Hello, all!
So I've been bad at keeping up with my blogging, with family emergencies and the busy life of a mom of teenagers. So I came up with a few ideas for those busy writers who want to catch a few minutes of writing when even spare minutes are hard to find.
1) Keep a small notepad in a coat pocket or your car. I have one to jot down ideas, short thoughts, even editing ideas. You can use something on your phone, too. It's not butt in chair time, per say, but at least you can have a few minutes to jot down ideas to work on when you have that mythical writing time.
2) Driving time is a good time to ruminate on ideas (thus the notebook in the car). I have a 50 minute round trip of dropping off my daughter/picking her up twice a day. It give me plenty of time to think on my ideas and while I have that 3 minutes in the parking lot waiting for her, I can jot down my ideas.
3) Any time is a good writing session. Many of us think if I don't have a half hour or so to write, we have no time to write. I haven't been writing, but I have been taking 5 to 10 minutes to edit my older stories when I have a chance. Mostly when I waiting for lunch to cook or I'm eating it, (the days I have time for that), but I take it. If you can sneak that in even a few times a week, it's still progress.
4) My biggest advice, don't give up. Clearly you like to write, so do so. Don't make it a chore, learn to enjoy it again. And maybe you can make that few minutes here and there turn in to more time!
Keep on trucking!
An epic tour of the world of Martapa, the setting for my High King's Sword Series I hope to someday get published. I hope you enjoy my world!
Wednesday, March 4, 2020
Thursday, December 19, 2019
The Castle of the Lake Part 6
The Castle of the Lake Part 6
The sleeping quarters are spacious, though covered in layers of dust. The beds have fallen through their frames, the mattresses are moth eaten and falling apart, and any other furniture in the rooms is questionable whether anyone wants to sit on or use them. The curtains and blankets are moth eaten, but look as if they were beyond beautiful at some point in time. The windows are stain glass, though many are just of simple garden scenes or battle scenes. Sir Vargin states that the royal family was large and well loved by the locals, but he does not know if they lived or not. He will not say what happened or when he is from and if pressed, he seems very hurt by the questions.
For the GM the royal family did escape, though several were lost during the escape. They resettled near by and became leaders of a small village that grew into a moderate sized city. Most, if any, do not know they are descended from the royals of this castle. Here is the crux. If a member of the royal family, or their descendants, were to enter the castle, it would remain and no longer be cursed to bounce around in time and space. If the players were to pry this from Vargin and accomplish bringing a descendant to the castle, Vargin would be forever grateful.
The sleeping quarters are spacious, though covered in layers of dust. The beds have fallen through their frames, the mattresses are moth eaten and falling apart, and any other furniture in the rooms is questionable whether anyone wants to sit on or use them. The curtains and blankets are moth eaten, but look as if they were beyond beautiful at some point in time. The windows are stain glass, though many are just of simple garden scenes or battle scenes. Sir Vargin states that the royal family was large and well loved by the locals, but he does not know if they lived or not. He will not say what happened or when he is from and if pressed, he seems very hurt by the questions.
For the GM the royal family did escape, though several were lost during the escape. They resettled near by and became leaders of a small village that grew into a moderate sized city. Most, if any, do not know they are descended from the royals of this castle. Here is the crux. If a member of the royal family, or their descendants, were to enter the castle, it would remain and no longer be cursed to bounce around in time and space. If the players were to pry this from Vargin and accomplish bringing a descendant to the castle, Vargin would be forever grateful.
Wednesday, November 27, 2019
Happy Thanksgiving!
Happy Thanksgiving!
From my family to yours, Happy Thanksgiving, safe travels and best wishes to you for the holiday season and the year to come!
From my family to yours, Happy Thanksgiving, safe travels and best wishes to you for the holiday season and the year to come!
Thursday, November 21, 2019
The Castle of the Lake Part 5
The Castle of the Lake Part 5
The ballroom is huge, larger then the outside would suggest. There are stain glass windows all around the hall, depicting Gods, heroic battles and the wonders of nature. The floor is covered in dust, but beneath the layers is a mosaic so breathtaking it's hard to walk upon the floor without feeling you are walking upon something sacred. It is of the major Gods creating the world, and even with age, the colors are splendid. There are tables and chairs around the edges of the dance floor, but none look reliable to sit upon or use. There are more light stone here that also come to life as the party enters, and light stones placed upon a giant chandelier above the middle of the dance floor.
The ballroom is huge, larger then the outside would suggest. There are stain glass windows all around the hall, depicting Gods, heroic battles and the wonders of nature. The floor is covered in dust, but beneath the layers is a mosaic so breathtaking it's hard to walk upon the floor without feeling you are walking upon something sacred. It is of the major Gods creating the world, and even with age, the colors are splendid. There are tables and chairs around the edges of the dance floor, but none look reliable to sit upon or use. There are more light stone here that also come to life as the party enters, and light stones placed upon a giant chandelier above the middle of the dance floor.
Thursday, November 14, 2019
The Castle of the Lake Part 4
The Castle of the Lake
The library of the castle is huge, and Sir Vargin is not surprised the party wants to see the repository of knowledge. The room is as large as four peasant hovels and 2 stories high. Books line every wall, with small bookcases in the center of the room, along with study tables and chairs. The room lights up as the party enters. Sir Vargin is very proud of the magic, saying the lightstones have an extra magic to sense when people are in the room. It would take weeks to find anything in the room, but Sir Vargin says there is a book catalog on the table near the door.
This is the main reason the keep continues moving through time and space. The library is very complete in its knowledge, some of the books from future times, since Sir Vargin sometimes is able to convince his guests to leave knowledge with him. But the keep continues to move because a mage wanted to save the library from a ruler who wanted to use the knowledge to conquer the whole world. There is some very powerful mage magic books here, but they are not cataloged and are hard to find. Sir Vargin will help the group find mundane history or simple magics, but he will not help them find those books. If the party does find those books, he will question them on their intent and if he finds them unworthy, he will attempt to kill them. If anyone tries to take the books out of the keep, the keep will instantly disappear to the next new location and time it deems safe.
The library of the castle is huge, and Sir Vargin is not surprised the party wants to see the repository of knowledge. The room is as large as four peasant hovels and 2 stories high. Books line every wall, with small bookcases in the center of the room, along with study tables and chairs. The room lights up as the party enters. Sir Vargin is very proud of the magic, saying the lightstones have an extra magic to sense when people are in the room. It would take weeks to find anything in the room, but Sir Vargin says there is a book catalog on the table near the door.
This is the main reason the keep continues moving through time and space. The library is very complete in its knowledge, some of the books from future times, since Sir Vargin sometimes is able to convince his guests to leave knowledge with him. But the keep continues to move because a mage wanted to save the library from a ruler who wanted to use the knowledge to conquer the whole world. There is some very powerful mage magic books here, but they are not cataloged and are hard to find. Sir Vargin will help the group find mundane history or simple magics, but he will not help them find those books. If the party does find those books, he will question them on their intent and if he finds them unworthy, he will attempt to kill them. If anyone tries to take the books out of the keep, the keep will instantly disappear to the next new location and time it deems safe.
Wednesday, October 30, 2019
The Castle of the Lake Part 3
The Castle of the Lake
Upon entering, the inside of the castle looks far better then the outside, though there is no life, no movements, save that caused by the wind, and a layer of dust. Sir Vargin will greet the party , a smile upon his face, and strangely shakes their hands.
"It has been some time since I have seen people to speak with and show the castle to. Let me show you the way."
He leads the party past the stables, a training area, and an area for carriages. There is one carriage present, in poor shape, and probably not road worthy. Granted, there are no mounts in the stables to pull the wagon if it could be pulled. Not even crows or pigeons fly from the lofts as the party walks by.
The next room is a cloak room, with faded rugs and curtains, and Sir Vargin asks them what they would like to see first or anything they would like to know.
For the GM this castle has all the normal bits, a library, kitchen, dinning halls, rooms, (for both servants and masters), etc. I will go into more detail of each, shortly.
Upon entering, the inside of the castle looks far better then the outside, though there is no life, no movements, save that caused by the wind, and a layer of dust. Sir Vargin will greet the party , a smile upon his face, and strangely shakes their hands.
"It has been some time since I have seen people to speak with and show the castle to. Let me show you the way."
He leads the party past the stables, a training area, and an area for carriages. There is one carriage present, in poor shape, and probably not road worthy. Granted, there are no mounts in the stables to pull the wagon if it could be pulled. Not even crows or pigeons fly from the lofts as the party walks by.
The next room is a cloak room, with faded rugs and curtains, and Sir Vargin asks them what they would like to see first or anything they would like to know.
For the GM this castle has all the normal bits, a library, kitchen, dinning halls, rooms, (for both servants and masters), etc. I will go into more detail of each, shortly.
Wednesday, October 23, 2019
The Castle of the Lake Part 2
The Castle of the Lake
Once reaching the castle, the group will notice that the drawbridge is rotting through in a few places, but the small door in the drawbridge is still whole. The stones of the castle are covered in moss and other hanging plant life. And though it doesn't appear as if anyone is living there, a voice calls out to know who approaches.
For the GM, the voice is that of the seneschal of the castle. He is tied to the castle, no matter where or when it might go. He is a middle aged man, dressed in fine dark blues and blacks with the symbol of the tree of life upon his tabbard. He carries a long sword and a curled horn on his belt and a ring of keys at his neck. Depending on the group's answer he may or may not let them in. If they say something along the lines that they want to explore or learn about the castle, the seneschal, Sir Vargin, will let them in to explore. If they say something along the lines that they are there to plunder he will refuse to let them in and they will have to break in. He is considered a fighter/mage of 10 levels higher then the party, with magical armor and arms and a large knowledge of magic. He will be amused by their attempts to get in, but he will not try to stop them if they are not really making headway. He, after all, likes to have entertainment now and again.
Once reaching the castle, the group will notice that the drawbridge is rotting through in a few places, but the small door in the drawbridge is still whole. The stones of the castle are covered in moss and other hanging plant life. And though it doesn't appear as if anyone is living there, a voice calls out to know who approaches.
For the GM, the voice is that of the seneschal of the castle. He is tied to the castle, no matter where or when it might go. He is a middle aged man, dressed in fine dark blues and blacks with the symbol of the tree of life upon his tabbard. He carries a long sword and a curled horn on his belt and a ring of keys at his neck. Depending on the group's answer he may or may not let them in. If they say something along the lines that they want to explore or learn about the castle, the seneschal, Sir Vargin, will let them in to explore. If they say something along the lines that they are there to plunder he will refuse to let them in and they will have to break in. He is considered a fighter/mage of 10 levels higher then the party, with magical armor and arms and a large knowledge of magic. He will be amused by their attempts to get in, but he will not try to stop them if they are not really making headway. He, after all, likes to have entertainment now and again.
Thursday, October 17, 2019
The Castle of the Lake Part 1
The Castle of the Lake
The castle has a magical aura about it, towers at each corner, at least 4 stories tall, while a taller spire is in the middle. The walls stand 3 stories tall and there are clearly buildings of stone inside, which all look in perfect condition, at least from a distance. There is a draw bridge, and a smaller door inside it, but it would never reach the shore. The nearby villages and towns are willing to supply people to go investigate, but none of the locals want to explore themselves.
For the GM, many of the locals will rent out boats to get explorers out there, but none are willing to take them, so someone will have to know how to use a boat. Any supplies the locals are selling will be two times the list price. (The locals are not above price gouging.) There is not magic keeping anyone out, but the whole castle emanates a strong magic. The magic is the translocation magic that brought it from a different location and time. (The time can either be in the future or the past, what ever fits your campaign.) More details on its origins to come.
The castle has a magical aura about it, towers at each corner, at least 4 stories tall, while a taller spire is in the middle. The walls stand 3 stories tall and there are clearly buildings of stone inside, which all look in perfect condition, at least from a distance. There is a draw bridge, and a smaller door inside it, but it would never reach the shore. The nearby villages and towns are willing to supply people to go investigate, but none of the locals want to explore themselves.
For the GM, many of the locals will rent out boats to get explorers out there, but none are willing to take them, so someone will have to know how to use a boat. Any supplies the locals are selling will be two times the list price. (The locals are not above price gouging.) There is not magic keeping anyone out, but the whole castle emanates a strong magic. The magic is the translocation magic that brought it from a different location and time. (The time can either be in the future or the past, what ever fits your campaign.) More details on its origins to come.
Wednesday, October 9, 2019
Expanded Timeline for After Chaos (AC) Part 333
Year 333 AC
In the middle of the great lake near Lakeshire, a great fog arises, lasting for days. The fog is nothing new, since the lake bares fog during the winter months all the time. This time, though, after the fog clears a great castle sits in the middle of the lake upon an island that was not there before. People from Lakeshire go to investigate, but do not return.
In the middle of the great lake near Lakeshire, a great fog arises, lasting for days. The fog is nothing new, since the lake bares fog during the winter months all the time. This time, though, after the fog clears a great castle sits in the middle of the lake upon an island that was not there before. People from Lakeshire go to investigate, but do not return.
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Wednesday, October 2, 2019
The Lost City of Nuyah Part 4
The Lost City of Nuyah
The voices of the dead become more frantic and more frequent as a person enters the temple. They beg to be released. As the party remains in the temple a dark shadow fills the cave and a loud, rumbling voice asks, "Who dare disturbs the dead?"
For the GM this shadow is a red dragon, large enough to fill a good portion of the cavern. He came in to the cavern as a dwarf, (or what ever humanoid would blend in best with the people working in the cavern), and wants to know what the people here now are doing to the resting place of his friends. He was content to let people explore until the temple is breached.
The dragon's name is Fornoon. He had befriended the former leader of the dwarves when they were both young and came to adopt the small settlement as his own. He was devastated by the death of all his friends, but does not know how to release their souls, for he was never good with magic. If a character says he may know of a way to do so, Fornoon is all ears.
The way to release their souls is up to the GM. A priest of Taniger sanctifying the temple once more would do so, but if you want the group to go on a quest to find some magic item, feel free. Once the dwarves' spirits are freed, the dragon will reward the group with tokens of his esteem. If there is a dwarf in the party, he will ask the dwarf if he wishes to reestablish the small settlement for mining.
The voices of the dead become more frantic and more frequent as a person enters the temple. They beg to be released. As the party remains in the temple a dark shadow fills the cave and a loud, rumbling voice asks, "Who dare disturbs the dead?"
For the GM this shadow is a red dragon, large enough to fill a good portion of the cavern. He came in to the cavern as a dwarf, (or what ever humanoid would blend in best with the people working in the cavern), and wants to know what the people here now are doing to the resting place of his friends. He was content to let people explore until the temple is breached.
The dragon's name is Fornoon. He had befriended the former leader of the dwarves when they were both young and came to adopt the small settlement as his own. He was devastated by the death of all his friends, but does not know how to release their souls, for he was never good with magic. If a character says he may know of a way to do so, Fornoon is all ears.
The way to release their souls is up to the GM. A priest of Taniger sanctifying the temple once more would do so, but if you want the group to go on a quest to find some magic item, feel free. Once the dwarves' spirits are freed, the dragon will reward the group with tokens of his esteem. If there is a dwarf in the party, he will ask the dwarf if he wishes to reestablish the small settlement for mining.
Wednesday, September 25, 2019
The Lost City of Nuyah Part 3
Lost City of Nuyah Part 3
In the center of the city is a large temple to Taniger, though it is in great disrepair. The roof is caving in, the doors have been blasted inward, and the pillars that line the walk way in the temple itself are teetering. Inside is the most devastating find. The stone benches are shoved to one side, many broken and upside down. The mosaic tile upon the floor with pictures of dwarves at work are broken and scorched. There was once a stain glassed window behind the alter, (a stone fixture carved with lovely pictures of Taniger and his followers), but it was blasted out, as well. Near the alter and behind the broken stone benches are the skeletons of hundreds. Many hold axes and shields, even some of the children, but they are all piled where they died.
For the GM, this is where the wizard trapped the dwarves, then bust in the doors before casting his spell to suck out their souls to power his spells he wished to cast to take over the nearby kingdoms. Their deaths were painful, and unfortunately not quick, but none from the city escaped.
In the center of the city is a large temple to Taniger, though it is in great disrepair. The roof is caving in, the doors have been blasted inward, and the pillars that line the walk way in the temple itself are teetering. Inside is the most devastating find. The stone benches are shoved to one side, many broken and upside down. The mosaic tile upon the floor with pictures of dwarves at work are broken and scorched. There was once a stain glassed window behind the alter, (a stone fixture carved with lovely pictures of Taniger and his followers), but it was blasted out, as well. Near the alter and behind the broken stone benches are the skeletons of hundreds. Many hold axes and shields, even some of the children, but they are all piled where they died.
For the GM, this is where the wizard trapped the dwarves, then bust in the doors before casting his spell to suck out their souls to power his spells he wished to cast to take over the nearby kingdoms. Their deaths were painful, and unfortunately not quick, but none from the city escaped.
Monday, September 9, 2019
The Lost City of Nuyah Part 2
The Lost City of Nuyah
The streets are made of stone, laid in intricate patterns, mostly geometric shapes, though it appears each street has it's own pattern. Dirt and rubble cover the streets, small animal prints here and there in the dust. Tools and wagons lay strewn upon the road ways, as if people just left them and walked away. Most are in poor shape, (wooden handles falling apart at a touch, wagons leaning to one side because a wheel is broken, etc.). The sound of dripping water can be heard but no living beings seem to be present.
The first major structure anyone would come to from the miners entrance is a large archway of stone with writing carved into it. The language is familiar but not instantly recognizable. As people go under the archway the whispers begin.
Anyone walking anywhere in the ruins will hear whispers of voices saying anything like, "Go back", "He is coming" or "help us" or any variation there of. There is no visibly living people to actually talk, so the source is unknown, persistent, but not constant, at first.
For the GM, this is the first hint that something bad happened here. For your knowledge these are trapped souls of the dwarves that lived here. A wizard trapped them in the archway to give him power for his dark spells. There is a way to release the souls, (though not bring them back to life), so they may continue on to their gods. The writing is in an ancient form of dwarven, so anyone with the ability to read dwarven should be able to decipher most of the sign that says, "The City of Nuyah" or the City of Stone. Anyone with a very high dwarven lore skill would know a little about the city. The city was said to be abandoned because of a plague and that no one should go there if they didn't want to catch the plague. The truth, which your players will not know yet, is that a dark wizard cast a horrific spell that sucked up all the souls in the city, from child to oldster, and placed them in the archway to serve as his focus. Delightfully, the wizard died shortly after when the dragon that was friends with the city ate him, but was unable to save his friends.
The streets are made of stone, laid in intricate patterns, mostly geometric shapes, though it appears each street has it's own pattern. Dirt and rubble cover the streets, small animal prints here and there in the dust. Tools and wagons lay strewn upon the road ways, as if people just left them and walked away. Most are in poor shape, (wooden handles falling apart at a touch, wagons leaning to one side because a wheel is broken, etc.). The sound of dripping water can be heard but no living beings seem to be present.
The first major structure anyone would come to from the miners entrance is a large archway of stone with writing carved into it. The language is familiar but not instantly recognizable. As people go under the archway the whispers begin.
Anyone walking anywhere in the ruins will hear whispers of voices saying anything like, "Go back", "He is coming" or "help us" or any variation there of. There is no visibly living people to actually talk, so the source is unknown, persistent, but not constant, at first.
For the GM, this is the first hint that something bad happened here. For your knowledge these are trapped souls of the dwarves that lived here. A wizard trapped them in the archway to give him power for his dark spells. There is a way to release the souls, (though not bring them back to life), so they may continue on to their gods. The writing is in an ancient form of dwarven, so anyone with the ability to read dwarven should be able to decipher most of the sign that says, "The City of Nuyah" or the City of Stone. Anyone with a very high dwarven lore skill would know a little about the city. The city was said to be abandoned because of a plague and that no one should go there if they didn't want to catch the plague. The truth, which your players will not know yet, is that a dark wizard cast a horrific spell that sucked up all the souls in the city, from child to oldster, and placed them in the archway to serve as his focus. Delightfully, the wizard died shortly after when the dragon that was friends with the city ate him, but was unable to save his friends.
Wednesday, August 28, 2019
The Lost City of Nuyah
The Lost City of Nuyah
The city sits in the middle of a large underground lake, three causeways leading out to the island, all of which are damaged in one way or another. The cavern itself is large, reaching into the depths of darkness. The tunnel the miners broke into appears to have once reached the surface but caved in at some time in the past. It is a good mile from the surface, though more in then down. There are also two other tunnels, that are blocked, that may lead elsewhere.
The buildings are made of stone, with very little wood used in structure, though some for furniture. Glowing fungus give the cavern an eerie glow and bats line the stalactites that are nearer the tunnel. Blind fish swim in the water, (which the water appears to be fed by a spring but flows out of the mountain in a stream, which eventually becomes a river outside the mountain).
The city sits in the middle of a large underground lake, three causeways leading out to the island, all of which are damaged in one way or another. The cavern itself is large, reaching into the depths of darkness. The tunnel the miners broke into appears to have once reached the surface but caved in at some time in the past. It is a good mile from the surface, though more in then down. There are also two other tunnels, that are blocked, that may lead elsewhere.
The buildings are made of stone, with very little wood used in structure, though some for furniture. Glowing fungus give the cavern an eerie glow and bats line the stalactites that are nearer the tunnel. Blind fish swim in the water, (which the water appears to be fed by a spring but flows out of the mountain in a stream, which eventually becomes a river outside the mountain).
Thursday, August 22, 2019
Expanded Timeline for After Chaos (AC) Part 332
Year 332 AC
While mining in the northern Tsalagi Mountains, a group of miners stumble upon a small village/city in the mountain itself. There are homes, businesses, even tools of trade everywhere, but no people. Mages and scholars from all over come to see who the village may have belonged to, underground as it is. But some of them begin to disappear and help in investigating the disappearances are called for.
For the GM this could be a good hook for adventure, for either a mystery or just ruin exploring. In the next few days I will expand on the location and the history of the small village.
While mining in the northern Tsalagi Mountains, a group of miners stumble upon a small village/city in the mountain itself. There are homes, businesses, even tools of trade everywhere, but no people. Mages and scholars from all over come to see who the village may have belonged to, underground as it is. But some of them begin to disappear and help in investigating the disappearances are called for.
For the GM this could be a good hook for adventure, for either a mystery or just ruin exploring. In the next few days I will expand on the location and the history of the small village.
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Tuesday, August 13, 2019
Expanded Timeline for After Chaos (AC) Part 331
Year 331 AC
Farmers riot against the leaders of several cities in the south eastern part of Taina. The cities are demanding lots of tributes for little protection and leaving the farmers destitute as well as hungry. The farmers band together and block food deliveries to the nearby cities, causing starvation and calls for retribution against the farmers. The farmers ask for help from the nearby city leaders who are not over taxing, as well as mercenaries.
Farmers riot against the leaders of several cities in the south eastern part of Taina. The cities are demanding lots of tributes for little protection and leaving the farmers destitute as well as hungry. The farmers band together and block food deliveries to the nearby cities, causing starvation and calls for retribution against the farmers. The farmers ask for help from the nearby city leaders who are not over taxing, as well as mercenaries.
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Wednesday, July 31, 2019
Expanded Timeline for After Chaos (AC) Part 330
Year 330 AC
The leaders of several large cities west of the Tsalagi Mountains meet and discuss a treaty involving them all. It includes trade, non-aggression and aiding the other cities when the need arises. Leaders of Pathfinder, Weatherworn, Jasper and Swiftwater, (all in the south eastern part west of the Tsalagi Mountains) are apart of the agreement.
The leaders of several large cities west of the Tsalagi Mountains meet and discuss a treaty involving them all. It includes trade, non-aggression and aiding the other cities when the need arises. Leaders of Pathfinder, Weatherworn, Jasper and Swiftwater, (all in the south eastern part west of the Tsalagi Mountains) are apart of the agreement.
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Monday, July 15, 2019
Expanded Timeline for After Chaos (AC) Part 329
Year 329 AC
Scholars find a small, ancient ogre village off the east coast of Taina when the ocean recedes for a few years because of coastal flows. The village has stone buildings, though the roofs are long gone, and many of the objects of every day life are embedded in ash and sediments. Adventurers were asked to be protection as well as help with the discovery.
For the GM, the village was covered in a ash from a nearby volcano that had erupted, then covered by the ocean once more. No more ogres are in the area, but the ghosts of those who were killed still linger. This is an ideal way for an encounter with ghosts or saving the scholars form bad happenings brought on by the ghosts.
Scholars find a small, ancient ogre village off the east coast of Taina when the ocean recedes for a few years because of coastal flows. The village has stone buildings, though the roofs are long gone, and many of the objects of every day life are embedded in ash and sediments. Adventurers were asked to be protection as well as help with the discovery.
For the GM, the village was covered in a ash from a nearby volcano that had erupted, then covered by the ocean once more. No more ogres are in the area, but the ghosts of those who were killed still linger. This is an ideal way for an encounter with ghosts or saving the scholars form bad happenings brought on by the ghosts.
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Wednesday, July 10, 2019
Expanded Timeline For After Chaos (AC) Part 328
Year 328 AC
Princess Rose and her family, while out inspecting nearby holdings, comes upon a herd of wild horses. As Rose, now four, approaches the herd of horses, all giggles, the horses bow before her and she runs right up to a beautiful bay mare. The mare allows herself to be led away from the group and handled by the princess. No one else but the princess can approach her, but with the princess she as gentle as a lamb. She calls the horse Ginger.
Princess Rose and her family, while out inspecting nearby holdings, comes upon a herd of wild horses. As Rose, now four, approaches the herd of horses, all giggles, the horses bow before her and she runs right up to a beautiful bay mare. The mare allows herself to be led away from the group and handled by the princess. No one else but the princess can approach her, but with the princess she as gentle as a lamb. She calls the horse Ginger.
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Monday, July 8, 2019
Expanded Timeline for After Chaos (AC) Part 327
Year 327 AC
A mercenary group carves out a small "Empire" in the northeast corner of Taina. They demand taxes and tribute from those who live there, and if they do not receive them, whole villages burn. A few villages come together to sponsor a group of adventures to take out the mercenaries before they become a bigger problem.
A mercenary group carves out a small "Empire" in the northeast corner of Taina. They demand taxes and tribute from those who live there, and if they do not receive them, whole villages burn. A few villages come together to sponsor a group of adventures to take out the mercenaries before they become a bigger problem.
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Wednesday, June 26, 2019
Expanded Timeline for After Chaos (AC) Part 326
Year 326 AC
Princess Rose develops an ability to charm animals. Druids come to see the two year old and test her abilities, but can't seem to catch her in the act. The followers of Wesa are perplexed, trying to get her to show them her powers, but the wily 2 year old and her furry friends only show their abilities when the druids are not present.
A temple of vines rises from the forests near Pathfinder, dedicated to Iktomi. Though no priest called it forth, soon many followers of Iktomi arrive and establish one of the few actual temples dedicated to Iktomi.
Princess Rose develops an ability to charm animals. Druids come to see the two year old and test her abilities, but can't seem to catch her in the act. The followers of Wesa are perplexed, trying to get her to show them her powers, but the wily 2 year old and her furry friends only show their abilities when the druids are not present.
A temple of vines rises from the forests near Pathfinder, dedicated to Iktomi. Though no priest called it forth, soon many followers of Iktomi arrive and establish one of the few actual temples dedicated to Iktomi.
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Monday, June 24, 2019
Expanded Timeline For After Chaos (AC) Part 325
Year 325 AC
Princess Rose is visited by the head of the orders of Pezuta and Catiana. They meet with her parents for several hours, and though no one but those four no for sure what is said, many believe they were foretelling the future of Princess Rose and what she would do for the world.
In south eastern Taina, the grape harvest is so robust that wine merchants are overwhelmed with stock. Wine is transported to all corners of Martapa and new trade routes for wine from the region are established, which will last centuries.
Princess Rose is visited by the head of the orders of Pezuta and Catiana. They meet with her parents for several hours, and though no one but those four no for sure what is said, many believe they were foretelling the future of Princess Rose and what she would do for the world.
In south eastern Taina, the grape harvest is so robust that wine merchants are overwhelmed with stock. Wine is transported to all corners of Martapa and new trade routes for wine from the region are established, which will last centuries.
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Monday, June 17, 2019
Graduation Season in Real Life
Here it is, June 17th, and I can finally breath. My oldest graduated Friday and the weeks leading up to the grand celebration overwhelmed me. But it was all worth it. He graduated with honors, plans on going to OSU and wants to study engineering. We are so proud of him. But the whole ordeal made me think of all you other parents out there, going through the graduation and transition to adult process. Breath, is my first suggestion. You have raised these children for 18 years, taught them right from wrong, and molded them to be fine adults for all that time. They will do fine. Step back and let them become the beautiful adult you have worked so hard to raise. Hug them, love them, but let them go. They will come back and return that love, (if for no other reason that they need real food 😍), and you will be so proud!
Congratulations to all of 2019's graduates!
Congratulations to all of 2019's graduates!
Tuesday, May 28, 2019
Expanded Timeline for After Chaos (AC) 324
Year 324 AC
Princess Rose, daughter of Lord and Lady Karoon, is born. Celebrations last for weeks, with gifts given to many of the poor of the area, feasts for everyone, and tournaments of prowess. Being the first child of Avir and Lacy Karoon, she is the heir to the City State of Karoon.
Princess Rose, daughter of Lord and Lady Karoon, is born. Celebrations last for weeks, with gifts given to many of the poor of the area, feasts for everyone, and tournaments of prowess. Being the first child of Avir and Lacy Karoon, she is the heir to the City State of Karoon.
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Thursday, May 16, 2019
Expanded Timeline for After Chaos (AC) Part 323
Year 323 AC
A flock of gryphons is found in the northern regions of the Tsalagi Mountains. Mages and scholars run to the place to research the rare creatures, while rangers and druids try to protect them.
The leaders of the village of Pathfinder start a medical herb garden acres large and invite healers from all over to add to what they have and come to research the herbal remedies.
A flock of gryphons is found in the northern regions of the Tsalagi Mountains. Mages and scholars run to the place to research the rare creatures, while rangers and druids try to protect them.
The leaders of the village of Pathfinder start a medical herb garden acres large and invite healers from all over to add to what they have and come to research the herbal remedies.
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Monday, May 13, 2019
Expanded Timeline for After Chaos (AC) Part 322
Year 322 AC
A drought ravages the east side of Taina. Refuges flood the west and those spots on the east who have enough water are forced to defend their water and food from refuges. Things get very ugly and many people die, peasant and royal alike. Some of the bigger city states on the west side try to send aid, but it is only a drop in the bucket. When the fall rains finally come, only 2 in 3 people remain alive.
A drought ravages the east side of Taina. Refuges flood the west and those spots on the east who have enough water are forced to defend their water and food from refuges. Things get very ugly and many people die, peasant and royal alike. Some of the bigger city states on the west side try to send aid, but it is only a drop in the bucket. When the fall rains finally come, only 2 in 3 people remain alive.
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Tuesday, April 30, 2019
The Order of Knights
The Order of Knights, brought on by the large coastal disaster, was started by the warlord, Lord Capson. His holdings were near the coastal village of Calabay and he saw many of his subjects and friends harmed by the earthquake. Taking his loyal mercenaries, his healers and a few mages he set up a camp for refuges to come and receive food and aid. When word spread of what he was doing, priests of many of the light Gods and independent mages came to help and spread out more camps down the western coast line. Needing to protect them, Capson went to other local warlords and asked for their aid to send guards and supplies of their own. Some did not want to help, but some helped as well. Later, after the earthquake victims were made right again, those who helped Capson and his people formed the Order of the Knights, (though none of the warlords would call themselves knights), to meet future problems. They set up a base in Capson's town and all of them sent a rotation of guards to work together, priests to learn healing techniques and mages to teach other rescue techniques. Each warlord also sent supplies and money to pay for such activities. This lasted for nearly three centuries before the region fell into power struggles.
Wednesday, April 24, 2019
Expanded Timeline For After Chaos (AC) Part 321
Year 321 AC
An earthquake hits the western coastline of Taina, causing tsunamis and whole villages to be swallowed by the earth. The Order of Knights, a group of warriors, healers and clerics, is created in the hopes of helping the people of the area recover.
An earthquake hits the western coastline of Taina, causing tsunamis and whole villages to be swallowed by the earth. The Order of Knights, a group of warriors, healers and clerics, is created in the hopes of helping the people of the area recover.
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Tuesday, April 23, 2019
Expanded Timeline For After Chaos (AC) Part 320
Year 320 AC
A roving band of mercenaries and thieves roams the lands, burning settlements, plundering old tombs and cities alike, and taking royals hostage for money. Those who are in charge, and even some small villages, put up a rewards for their capture or death.
A roving band of mercenaries and thieves roams the lands, burning settlements, plundering old tombs and cities alike, and taking royals hostage for money. Those who are in charge, and even some small villages, put up a rewards for their capture or death.
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Monday, April 22, 2019
Expanded Timeline For After Chaos (AC) Part 319
Year 319 AC
Mages try to start a mail system where they port with magic mail from one location to another. It works, most of the time, but when a very important item from a noble disappears, the program is ended.
The road between Stormvale and Merryweather is being redone and will take years. Things are made slower by animal and monster attacks. Mercenaries and adventurers are being hired to deal with the monsters to make the workers safe.
Mages try to start a mail system where they port with magic mail from one location to another. It works, most of the time, but when a very important item from a noble disappears, the program is ended.
The road between Stormvale and Merryweather is being redone and will take years. Things are made slower by animal and monster attacks. Mercenaries and adventurers are being hired to deal with the monsters to make the workers safe.
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Wednesday, April 17, 2019
Expanded Timeline For After Chaos (AC) Part 318
Year 318 AC
A priest of Iktomi comes upon a glowing maple tree that heals anyone who comes with in close range of it. The healers of Pezuta swarm the area in search of a reason and set up a small, temporary hostel to use as a place of healing. There are many fakes who try to stop travelers so there is a need for adventurers, mercenaries and guards to protect the pilgrims who come in search of healing, as well as the healers protecting the tree.
A priest of Iktomi comes upon a glowing maple tree that heals anyone who comes with in close range of it. The healers of Pezuta swarm the area in search of a reason and set up a small, temporary hostel to use as a place of healing. There are many fakes who try to stop travelers so there is a need for adventurers, mercenaries and guards to protect the pilgrims who come in search of healing, as well as the healers protecting the tree.
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Thursday, April 11, 2019
Temple of Knowledge Part 3
The main room is large, with broken book cases here and there, but most are intact. There are small study tables, a fountain, (which the water is not flowing at the moment), and small rooms off to the sides. To one end of the room is a raised dais and where chairs would be if they were watching someone speak or debate. There are a few skeletons in ratty robes here and there, most sitting at tables with writing material and books before them. The paper and books are in bad shape, though there are some good books here and there. To each side, high up, are what look like colored glass windows in the form of works of art. Most are still covered in dirt from being dug out of the earth.
For The GM, the people in here range from priests to knowledge seekers who were caught in the spell. They died the same as the two priests in the greeting room. The books are all from all over Martapa, ranging from theology to just basic farming techniques. There are some magic items and coins upon the dead, and there are small magic items through out the room. It is up to the GM what the players find. But this is a good place to put in some long running adventure hook, such as finding some bit of knowledge, or an item, or even an entry way into the underworld. If you do the last, perhaps find some muddy foot prints near the dais to start that adventure.
For The GM, the people in here range from priests to knowledge seekers who were caught in the spell. They died the same as the two priests in the greeting room. The books are all from all over Martapa, ranging from theology to just basic farming techniques. There are some magic items and coins upon the dead, and there are small magic items through out the room. It is up to the GM what the players find. But this is a good place to put in some long running adventure hook, such as finding some bit of knowledge, or an item, or even an entry way into the underworld. If you do the last, perhaps find some muddy foot prints near the dais to start that adventure.
Wednesday, April 10, 2019
The Temple of Knowledge Part 2
The building is locked, but it is workable. Once the door is opened inside is a small room with an arched opening that appears to lead to the rest of the building. The room is lined with bookcases, though the books looks the worse for wear. There are several broken chairs, shredded and moldy tapestries upon the walls, with worn rugs upon the floor. In one corner sits to skeletons in once fine robes.
For the GM, the two priests who are siting in the corner were followers of Catiana who were chatting when the spell took place. They were moved with the spell, but died since the spell was only meant to move inanimate objects. This place was meant as a greeting/waiting room, so people were allowed to read the books as they waited to enter the rest of the library and discussion hall. The priests do have a few magic items upon them and a key for a room farther into the building.
For the GM, the two priests who are siting in the corner were followers of Catiana who were chatting when the spell took place. They were moved with the spell, but died since the spell was only meant to move inanimate objects. This place was meant as a greeting/waiting room, so people were allowed to read the books as they waited to enter the rest of the library and discussion hall. The priests do have a few magic items upon them and a key for a room farther into the building.
Monday, April 8, 2019
The Temple of Knowledge, Part 1
The small building the farmer found takes month to unearth, much to his displeasure. He is compensated with gold and food stock by the nearby temple of Catiana, the Goddess of Neutrality. When they finally unearth the whole building they find that it is made of marble, looks fairly intact, from the outside, and are unable to figure out why it was under six feet of dirt. There are reliefs on the outside portraying people reading, studying and speaking to others, so the scholars are assuming this building was a center of learning of some sort. They have asked a group of adventurers to help them explore, because the door is locked and they fear there may be traps.
For the GM, this building was a small shrine/learning center of Catiana's priests. The reason it was under six feet of earth was a spell gone wrong. They were trying to teleport the statue the farmer found to this location, (which use to be a meeting place before it was a farm), and ended up transporting not only the statue but the building as well, and it was miss transported by six feet deep. I will go into the interior of the building, but you, as the GM, can always add tunnels underneath to make it a bigger delve.
For the GM, this building was a small shrine/learning center of Catiana's priests. The reason it was under six feet of earth was a spell gone wrong. They were trying to teleport the statue the farmer found to this location, (which use to be a meeting place before it was a farm), and ended up transporting not only the statue but the building as well, and it was miss transported by six feet deep. I will go into the interior of the building, but you, as the GM, can always add tunnels underneath to make it a bigger delve.
Wednesday, March 27, 2019
Expanded Timeline For After Chaos (AC) Part 317
Year 317 AC
A farmer, plowing his field, finds a statue of a person holding a book. The face is worn, but the bits of clothing still able to be seen, do not look local. After some digging, scholars find an entire building made of stone. Scholars are unsure who the building belongs to.
A farmer, plowing his field, finds a statue of a person holding a book. The face is worn, but the bits of clothing still able to be seen, do not look local. After some digging, scholars find an entire building made of stone. Scholars are unsure who the building belongs to.
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Tuesday, March 26, 2019
Mystery of the Sea Door Part 17
The door opens up into a forest, with huge trees, (at least 6 feet in diameter), with a deep canopy. The park like atmosphere is cool, with the sounds of birds echoing through out. Light beams break through the canopy here and there, and dancing lights seem to be everywhere. Since it's the middle of the day, it is hard to believe they are fireflies. The sound of a water fall is not far off.
For the GM there are sprites who protect the woods and animals in this strange, magical room. This is where the ancient race would come to relax and meditate. The sprites will attack anyone who draws a weapon, casts a hostile spell or tries to harm the wildlife. They will chitter at anyone who draws near and will talk to anyone who can speak their language or the ancient language. They know very little, only that they need to please their masters who they have not seen in a long time.
There is little pockets of treasure, here and there, that the sprites have hidden. If the players try to take it, they need to roll to see if the sprites notice. If they do, the players will be attacked. There isn't anything super expensive, but there are some random magic items and potions here and there.
For the GM there are sprites who protect the woods and animals in this strange, magical room. This is where the ancient race would come to relax and meditate. The sprites will attack anyone who draws a weapon, casts a hostile spell or tries to harm the wildlife. They will chitter at anyone who draws near and will talk to anyone who can speak their language or the ancient language. They know very little, only that they need to please their masters who they have not seen in a long time.
There is little pockets of treasure, here and there, that the sprites have hidden. If the players try to take it, they need to roll to see if the sprites notice. If they do, the players will be attacked. There isn't anything super expensive, but there are some random magic items and potions here and there.
Thursday, January 31, 2019
Mystery of the Sea Door Part 16
The hallway to the west is relatively flat, covered in dust, with frescos on the walls of forest scenes and winged elves in the woods. Empty sconces and dark light stones fill niches in the walls. The door has a giant oak tree upon the face, which seems to grow leaves then loose them in slow rotation. There is some of the strange writing around the top of the door.
For the GM the door is trapped with an odd trap. If it is tripped, (triggered by not properly disarming the trap on the lock,) vines come out of the walls and wrap around all those near the door, then they slowly begin to squeeze. Fire, any spells that affect plant life, and chopping at the vines will keep people from being killed. The lock and trap are moderately hard to unlock and disarm. The words say "For nature is king", in the ancient elven dialect.
For the GM the door is trapped with an odd trap. If it is tripped, (triggered by not properly disarming the trap on the lock,) vines come out of the walls and wrap around all those near the door, then they slowly begin to squeeze. Fire, any spells that affect plant life, and chopping at the vines will keep people from being killed. The lock and trap are moderately hard to unlock and disarm. The words say "For nature is king", in the ancient elven dialect.
Tuesday, January 29, 2019
Mystery of the Sea Door Part 15
The former residents of this ruins were priests of many faiths, but mostly of the sun, nature, weather and knowledge. Each of the doors lead to pocket dimensions that ultimately lead to the other planes if the proper keys are used. (No, the keepers of the desert do not have them, they were in the hands of the guardians of the temple.) Each pocket dimension celebrated the cardinal directions and an aspect of the world at large. The elves who inhabited not only the temple, but a village above, studied the stars, nature, and the weather, sharing their knowledge with all who wanted to know. The keepers are not positive, but they believe the guardians of the ruins were killed by invaders and much of their knowledge carted off, since it's been so long since they had talked to the guardians. (They were in stasis, but they could still keep track of time.) The keepers were in the oasis long before the guardians of the temple contacted them, but they are descendants of those who were originally there. On a side note, the keepers will mention the priests were all winged elves, a race not seen in many thousands of years.
For the GM, you can use this knowledge to find the keys to be able to plane hop, sell to a collector, or restore the temple, or even a combination there of. If a priest in the group wants to restore it, priests of Tymara, Iktomi, Wesa, Catiana and Furere are a good choice. I have not fleshed out a god of weather, either, so that is always an option for you, as GM, to make up. Also, this may lead the group to delve more into the winged, or Ancient, elves.
Tuesday, January 22, 2019
Mystery of the Sea Door Part 14
The door opens to a sandy desert oasis. The area around the door has palm trees, a small pond, lush plants, even singing birds. Beyond that is miles of sandy dunes and a bright sun in the sky. To greet you is a group of humanoids who appear to have jackal heads and are dressed in light, breezy clothing and armed with curved swords. They glare at you as you enter, their muscles tense and their hands straying toward their weapons.
For the GM, these are guardians of the oasis, protecting a magical font so that no-one takes the water source for their own uses. They will not attack, unless attacked. They can be reasoned with and even some knowledge can be learned. If the group actually talks to them, then have a giant scorpion attack and they can help the guardians. If they attack the guardians, then make the guardians, (who are jackalweres), two levels higher then the party is, (given that it makes the jackalweres high enough to be an encounter. Either way, take the treasure for a jackalwere. If you want, add in the treasure for the scorpion.
If they talk to the guardians, the guardians know much about the ruins by the sea and the people who inhabited the ruins. I will talk about what they know tomorrow.
For the GM, these are guardians of the oasis, protecting a magical font so that no-one takes the water source for their own uses. They will not attack, unless attacked. They can be reasoned with and even some knowledge can be learned. If the group actually talks to them, then have a giant scorpion attack and they can help the guardians. If they attack the guardians, then make the guardians, (who are jackalweres), two levels higher then the party is, (given that it makes the jackalweres high enough to be an encounter. Either way, take the treasure for a jackalwere. If you want, add in the treasure for the scorpion.
If they talk to the guardians, the guardians know much about the ruins by the sea and the people who inhabited the ruins. I will talk about what they know tomorrow.
Thursday, January 10, 2019
Mystery of the Sea Door Part 13
The southern hallway slopes down for 30 feet with pictures of oasis, sun and elves in light and airy clothing. There are sconces that are not lit and light stones that are not working line the hallway in small niches. The floor is covered in symbols of suns and clouds. The hallway, like the one leading north, is covered in cobwebs and dust. It ends in a doorway with a large sun carved upon it with archaic writing around the top of the door. The door is locked.
For the GM the door is trapped with a fire trap. The difficulty for the trap and the door lock is moderate to disarm, and the trap is moderately hard to find. The pressure plate is right under the doorknob. The damage is fire and will catch other things nearby on fire if they do not make their save. There is an illusion upon the sun to make it shine when someone gets near the door and the words above the door state, "Let us bask in the glory of the sun."
For the GM the door is trapped with a fire trap. The difficulty for the trap and the door lock is moderate to disarm, and the trap is moderately hard to find. The pressure plate is right under the doorknob. The damage is fire and will catch other things nearby on fire if they do not make their save. There is an illusion upon the sun to make it shine when someone gets near the door and the words above the door state, "Let us bask in the glory of the sun."
Tuesday, January 8, 2019
Mystery of the Sea Door Part 12
Once the door is opened, the cavern is strangely icy, ice sprites fluttering here and there. The sound of winter wolves echo in the distance, the cavern being so large a single torch or light spell can not see it all. It almost seems larger then what the cliff side can hold. The wind picks up as you enter the cavern.
For the GM this cavern is an extra-dimensional pocket and has a good 500 acres of ice, frozen trees, and critters that would wander in such an area. They are in suspension until the door is opened. This also wakes up the ice elemental that wanders the area. There is a small treasure of diamonds, coins, and jewelry near a small outpost of trees and a broken down cabin near the middle of the cavern.
For the GM this cavern is an extra-dimensional pocket and has a good 500 acres of ice, frozen trees, and critters that would wander in such an area. They are in suspension until the door is opened. This also wakes up the ice elemental that wanders the area. There is a small treasure of diamonds, coins, and jewelry near a small outpost of trees and a broken down cabin near the middle of the cavern.
Tuesday, December 25, 2018
Merry Christmas and Happy New Year!
From my family to yours, I wish all of you Merry Christmas and a Happy New Year! I know there aren't meany people, if any, who read my story blog, but for those who do, or just happen upon it, I hope you have a wonderful new year, full of joy and love. Merry Christmas!
Tuesday, December 18, 2018
The Mystery of the Sea Door Part 11
The northern doorway leads north and actually leads up from this room, though still deep within the rock of the cliff side. The walls are carved with pictures of icescapes and elves in winter clothing. The floor is covered in dust, the walls are covered in cobwebs and there are sconces at regular intervals along the walls. It goes for about 30 feet before ending in a door. Around the door is more text in the archaic language and there are snowflakes carved upon the door. The snowflakes sparkle in torch light.
For the GM there is a spike pit trap in front of the door. The disarm traps is a moderate difficulty and the door is locked. (The door difficulty is also moderate.). The pit is 6 feet deep and the spikes are actually magically preserved icicles. Damage is the normal for spikes, though. The words around the doorway say, "For those who look north, look for guidance, look for the north star." There is an illusion magic upon the door making the snowflakes sparkle.
For the GM there is a spike pit trap in front of the door. The disarm traps is a moderate difficulty and the door is locked. (The door difficulty is also moderate.). The pit is 6 feet deep and the spikes are actually magically preserved icicles. Damage is the normal for spikes, though. The words around the doorway say, "For those who look north, look for guidance, look for the north star." There is an illusion magic upon the door making the snowflakes sparkle.
Monday, December 17, 2018
The Mystery of The Sea Door Part 10
The hallway continues down a slope into an open, circular room. There are four doors, each at the cardinal directions, (if a player makes a direction/orientation roll they will notice). Above each door is a word, each different, and in the ancient language. The floor is a large representation of constellations, made out of pottery shards in a wonderful mosaic. The room has sconces and light stones, (none of which work) and cobwebs hang everywhere. There are vases spaced around the room, some broken, and all works of art. Many have simple domestic scenes, while others are of stars and celestial bodies, while others are of animals.
For the GM, if the players make a perception roll, (easy) they will hear scrapping and a little harsh breathing from the ceiling. On the ceiling is a large spider, (or if your party is higher level you can do more then one). The vases contain donations, long ago given, so you can throw in the treasure there. Above each door is just the direction the door faces in the ancient elven dialect.
For the GM, if the players make a perception roll, (easy) they will hear scrapping and a little harsh breathing from the ceiling. On the ceiling is a large spider, (or if your party is higher level you can do more then one). The vases contain donations, long ago given, so you can throw in the treasure there. Above each door is just the direction the door faces in the ancient elven dialect.
Wednesday, December 12, 2018
The Mystery of the Sea Door Part 9
Once in the star room, small points of light of flashing colors circle the room. The frescoes that decorate this room are of celestial bodies, constellations, and even winged elves using sextets. There is no alter in this room, but the floor is covered in the archaic script like from above the door. There are several stone bowls around the room, glow stones, (some still weakly working), and gilded sconces.
For the GM if the players wait long enough and make a roll to know constellations, the colored lights will actually form constellations and whirl around the room as if they were the real constellations whirling around the night sky. The writing upon the floor is the winged elves creation of the stars story. There is a 95% failure chance for those who know elven, and a 50% failure chance for those who know Ancient Elven. The stone bowls were used for offerings to the stars.
For the GM if the players wait long enough and make a roll to know constellations, the colored lights will actually form constellations and whirl around the room as if they were the real constellations whirling around the night sky. The writing upon the floor is the winged elves creation of the stars story. There is a 95% failure chance for those who know elven, and a 50% failure chance for those who know Ancient Elven. The stone bowls were used for offerings to the stars.
Tuesday, December 11, 2018
The Mystery of the Sea Door Part 8
The door with the stars carved upon it are inset with different gems and make a constellation common in the sky over the Sea Door. The wood is made of madrone, a tree that grows in the forests near by. The hinges are a dark color, as if made from iron and stained darker. There is more of this ancient writing above this door that is locked.
For the GM the door is locked and trapped with a poison. It is an easy trap and lock. The writing above the door says, "As the sun sets in the east, we rise." The language is an ancient form of Ancient Elven, so a 95% chance of failure for non-speakers, 50% chance for those who speak or read Ancient Elven.
The poison is a sleep poison.
For the GM the door is locked and trapped with a poison. It is an easy trap and lock. The writing above the door says, "As the sun sets in the east, we rise." The language is an ancient form of Ancient Elven, so a 95% chance of failure for non-speakers, 50% chance for those who speak or read Ancient Elven.
The poison is a sleep poison.
Wednesday, November 21, 2018
The Mystery of the Sea Door Part 7
Once inside the sun room the first item someone would notice is the small alter with a beautiful globe of yellow swirly glass elevated by what appears air above it. The room is dark, but there are sconces and lightstones, which are covered, that could light the room. Frescoes of winged elves praising the sun and offering gifts to the sun decorate the room's walls. The floor also has writing upon the stone tile in the same language as around the door jam.
For the GM the floating globe is suspended by magic, which is still strong after all these years. If the globe is touched it begins to spin, glow, and the colors swirl in varying hues of gold. It's just for decoration, but it probably worth a lot of money. The writing upon the floor is a story in the ancient form of Ancient Elven about the creation of the sun. This also has a 95% fail rate to translate if someone has elven. Forgot to mention if they somehow know Ancient Elven, (which should not be something a GM allows lightly), they only have a 50% fail rate.
For the GM the floating globe is suspended by magic, which is still strong after all these years. If the globe is touched it begins to spin, glow, and the colors swirl in varying hues of gold. It's just for decoration, but it probably worth a lot of money. The writing upon the floor is a story in the ancient form of Ancient Elven about the creation of the sun. This also has a 95% fail rate to translate if someone has elven. Forgot to mention if they somehow know Ancient Elven, (which should not be something a GM allows lightly), they only have a 50% fail rate.
Tuesday, November 20, 2018
The Mystery of The Sea Door Part 6
The door with the sun upon it is carved from a solid piece of cherry wood, the doorknob and hinges sparkle in torch light, as if gilded with gold. There is carved writing around the door jam in a language that is not easily discerned.
For the GM, the language is an ancient form of Ancient Elven. For those characters who do not have Ancient Elven, but some sort of elven, they can try but they will have a 95% failure chance. The words say, "The sun rises in the west, as do our lives."
There is a a trap upon the door, an easy needle trap, that will insert a sleep poison if set off.
Tomorrow, the inside of the room.
For the GM, the language is an ancient form of Ancient Elven. For those characters who do not have Ancient Elven, but some sort of elven, they can try but they will have a 95% failure chance. The words say, "The sun rises in the west, as do our lives."
There is a a trap upon the door, an easy needle trap, that will insert a sleep poison if set off.
Tomorrow, the inside of the room.
Monday, November 12, 2018
Happy Veteran's Day
Thank you to all the veterans who keep us safe and protect the world from the evils brought on by human kind. Without all of you, we would not have the freedoms we have and women, like me, would never have the chance to speak their minds. Keep safe and thank you so very much for your service, whether now or in the past.
Monday, November 5, 2018
The Mystery of the Sea Door Part 5
The hallway beyond is unlit, so your group will need to have light, (or night vision of some sort), to navigate the hallway. There are frescoes of elementals, oceans, forests and the night sky on the walls. A knowledge roll for stars and constellations will show that the night sky frescoes are accurate.The hall way slopes down, then flattens out continuing onward, but there are two doors, one on either side of the hallway. One has a sun on the face, the other has stars that also seem to dance as the main door did.
Monday, October 29, 2018
The Mystery of the Sea Door Part 4
So, lets say that the group has found the "key" through adventure or some reward and now they would like to use the "key". Here is where the adventure begins. I would highly recommend this for a mid to high level group, but you can always scale monsters down, or out, if you really have a reason for lower level characters to run this dungeon.
Here is the flavor text for the door itself and the opening of the door.
In an alcove of a sand stone and granite is a door of immense height, large enough to allow an ogre to pass through with ease. The door before you is covered in a gilded sun surrounded by stars, which sparkle in the right light. In the center is a depression that fits the key the group holds. As the key slides into place, a light engulfs the stars and sun, causing the stars to literally move around the door, as if turning the key in place. With a large 'pop' the door opens letting stale air flow out along with dust and sand. The darkness beyond betrays no secrets, but the echo which resounds back to the group says the hallway goes for some distance.
Here is the flavor text for the door itself and the opening of the door.
In an alcove of a sand stone and granite is a door of immense height, large enough to allow an ogre to pass through with ease. The door before you is covered in a gilded sun surrounded by stars, which sparkle in the right light. In the center is a depression that fits the key the group holds. As the key slides into place, a light engulfs the stars and sun, causing the stars to literally move around the door, as if turning the key in place. With a large 'pop' the door opens letting stale air flow out along with dust and sand. The darkness beyond betrays no secrets, but the echo which resounds back to the group says the hallway goes for some distance.
Tuesday, October 16, 2018
The Mystery of the Sea Door Part 3
Some examples of possible adventures to find the "key" are as follows:
1) The group has a "treasure map" to where the "key" was last found or part of the "key" was found. This can go on as long as you want, so if you just want to find one piece, or find it in one step, you can do it that way. You can also use it as a trail of clues, one map leading to another, along with another piece.
2) The group knows the key is in a specific location, such as a cave, old shrine, dungeon, or abandoned manor. I would take time to flesh out each location with level appropriate, as well as location appropriate, bad guys and monsters. Props and handouts are also very fun.
3) The group needs to do research to reach part one or two. This is more for the groups who like to find those tidbits of information in game. Make sure you have good back stories and detailed information. Handouts would be great for this. (Parchment to write on can be found pretty much anywhere now and a little weathering of the edges and the paper make the whole adventure so much more personal!)
More later!
1) The group has a "treasure map" to where the "key" was last found or part of the "key" was found. This can go on as long as you want, so if you just want to find one piece, or find it in one step, you can do it that way. You can also use it as a trail of clues, one map leading to another, along with another piece.
2) The group knows the key is in a specific location, such as a cave, old shrine, dungeon, or abandoned manor. I would take time to flesh out each location with level appropriate, as well as location appropriate, bad guys and monsters. Props and handouts are also very fun.
3) The group needs to do research to reach part one or two. This is more for the groups who like to find those tidbits of information in game. Make sure you have good back stories and detailed information. Handouts would be great for this. (Parchment to write on can be found pretty much anywhere now and a little weathering of the edges and the paper make the whole adventure so much more personal!)
More later!
Thursday, October 11, 2018
The Mystery of the Sea Door Part 2
If you, as a GM, wish to send your group on a search for the "key" to the sea door, here are some options.
One, you can have them find a piece or the whole "key" while adventuring else where. This could lead them to the door and the adventure that lays within. This is a good hook if you are trying to get them on to their next dungeon delve.
Two, you could have them find a piece and with some research they go in search for the other pieces, (the number is up to you) to find their "treasure". They can also come across a reference to the "key" and then hear of the door which spurs them to look for the "key".
Three, the group can come to the sea door as guard mercenaries and a reward could be offered to find the "key", so they decide to go in search of the key.
All of these are good jumping off points for having your group to find the "key" before they actually get into the actual delve.
More later.
One, you can have them find a piece or the whole "key" while adventuring else where. This could lead them to the door and the adventure that lays within. This is a good hook if you are trying to get them on to their next dungeon delve.
Two, you could have them find a piece and with some research they go in search for the other pieces, (the number is up to you) to find their "treasure". They can also come across a reference to the "key" and then hear of the door which spurs them to look for the "key".
Three, the group can come to the sea door as guard mercenaries and a reward could be offered to find the "key", so they decide to go in search of the key.
All of these are good jumping off points for having your group to find the "key" before they actually get into the actual delve.
More later.
Tuesday, October 9, 2018
The Mystery of the Sea Door
So last post I detailed a door found in a cliff side that can not be opened. There are two ways, as a GM, you could use this. You could have the group already have a way to open it, (AKA a key they may have discovered in their travels), or they are hired to find the "key" to open the door. I will detail, in the next few days and weeks, both options. Feel free to change anything you need to fit your campaign, because I really want you to have fun with it. I'm kinda taking from an adventure string that my husband ran us through, (though there was no sea door involved). He had us go and look for a "key" for a tower that was the center of a curse. (That is a story for another day.) There is no curse related to this door, but I like the key search idea. More to come!
Tuesday, October 2, 2018
Expanded Timeline For After Chaos (AC) Part 316
Year 316 AC
A door is discovered in a cliff side on the west side of Taina when the water recedes, leaving it exposed for the first time in centuries, it would seem. The door is covered in arcane writing, that even the most learned can not discern. The mages and priests have tried to open it with magic, but have not managed to do so. The door is covered with a large sun, with stars dancing around it. There is a notch in the middle with slots going into the door, but there is no indication what goes there. Many of the learned believe the "key" for the door goes there and they just have to find the "key".
A door is discovered in a cliff side on the west side of Taina when the water recedes, leaving it exposed for the first time in centuries, it would seem. The door is covered in arcane writing, that even the most learned can not discern. The mages and priests have tried to open it with magic, but have not managed to do so. The door is covered with a large sun, with stars dancing around it. There is a notch in the middle with slots going into the door, but there is no indication what goes there. Many of the learned believe the "key" for the door goes there and they just have to find the "key".
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Thursday, September 20, 2018
Expanded Timeline For After Chaos (AC) Part 315
Year 315 AC
The blacksmith, Vorein Hammerson, creates a beautiful magic two handed sword for the leader of Karoon. It has no match, folded hundreds of times and imbued with magic to make the wielder stronger and quicker. The Leader of Karoon, Lord Thunderhead, is awed by the gift and brings the blacksmith to Karoon to be his personal blacksmith. Many covet the blacksmith and he must be guarded day and night.
The blacksmith, Vorein Hammerson, creates a beautiful magic two handed sword for the leader of Karoon. It has no match, folded hundreds of times and imbued with magic to make the wielder stronger and quicker. The Leader of Karoon, Lord Thunderhead, is awed by the gift and brings the blacksmith to Karoon to be his personal blacksmith. Many covet the blacksmith and he must be guarded day and night.
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Tuesday, September 4, 2018
Expanded Timeline For After Chaos (AC) Part 314
Year 314 AC
This year's Gathering is interesting in the fact that a new magical invention, a portable tent, is displayed and used at the Gathering. The tent, which folds into a cube that fits in a small pouch, is placed on the ground, and when the magic word in spoken, turns into a tent that fits five people able to sleep inside, comes with a small cook stove and is always a comfortable temperature. When the magic word is spoken again, the tent returns to its cube form. Orders are put in, but they cost a small fortune to own.
This year's Gathering is interesting in the fact that a new magical invention, a portable tent, is displayed and used at the Gathering. The tent, which folds into a cube that fits in a small pouch, is placed on the ground, and when the magic word in spoken, turns into a tent that fits five people able to sleep inside, comes with a small cook stove and is always a comfortable temperature. When the magic word is spoken again, the tent returns to its cube form. Orders are put in, but they cost a small fortune to own.
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Wednesday, August 29, 2018
Expanded Timeline For After Chaos (AC) Part 313
Year 313 AC
The dwarven civil war ends with the death of the usurpers and the reinstatement of the grandson of the former king. The new king, Forhan Stonehand, promises to bring all sides together, especially after all the assassinations and un-dwarven behavior. He also promises to open trade, once more, as soon as possible.
The dwarven civil war ends with the death of the usurpers and the reinstatement of the grandson of the former king. The new king, Forhan Stonehand, promises to bring all sides together, especially after all the assassinations and un-dwarven behavior. He also promises to open trade, once more, as soon as possible.
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Monday, August 27, 2018
Expanded Timeline For After Chaos (AC) Part 312
Year 312 AC
As the Dwarven civil war continues, an entire mine is blown up by loyalists, in hopes of forcing the interlopers to negotiate for the "real" royal line to be returned to the thrown. In retribution a cell of loyalists is found and tortured then publicly executed. The war continues and dwarven goods become very expensive and the mainland begins to build their own ships because of shipping needs.
As the Dwarven civil war continues, an entire mine is blown up by loyalists, in hopes of forcing the interlopers to negotiate for the "real" royal line to be returned to the thrown. In retribution a cell of loyalists is found and tortured then publicly executed. The war continues and dwarven goods become very expensive and the mainland begins to build their own ships because of shipping needs.
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Tuesday, August 21, 2018
Expanded Timeline for After Chaos (AC) Part 311
Year 311 AC
A shake up in the dwarven kingdom causes ripples in blacksmith goods and some shipping. The king, who's family who had ruled for over a thousand years, is captured and dethroned, replaced by another old dwarven family who promises to uphold the dwarven traditions, which the old king has supposedly neglected. There are pockets of dwarves who are loyal to the old king and civil war ensues. Because of this, some merchants have no ships to move goods and prices of imported goods in Ariella and Taina raise dramatically.
A shake up in the dwarven kingdom causes ripples in blacksmith goods and some shipping. The king, who's family who had ruled for over a thousand years, is captured and dethroned, replaced by another old dwarven family who promises to uphold the dwarven traditions, which the old king has supposedly neglected. There are pockets of dwarves who are loyal to the old king and civil war ensues. Because of this, some merchants have no ships to move goods and prices of imported goods in Ariella and Taina raise dramatically.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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