 11, 2018

The Vase of Katzu Part 21

The Vase of Katzu
The only remaining room on this floor, beside the stairs up, is the sitting room.  This room is large, covered in fine rugs and tapestries, sconces on the walls and filigreed lamps, many chairs and tables, art and books.  There are also several people occupying the room.

The occupants of this room all depends on where the group has gone.  Peter will be here if the group hasn't made much noise, there also may be other "children" here if the party hasn't fought them in other rooms.  Peter is three levels higher then the party and is a fighter/mage class on top of his "vampire" status.  There is quite a stash of fine art, old books, and gold objects to plunder. Peter will have some magical items.

Wednesday, January 10, 2018

The Vase of Katzu Part 20

The Vase of Katzu
The last room on the left is actually a small library, though it is stuffed full of books, desks, melted candles and tapestries where there is room.  The windows curtians are wide open and there are several locked chests in the room.  There is some dust, but it's pretty well taken care of.

For the GM this is the small family library since the mistress and master wanted their children to be well educated.  The books are in good condition and have a variety of knowledge topics, so you can stick in what ever book you need the group to find, if you wish.  The chests hold alchemy items, writing items, (since paper is/was so expensive), and some small magical items.

Tuesday, January 9, 2018

The Vase of Katzu Part 19

The Vase of Katzu
The second room on the left is neat and dusty.  This room doesn't look as if anyone has set foot in the place for some time.  There are fine paintings and tapestries.  Book shelves line the walls, a desk sits to one side, ready for someone to come and do work at it, and chairs sit in a corner around a spinning wheel.  There is also the desiccated remains of a woman laying in the bed, which do not rise at your approach.

For the GM, this is the mistress of the house.  She did not want to take part in the "curse" and simply took a poison to kill herself.  She was dying, anyway, and was the reason that the master of the house gave in to the curse.  More information to come on this when we meet the master.

Wednesday, January 3, 2018

The Vase of Katzu Part 18

The Vase of Katzu
The first room on the left is large and covered in beautiful decorations.  Most of the decorations are in good conditions and the bed is properly made.  Sitting in one of the wooden chairs is a lovely woman, in her mid twenties, and she smiles large when the group enters.  She stands, brushes off the non-existent dust off her dress, then speaks.  "Father must be feeling generous today, sending such a large meal my way."  Then she attacks.

For the GM she is a few levels higher then the party average and does have magical jewelry to help with armor.  She's a mage of that level, not just a "vampire", so use her accordingly.  If this is the first room the group checks, she may be surprised (1 in 3 chance), but if they check any of the other rooms, she is not surprised at all.

Friday, December 22, 2017

Merry Christmas and Happy New Year

Merry Christmas to everyone!  With the coming of the new year and the hectic pace of holidays I'm taking a few days off until next year.  I hope you and yours have a Merry Christmas and a Happy New Year!

Tuesday, December 19, 2017

The Vase of Katzu Part 17

The Vase of Katzu
The third room on the right is bare.  There is no furniture or trappings, not even bones. There is a small scorch mark in the middle of the once fine carpets where there was an intense fire.

For the GM, this was the nursery of the two youngest children, one and three. The master, before the curse took him completely, wanted to spare the babies the pain of the curse so he killed them then burned all their belongings and them in a hot, magical fire, so he would not be burdened by his deed.

Monday, December 18, 2017

The Vase of Katzu Part 16

The Vase of Katzu
The second room on the right hand side has been ripped apart. Once fine furniture is busted into dozens of pieces. Silk drapes are in shreds.  Vases and sconces are smashed.  Blankets are strewn about, dotted with blood. The room holds many skeletons and rotted corpses, some of which come to life at your entrance.

For the GM this is one of the daughter's room who has gone completely insane. When the party begins to fight the undead, she will appear and attack the party.  She is slightly higher level then the party, but level can be adjusted as needed.  If they by-pass her room she is in the sitting room with her brother.

Thursday, December 7, 2017

The Vase of Katzu Part 15

The Vase of Katzu
The first door on the right is unlocked, but the door is shut.  Inside is a large sitting room with an adjacent sleeping room and a bathing room.  The doors for those rooms are wide open.  The room's furniture is in good shape, books sit on the tables as if in the process of being read, and lamps glow, illuminating the room.  There is a small chest to one side, which is locked.  The bathing room has a large tub, (big enough for two people to stretch out in it), and towels and rugs.  The bedroom has a well made wood framed bed, with lots of lovely blankets upon the bed, along with a clothing closet with clothes that are actually in good shape but centuries out of faashions.

For the GM, the occupant of this room, one of the sons, named Peter, is in the sitting room, at the moment, reading a book.  If the group makes enough noise he will come investigate.  The chest has some good, a few magic rings, and some books with spells. The lock is a medium challenging lock.

Monday, December 4, 2017

The Vase of Katzu Part 14

The Vase of Katzu
The second floor is just as large as the floor below.  This floor is clearly bedrooms and seems to be fairly dust free.  The hall way is very large and ends in an open sitting room.  The doors are closed, except for the one nearest the sitting room.

For the GM, most of the rest of the family are up here, though you can adjust the number as needed.  The only one not on this floor is the master of the family. He is up stairs, in the master suites.  There are six bedrooms, three of which have occupants.  Jarvis does come up stairs and dust and clean on occasion, so it's not to dirty up here.  There are some fresher corpses up here and a few live victims that have not been drained yet.

Wednesday, November 29, 2017

The Vase of Katzu Part 13

The Vase of Katzu
From the kitchen one can reach what must have been a dinning or ball room.  There is door on the far side of the ballroom that leads to what appears to be a coach entrance, so guests don't have to come in through the house.  The ballroom is unlit and enormous.  Hundreds of people could fit in the room, easily.  There is not furniture, though there are a few broken tables and chairs here and there.

This is where the twin boys, Zac and Toren stay much of the time.  They have gone completely insane and seem to have lengthy conversations with skeletons, (which were once their betrothed ladies).  If the skeletons are attacked, (or just approached) or if they are attacked, they will attack back.

Tuesday, November 28, 2017

The Vase of Katzu Part 12

The Vase of Katzu
The kitchen is trashed, though it appears that the hearth has been used recently.  All the pots and pans are cracked or thrown around the room.  There is no visible food, not even any rodents scurrying about.

For the GM, the hearth was used by one of the family members to roast one of their victims. If the group digs through the ashes, they will find human bones.  Those cursed usually just suck out the victims blood, but a few have taken to eating their flesh, as well.

Monday, November 27, 2017

The Vase of Katzu Part 11

The Vase of Katzu
The end of the hallway ends in a door, which is unlocked.  If opened, it squeaks only a little, and leads to a stairway on the left and a door to the right.  The stairs do not appear dusty and looks used, but it is hard to see as the stairs reach into the dark.

The stairs are a hazard. Though Jarvis has done a good job at dusting and keeping things clean, he has not been able to keep things structurally sound.  There are three steps to the next floor that will break if stepped on.  Roll a D6 for each person on each step to see if they fall through or at least get stuck until you have three broken (there are 16 steps total) or they make it to the next floor.  The door leads to a kitchen, which I will detail tomorrow.

Wednesday, November 22, 2017

The Vase of Katzu Part 10

The Vase of Katzu
The second door on left opens up into a library, who's contents are untouched by time.  The tables and shelves are dust free, the drapes, in perfect condition, are drawn back to let the light in and no critters scuttle from the light from the doorway.  No one, whether alive or dead, appear to be in here.

For the GM, the moment the group enters they will draw the ire of the master of the house.  He will not appear himself, but send his son to deal with the group.  They have a while to search the room before he enters.  Treat him like a vampire of slightly higher level then the group.  If you need more of a challenge, bring a few skeletons with him.  The master has left this room untouched because it is the one place he can remember being human and he comes here to relax when need be.  A single difference between these people and vampires is that sunlight does not affect them, (if that is a rule in your campaign), so the window being open will not hurt them.  Jarvis comes in here to dust on occasion and tidy up, as well.

Tuesday, November 21, 2017

The Vase of Katzu Part 9

The Vase of Katzu
The first door on the left is a storage room, with shelves, coat racks, and even some brooms to sweep up after any messes.  A single skeleton, dressed in a shredded uniform, rises as the group enters.  But he doesn't attack, he simply extends his bony hand, his jaw working as if he is talking.

For the GM, this skeleton, though affected by the curse that grips all those killed by the family to feed their need for death and souls, the butler did not become a brutal killer.  He is forever devoted to his task of welcoming guests and making sure their gear is stored.  Though he can not talk, (since he's missing his larynx), he is ever polite, even if the group attacks him.  If there is a priest that puts him to rest, his soul will thank the group, tell them his name is Jarvis, and that most of the family has closeted themselves through out the building, only coming out to find some unfortunate soul in the surrounding area to keep them self alive an somewhat sane.

Thursday, November 16, 2017

The Vase of Katzu Part 8

The Vase of Katzu
The second door on the right is a smashed up parlor.  There are several skeletons in this room, strewn with broken furniture.  Mice scurry from the light, disturbing the skeletons, causing them to rise, weapons in hand.

For the GM this room has little in the ways of treasure, other then in a corner, under the floor board, is a small treasure one of the family hid from the others in one of his moments of clarity after the curse was brought upon them.  The skeletons are the same as the others, but they have breast plates that elude magic, giving them a +1 to armor. (Or the equivalent in your game.)

Tuesday, November 14, 2017

The Vase of Katzu Part 7

The Vase of Katzu Part 7
The first door on the right is locked, but once opened leads into a small study.  There is large, mahogany desk, bookshelves, beautiful tapestries, candle holders and fine rugs.  Strangely, they are all in fine shape, as is a young woman who wakes up at their approach from where she sits in the chair behind the desk.  She speaks at your entrance.

"You can not break the curse that father brought upon this family and killed the lovely city of Katzu without killing us all.  He always wanted too much.  If you don't, you will become our source of power or become part of the curse."  She pauses and sighs sadly.  "Or both.  I don't know which is worse.  I've lived too long like this.  I want it all to end."

For the GM, Sarah Katzu appears to be in her mid thirties, though clearly she is centuries old.  She is the youngest of five children born by Kasey Katzu and her husband Theodore Katzu.  They are the ones who brought about the curse to save their oldest son.  It only affected their oldest son, Sam, at first, but eventually the whole family was brought into the curse as the dark power grew.  Sarah will answer any question the party asks honestly, for she truly does want the curse to end and the natives to be able to reclaim their island without fear.

Monday, November 13, 2017

The Vase of Katzu Part 6

The door from the greeting room leads to a hallway which ends in a set of double doors.  There are two single doors spaced equally on each side.  All the doors seem to be intact.  When you go into the hallway the light stones come to life on their own, showing a hallway with a dusty carpet, niches with small statuettes, and broken furniture along with skeletons strewn along it's length.

For the GM, these skeletons are the same as those in the greeting room, but with no weapons to attack with, just claws.  The doors are all locked and are protected by strengthening magic, thus they can not just be busted in easily.  The statuettes are just what the collector is looking for and have a small taint of dark magic upon them from the curse.

Thursday, November 9, 2017

The Vase of Katzu Part 5

The Vase of Katzu
The greeting room is about ten by ten feet.  Strangely there are still rotting tapestries and furniture, along with two skeletons with long swords at their side and pikes still in hand.  They appear to have been attacked without giving fight and with their flesh gone, it's hard to say exactly what killed them.  There are some vases and other fine decorations, which if they are cleaned up, would be exactly what your patron is looking for.

For the GM the two skeletons are harder then normal skeletons, because of the curse, but they were killed by the royalty of the manor who had run out of people to kill for their life saving blood and souls.  The guards didn't know what hurt them and since they were not really affected by the curse before their death, but created as undead because of the way they died, they are only nasty, non-reasoning skeletons.

Tuesday, November 7, 2017

The Vase of Katzu Part 4

The Vase of Katzu Part 4
The trip to the giant mansion in the middle of the ruins takes some time.  Small villages could fit in this building.  Strangely, no plant life has taken over the ruins and it seems to be completely intact, compared to the other buildings.  The main doors are a set of double doors and all the ground floor windows are shuttered, though some of the other floors have windows that are open.  The building is 3 floors tall.

For the GM this building has a curse upon it, as well as the people who once lived in the building.  In the later years of the city the leaders of the city were performing blood sacrifices of innocents to keep their youth so they could live for ever.  The manor will be filled with ghosts, undead and other creepy fellows.

Wednesday, November 1, 2017

The Vase of Katzu Part 3

The Vase of Katzu
The ruins of this city rise out of the jungle all of the sudden. A lot of the buildings are intact, though the walls and the roofs are slightly holey. The jungle has grown up on the roads and through the buildings which are painted in once beautiful frescoes that have faded with time.  There doesn't appear to be any people, but there are sounds of wildlife from inside.

For the GM the ruins are huge, so you can have as many, or as few intact buildings as you wish.  The ruins will hold all sorts of pottery, day to day objects, some statuettes and even a few coins here are there.  There is also a lot of wildlife, so you can have as many, or few, encounters as you want or need. In the center of the ruins is a mansion of huge proportions, (which I will describe in the following posts), and this is where the fun will begin.  You should also be rolling for a small chance for encounters with the "natives".  They are descendants of the people who lived in the city, who do not want anything to do with the ruins but don't want anyone else disturbing them.  Until they group goes into the ruins, the natives will not harm them. But if they go into the ruins, the natives may follow and attack the group.

Tuesday, October 31, 2017

Happy Halloween!

Well, another Halloween!  As the kids run around in their costumes, getting charged up with all sorts of sugar, and parents hand out candy and scare little kids, I hope you all have a fun and a safe day!
Happy Halloween everyone!

Monday, October 30, 2017

The Vase of Katzu Part 2

The Vase of Katzu Part 2
The island itself is overgrown with tropical trees, underbrush and strange wildlife.  When the group lands, (or crashes as your GM decides) the group finds traces of a very old paved road.  The paving stones, for it isn't smooth, are missing in places, or trees and other plant life have burst through the road way, though the group can see where it was once traveled heavily.  There are heavy ruts in places where the stones are still in place, so heavy freight traffic must have once run on this road.  It heads east from where the group lands/crashes. 

For the GM, on the way to the ruins this would be a good time for the group to be attacked by the local wildlife and you can hint, subtly, at the possibility of people on the island. More on the "natives" to come.  There is plenty of fruit trees to gather food from, but you should have the party make gathering rolls to ensure they know, (or don't know) the fruit is good for them to eat.

Thursday, October 26, 2017

The Vase of Katzu

The Vase of Katzu
The vase the collector found has a map to an island off the eastern coast of Taina and north of the Dwarven Islands.  This island is supposed to hold a city that has been forgotten to time, though it does not say why it was abandoned or who originally lived there.  The collector wants to send an expedition there to see what can be found.  Though he's sure there is all sorts of treasure, he would like those he hires to bring him back precious items such as vases, weapons, or other sort of mundane items.  The gold coins and the like are of little interest to him.  He plans on paying for any equipment a group may need and the boat that needs to be hired to get there.

For the GM you can have the party make it without issue to the island or be attacked on the boat ride by all sorts of monsters or pirates, that's up to you.  There is always the option of smashing the ships when they reach the island too and having them have to figure out how to get back home.  More to come on the island itself next post.

Wednesday, October 25, 2017

Timeline for After Chaos (AC) Part 246

Year 246 AC
Water flows out of the banks of many rivers this spring because of the good snow pack and very warm spring.  Some areas are unable to plant crops and food, though not scarce, is not as easy to come by for winter supplies.

A vase is bought by a collector and he finds a map wrapped tightly inside.  It supposedly leads to an ancient city who was known for its magic.

Monday, October 23, 2017

Expanded Timeline For After Chaos (AC) Part 245

Year 245 AC
A migration of griffins brings scholars, mercenaries, trappers and elves to the central plains of Taina as they fly from the mountains to the sea.  Thousands of the animals migrate to the cliffs of the eastern oceans  for their ten year breeding event.   The need for mercenaries to protect nobles and scholars is high and paying good.

Wednesday, October 18, 2017

Expanded Timeline For After Chaos (AC) Part 244

Year 244 AC
This year's Gathering is almost three months long, instead of the month it had been in previous years.  Several small villages on the way to Gathering has almost as much custom as Gathering, because of the sprawl of the participates.  The largest, and most lavish, event is a marriage between Hector of Notitia and Serena, daughter of the line of Karoon.  The wedding is three days long, thousands of gold pieces are spent on presents, food, and wine, and treaties are cemented by the wedding.  With so many presents, there is a need for mercenaries and guards to make sure they make it to the ships awaiting them near Landshire.

Tuesday, October 17, 2017

Expanded Timeline for After Chaos (AC) Part 243

Year 243 AC
Rabbits decimate crops in south eastern Taina, causing famine in that area during the winter.  Some villages are able to trade for food, but those furthest from trade routs and shipping lanes fare poorly.

A strange vision of Tinaka appears in a glade filled with willows and other healing herbs in western Taina.  The vision says nothing, but thousands of healers make their way to the glade to pay respects.  A small temple is erected, making sure not to kill any of the healing plants, to have caretakers permanently take care of the grove.

Thursday, October 12, 2017

Expanded Timeline For After Chaos (AC) Part 242

Year 242 AC

An entire village's children disappear over night after a wizard demands payment for protection.  The village assumes the wizard has stolen them and are pleading for help to find their children.

Tuesday, October 10, 2017

Expanded Timeline for After Chaos (AC) Part 241

Year 241 AC
Dragon's Fire opens up a small outlying school in Karoon to teach the basics such as reading and writing to those who wish it, from rich to poor, since they think that will make life better for everyone.  It is not accepted by everyone, but many of the poor love the idea.

Storms near the Dwarven Islands land lock the Islands from the mainlands for most of the year, making anything dwarven made very expensive and putting food hardships on the islands.  Those who can make it through all the storms with cargo are richly rewarded.

Monday, October 9, 2017

Expanded Timeline For After Chaos (AC) Part 240

Year 240 AC
A pack of wolves runs rampant through small villages near the Tsalagi Mountains.  Many think a werewolf leads them.  Aid is called for, but few heed the call.

A troop of bards and gypsies crossed Ariella criticizing Notitia's leadership.  Notitia tries to find the troop to take them out, but they always seem to disappear before being caught.  Those who agree with their thoughts dub them the "Ghost Caravan" and their legend grows.

Wednesday, October 4, 2017

Ruins of Tymara Sea Part 6

Ruins of Tymara Sea
The room beyond the solid locked door is a huge auditorium. There are hundreds of pews, (all of which seem strangely intact) with more murals of elementals and suns along the walls.  Columns intermix with the pews and the room is lit by what appears a diamond sun set in the ceiling.  Clearly that is magical.  There are also five angelic looking guardians standing between the door and the room that extends for such a long ways in all directions.

For the GM the angelic figures are warrior class, (or a fighter class that has some magic use) with the angel/holy template.  They can be reasoned with.  They don't have to be fought, which of course is up to your party.  They are the guardians of the temple and are protecting the remains of the temple along with a major relic important to the priests of Tymara.  They will not hesitate to kill the party if they try to take the relic.  They will give the relic to the group if they promise to take the relic to the nearest temple of Tymara, (especially if the party harbors a priest of Tymara), where they would be greatly rewarded.  If the party does attack them (without being provoked), you might think about adjusting their alignments, if they are good or lawful good or stripping any priest of Tymara of their powers.

Tuesday, October 3, 2017

Ruins of Tymara's Sea Part 5

Ruins of Tymara's Sea
The grand hallway leads to a solid door which looks to be in very good condition.  The door has all the elemental symbols upon it circling a large sun.  The door is locked and blocked by some sea debris.

For the GM, the door is magically warded and locked.  The lock is difficult and the magical ward is also a difficult level of dispelling.  Not unlocking the door just doesn't let the group in, but the magical ward will bring two guardians of elemental nature to attack the group if not dealt with.  The elementals are random and the hardest level possible for your group.

Monday, October 2, 2017

Ruins of Tymara's Sea Part 4

Ruins of Tymara's Sea
The grand hallway heads south for a hundred yards, with large, stone archways every ten yards on each side.  Each doorway is blocked by large, warped wooden doors, and many are blocked by sea debris from years of being underwater.  Each door, after much study, has a different element stamped upon their faces, along with a large sun.  They are locked, but they do appear to be so broken down because they were under water that they may be kicked in, as well.

For the GM each room was dedicated to one of the major elements.  There were libraries within each, and there is soggy messes of what once might have been books, but there are also some items used to study each element that have survived.  There are also protectors in each room which are summoned when a rune on the floor is stepped upon.  So the fire room would summon a fire element, the water room would summon a water elemental, etc.  The disarming of this trap is difficult, but may be aided by the wear and tear caused by the water.