Calabay, though much larger then the original fishing village of old, is still a relatively small House. Far north, where the bay is frozen three months of the year, few hardy individuals want to live there. The bay, deep enough for the largest ships, is the most important economic feature. The manor is on a cliff over looking the bay, while the city winds its way down from the manor to the bay.
Buildings, from homes to businesses, are log cabin like, with some of the newer ones made of brick. Both men and women wear cottons, leathers, and furs. And both carry weapons at all times, even if just a dagger.
Strangers are welcomed, but watched. Coin is used, but barter is more common. Fishing is the major profession, though it takes all kinds to run a city.
The other major feature is the Bard College, which I will go into later. But any bard who wants to be in court eventually finds their way there.
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!
Tuesday, November 22, 2011
Monday, November 21, 2011
Eric Calabay
Eric was one of those characters who had a little too much influence from my friend. Granted, Eric is a whole lot more lithe and probably better with the sabers then my friend, but Eric's sould is a mirror of my friends.
Eric is a lithe, six foot tall man with blond, shoulder length hair and vibrant blue eyes. He perpetually smiles, loves to woe the women and befriend the men, and is a trouble maker of the first class. He is a master swordsman with two sabers. Most Knights use sword and shield, but it was clear from an early age he was not the big, bulky type.
He prefers fine clothes to leather or chainmail, can talk himself out of any corner and loves his family ferociously.
In my original novels he was brother in all but blood to Richard Guildenstern. Eric is also the reason Richard and Eric are sent off into the world and put on the path of fate.
If during the time of the Chosen, a player might find him in a tavern wooing women, playing cards and/or drinking. He'll brush off all insults and try to redirect any anger sent his way.
Eric is a lithe, six foot tall man with blond, shoulder length hair and vibrant blue eyes. He perpetually smiles, loves to woe the women and befriend the men, and is a trouble maker of the first class. He is a master swordsman with two sabers. Most Knights use sword and shield, but it was clear from an early age he was not the big, bulky type.
He prefers fine clothes to leather or chainmail, can talk himself out of any corner and loves his family ferociously.
In my original novels he was brother in all but blood to Richard Guildenstern. Eric is also the reason Richard and Eric are sent off into the world and put on the path of fate.
If during the time of the Chosen, a player might find him in a tavern wooing women, playing cards and/or drinking. He'll brush off all insults and try to redirect any anger sent his way.
Monday, November 14, 2011
A Little Break
I'm taking a wee bit of break this week. I have a bunch of First Lego League stuff to do with my TAG kiddos and won't have time for my pursuits. Happy writing everyone and I'll be back next week!
Thursday, November 10, 2011
Bloodstones
Bloodstones were created by mages as a form of punishment for the very worse. Literally the stone sucks a person's very soul from their body, leaving the body a dead shell. The person is stuck there for all eternity unless certain criteria are met. One, body and stone must be reunited (which unless a priest or mage preserves the body this could get quite messy). Two, a mage of great power must speak the reversal incantation over stone and body. There, the body, stone and words must be brought to a high holy spot to that person's race. And four, the incarnation can only be spoken once and the stone is destroyed, whether the soul was released to its body or not.
Though originally meant as a punishment, those of more evil nature used it for darker purposes, until the practice of using or making bloodstones was banned by all mage guilds and priesthoods.
The stone itself can be anything from a small gem to a runestone carved in bone or wood. It is up to the individual maker as to how they want to fashion it. It take a month to imbue with magic and blood of the caster. The finishing must be done on the night of a full moon, unobscured by any clouds.
Though originally meant as a punishment, those of more evil nature used it for darker purposes, until the practice of using or making bloodstones was banned by all mage guilds and priesthoods.
The stone itself can be anything from a small gem to a runestone carved in bone or wood. It is up to the individual maker as to how they want to fashion it. It take a month to imbue with magic and blood of the caster. The finishing must be done on the night of a full moon, unobscured by any clouds.
Wednesday, November 9, 2011
Expanded Time Line XXXV
2185 PA (Post Avatar)
Varanath puts a bounty on an elf killer. Someone has been killing elves and leaving them with cryptic notes upon the bridge spanning the Guilden River. Bonded with the elves as they are, Varanath wants the killer caught.
Someone claims to have "captured" a winged elf and is traveling to Stormvale to show the High King.
The Emperor annexes part of western Ariella populated by nomads. Settlers are sent to domesticate the area.
Varanath puts a bounty on an elf killer. Someone has been killing elves and leaving them with cryptic notes upon the bridge spanning the Guilden River. Bonded with the elves as they are, Varanath wants the killer caught.
Someone claims to have "captured" a winged elf and is traveling to Stormvale to show the High King.
The Emperor annexes part of western Ariella populated by nomads. Settlers are sent to domesticate the area.
Tuesday, November 8, 2011
City of Varanath
Varanath, the 12th House of Tridon, fell to the Wizard Mathanos in the year 3184 PA, the House of Richard Guildenstern sundered. All were lost save one small babe named Noshi Bluecrystal who returned to save the House from darkness 16 years later.
Unlike most other Houses, the keep of Varanath is set up the slope of the great Varanath Mountain and away from the city proper. Walled,with underground retreats, the keep itself is a fortress. The River Guilden is crossed by a single, magically raised bridge which can be collapsed by the same magic. The city, which houses 25,000 people, has a wall and small lake to fish from. Houses are all timber, mostly one or two stories and spaced fairly far apart, especially compared to other major Houses. Roofs are pitched steeply because of the snows that come to this part of Tridon. Roads are wide enough for three wagons on major fares. People wear sturdy clothing and most carry weapons like most northern Houses. Young men are required a one year service in the militia though woman can serve as well. Southerners are looked on with disdain, but other races are welcomed, especially elves.
Unlike most other Houses, the keep of Varanath is set up the slope of the great Varanath Mountain and away from the city proper. Walled,with underground retreats, the keep itself is a fortress. The River Guilden is crossed by a single, magically raised bridge which can be collapsed by the same magic. The city, which houses 25,000 people, has a wall and small lake to fish from. Houses are all timber, mostly one or two stories and spaced fairly far apart, especially compared to other major Houses. Roofs are pitched steeply because of the snows that come to this part of Tridon. Roads are wide enough for three wagons on major fares. People wear sturdy clothing and most carry weapons like most northern Houses. Young men are required a one year service in the militia though woman can serve as well. Southerners are looked on with disdain, but other races are welcomed, especially elves.
Monday, November 7, 2011
Sebastion Blackthorne
Sebastion was always a cranky man, at least in Noshi's way of thinking. A mercenary since the age of eighteen, Sebastion became a blademaster late in life. At six and foot and change, he is broad shouldered with dark hair and brooding eyes. He is not handsome by any stretch of the imagination, but he has a solid, rugged look. He prefers scale mail or brigand armor and a long sword, though he is well trained in everything from dagger to polearm.
He became entangled in Noshi's attempt to reclaim her House, Varanath, when both were young and he had already become the great Mercenary-Lord Blackthorne. Few know the true story of his rise, but those who do say nothing, but neatly direct them to the legend he killed the last High King.
At the time of the High King's Sword Sebastion is roughly eighty, though in good shape and still a fine swordsman. He is also Lord-Consort for the Lady Noshi of Varanath, a story all in itself.
He became entangled in Noshi's attempt to reclaim her House, Varanath, when both were young and he had already become the great Mercenary-Lord Blackthorne. Few know the true story of his rise, but those who do say nothing, but neatly direct them to the legend he killed the last High King.
At the time of the High King's Sword Sebastion is roughly eighty, though in good shape and still a fine swordsman. He is also Lord-Consort for the Lady Noshi of Varanath, a story all in itself.
Wednesday, November 2, 2011
Expanded Time Line XXXIV
2184 PA (Post Avatar)
Great prides of lions migrate across Ariella. No one is sure of the reason, but the priests of Waya believe they go in search of Waya, as her avatar lion is born in eastern Ariella.
A troop of acrobats, called the Tiny Tumblers, work their way across Taina. This group, made up of woman descended from Tayke, stops in every city they can, wooing crowds.
The price of Winged Elf artifacts soar and many are stolen from collectors at the scion of House Vandez's discoveries the year before.
Great prides of lions migrate across Ariella. No one is sure of the reason, but the priests of Waya believe they go in search of Waya, as her avatar lion is born in eastern Ariella.
A troop of acrobats, called the Tiny Tumblers, work their way across Taina. This group, made up of woman descended from Tayke, stops in every city they can, wooing crowds.
The price of Winged Elf artifacts soar and many are stolen from collectors at the scion of House Vandez's discoveries the year before.
Tuesday, November 1, 2011
Tender Mercy Healings
Tendy Mercy Healings is a simple healing shrine of Waya. Though the Goddess is the Goddess of Animals, animals need healing too. This place gives healing to animals in need as well as the rangers and hunters who call them friends. Small donations are accepted, but never required for the priests want animals to be well. Plus, a noble of noble House Taladian was a great lover of animals and left the healing temple a small trust which keeps them well.
The temple resembles a barn and smells like one as well. Any sorts of animals may be here, but many are ranger pets and well loved.
The temple resembles a barn and smells like one as well. Any sorts of animals may be here, but many are ranger pets and well loved.
Monday, October 31, 2011
Shadowdancer
This young man has never had a chance at childhood, his mother dying when he was 7, his father a mercenary he never met. At the age of 15 he is a master thief and finder of information. He fashions himself the King of Thieves for Bloodhelm and most of the street urchins see him as their leader.
Shadowdancer is four and a half feet tall with tan skin and black hair which he keeps in a pony-tail like nobles. His outfit is cast off, mismatching pieces, but all in very good repair. He carries only daggers, though he only knows how to marginally use them.
In my novels Shadowdancer becomes Krom's information finder and worms his way deeper into the workings of my novels as children characters seem to do. If in Bloodhelm at the time of the High King's Sword, Shadowdancer can be found at the main gate looking for work as a city guide.
Shadowdancer is four and a half feet tall with tan skin and black hair which he keeps in a pony-tail like nobles. His outfit is cast off, mismatching pieces, but all in very good repair. He carries only daggers, though he only knows how to marginally use them.
In my novels Shadowdancer becomes Krom's information finder and worms his way deeper into the workings of my novels as children characters seem to do. If in Bloodhelm at the time of the High King's Sword, Shadowdancer can be found at the main gate looking for work as a city guide.
Thursday, October 27, 2011
Staff of Ukiah
The Staff of Ukiah, though never found after the Master Mage's death, is an object of great discussion. some say it was no more then a carved walking stick. Others say it was the key to his immortality (no matter that he was killed by Shaniko). Still others believe it made the users more powerful.
The following is a sample of what the famed staff could do. Augment spells. Treat spells as three caster levels higher to determine effect. Limited Immunity. Gives a +10 to saves versus magic and poison. Transformation. Allows users to transform to anything alive from mouse to dragon size. Immortality. Give the user protection against natural and unnatural deaths (a +10 save to save versus death).
The following is a sample of what the famed staff could do. Augment spells. Treat spells as three caster levels higher to determine effect. Limited Immunity. Gives a +10 to saves versus magic and poison. Transformation. Allows users to transform to anything alive from mouse to dragon size. Immortality. Give the user protection against natural and unnatural deaths (a +10 save to save versus death).
Wednesday, October 26, 2011
Expanded Time Line XXXIII
2183 PA (Post Avatar)
The scion of House Vandez and his expedition make it to the top of Elvenhome and find it completely empty. Nothing is left in the great stone aeries except murals on the walls and gryphon nests.
A cocktrice is seen outside Cole. A reward is set of 100 platinum dragons for the person who brings it in, dead or alive.
Ogres attack the pass at Devonshire. The attack is repelled but a bounty is put on ogre ears of 2 gold ducats a piece.
The scion of House Vandez and his expedition make it to the top of Elvenhome and find it completely empty. Nothing is left in the great stone aeries except murals on the walls and gryphon nests.
A cocktrice is seen outside Cole. A reward is set of 100 platinum dragons for the person who brings it in, dead or alive.
Ogres attack the pass at Devonshire. The attack is repelled but a bounty is put on ogre ears of 2 gold ducats a piece.
Tuesday, October 25, 2011
Southern Outfitters
Southern Outfitters is the end all of adventure and travel gear. New and used equipment can be found here at list price, (80% for used). Everything is in good condition and as long as well maintained will last for a long time.
Everything from camping gear to dependable weapons, rations to armor can be found here in this overstuffed building. The brothers, Seth and George Venture own the store and have six full time helpers, one of which buys used gear three days a week. The two story building made of river rock and hard wood always has some one there, though the night watch sometimes fall asleep midway through his watch.
Everything from camping gear to dependable weapons, rations to armor can be found here in this overstuffed building. The brothers, Seth and George Venture own the store and have six full time helpers, one of which buys used gear three days a week. The two story building made of river rock and hard wood always has some one there, though the night watch sometimes fall asleep midway through his watch.
Monday, October 24, 2011
Shadizar Snowbird
This elven seer is not your typical hermit seer. The twin of Miyaca Snowbird, he is tall for an elf, with white hair and bright blue eyes. He is a mage of power and a seer of extraordinary ability. He is constantly researching magic, history, and artifacts. Now that Noshi is firmly the strong leader of House Varanath and his sister remains in Qalataqa training Wolf Warriors and Spellblades he is allowed such pursuits.
Shadizar rarely looks for visions, they come to him in their own time. If asked to "see" the future he can do so with great effort and reluctance. He would rather remain a simple scholar trying to help his people.
If he is accompanying Miyaca he will speak with adventurers and give them advice. He will not take anger directed at him, but will only retaliate if he feels in danger. But to feel his wrath is also to incur his sister's, an expert swordswoman and archer who puts her brother's life above her own.
Shadizar rarely looks for visions, they come to him in their own time. If asked to "see" the future he can do so with great effort and reluctance. He would rather remain a simple scholar trying to help his people.
If he is accompanying Miyaca he will speak with adventurers and give them advice. He will not take anger directed at him, but will only retaliate if he feels in danger. But to feel his wrath is also to incur his sister's, an expert swordswoman and archer who puts her brother's life above her own.
Wednesday, October 19, 2011
Ancient Elf History
Though the Ancient Elves play little in my High King's Sword series, I originally had one single living Ancient Elf left in the Time of the Chosen. It was a tragic story of the Wizard Shaniko wiping out all the Ancient Elves and leaving only the princess to try to carry on. Miraculous things happen and she is reunited with a small cadre of Ancient Elves at the end of the books.
But time is not kind to my winged elves and by the time the High King's Sword comes around, there are no more winged elves in existence. So what happened? I'd like to think I had this all planned out, but it's been coming to me in bits in pieces.
Step one, the winged elves do recover for a bit. They grow in population for around five hundred years and become part of the world again. Step two, then, unbeknownst to the whole world, a disease is sent at them by some wizard and nearly wipes them out. Targon, the keeper of strays, scoops up the survivors and presents them a group of Tayke survivors that he had secured for his own purposes. Once with these survivors they are protected by magic that only those of Tayke know and begin to thrive again, once more.
Their numbers are still few and the world thinks them long dead, which they find just fine. Their main city, Elvenhome, is abandoned and falling apart, though wild gryphons (descendants of the gryphons the winged elves rode) still nest there. Nothing of value remains, for strangely the whole complex is devoid of anything save the murals on the walls.
But time is not kind to my winged elves and by the time the High King's Sword comes around, there are no more winged elves in existence. So what happened? I'd like to think I had this all planned out, but it's been coming to me in bits in pieces.
Step one, the winged elves do recover for a bit. They grow in population for around five hundred years and become part of the world again. Step two, then, unbeknownst to the whole world, a disease is sent at them by some wizard and nearly wipes them out. Targon, the keeper of strays, scoops up the survivors and presents them a group of Tayke survivors that he had secured for his own purposes. Once with these survivors they are protected by magic that only those of Tayke know and begin to thrive again, once more.
Their numbers are still few and the world thinks them long dead, which they find just fine. Their main city, Elvenhome, is abandoned and falling apart, though wild gryphons (descendants of the gryphons the winged elves rode) still nest there. Nothing of value remains, for strangely the whole complex is devoid of anything save the murals on the walls.
Labels:
fantasy,
fantasy author,
History of Martapa,
role playing,
roleplaying
Tuesday, October 18, 2011
Runner Stations
Part of Martapa that is critical, even in this age of magic, are runners, men and woman who run from town to town, House to village to deliver mail and news. These people are trained in combat but chosen for their ability to run great distances every day with ease.
But in order for this to work, these people can't worry about their next meal or shelter. They don't have time for that. So the High King set up Runner Stations. Spread a day's run apart, these small stations have a small cabin which houses two beds, a fire place, and supplies. Each little cabin, usually set off the road in a large clearing (so wagons can also camp here if they need to) is near a water source, whether magical or natural. Wood for the fire is stacked outside and supplies that will keep in the under ground cellar beneath the cabin are restocked when ever a patrol comes through. Runners are asked to chop wood if they have time, but sometimes their messages are vital and they have no time to stop, let alone chop wood.
People in trouble can use the cabins, but few do. To harm a runner or use their supplies and thus cause harm to a runner because they did not have enough supplies, is an offense punishable by death. The cabins on major roads are bigger and better supplied, but locals of off the beaten path roads try to keep the cabins stocked. They love when runners come in with news and want them to feel welcome.
But in order for this to work, these people can't worry about their next meal or shelter. They don't have time for that. So the High King set up Runner Stations. Spread a day's run apart, these small stations have a small cabin which houses two beds, a fire place, and supplies. Each little cabin, usually set off the road in a large clearing (so wagons can also camp here if they need to) is near a water source, whether magical or natural. Wood for the fire is stacked outside and supplies that will keep in the under ground cellar beneath the cabin are restocked when ever a patrol comes through. Runners are asked to chop wood if they have time, but sometimes their messages are vital and they have no time to stop, let alone chop wood.
People in trouble can use the cabins, but few do. To harm a runner or use their supplies and thus cause harm to a runner because they did not have enough supplies, is an offense punishable by death. The cabins on major roads are bigger and better supplied, but locals of off the beaten path roads try to keep the cabins stocked. They love when runners come in with news and want them to feel welcome.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Monday, October 17, 2011
Thoughts on Campaigns
Roleplayers are simple people. I don't mean they are dumb, I just mean they crave a few things while roleplaying. A good setting, good people to play with, defined rules, and a great adventure. Some of those things are easy to come by. Defined rules, for one are easy to come by. There are literally dozens of good roleplaying systems, and maybe even dozens of not so good roleplaying systems. Pick one that suits you and your math levels. Some of the older systems (like AD&D and Shadowrun) require some good off the top of your head math skills. While some of the newer ones (I'm thinking primarily Dungeons and Dragons 4th Edition) require very little math. Some even have some charts that you just have to look things up on to continue play.
But rules are also meant to be bent. Say you don't know what the saving throw for that save versus poison is. Don't spend twenty minutes trying to find it, think of a reasonable number and go with it. Your players will appreciate not having to waste time looking up a single role. The point is to have fun, not bog down play with rules.
Give your players time to roleplay, especially if that is truly what they want to do. Roleplaying shouldn't have that many rules or guidelines (though boundaries on what is acceptable and what isn't is perfectly fine) and you should give your players as much time as possible to do this, especially if that is what they want to do the most. Battles are fillers and ways to get your players treasure. Sometimes it's just the opposite, where they love the battles and roleplaying is at a minimum. Just be prepared for lots of battles and don't allow the Monty Hall treasure hordes in every battle or you will be in for a world of hard planning. If you have all your players carrying around the biggest, baddest of weapons and armor, your encounters are going to look like World War Three every time.
More thoughts later...
But rules are also meant to be bent. Say you don't know what the saving throw for that save versus poison is. Don't spend twenty minutes trying to find it, think of a reasonable number and go with it. Your players will appreciate not having to waste time looking up a single role. The point is to have fun, not bog down play with rules.
Give your players time to roleplay, especially if that is truly what they want to do. Roleplaying shouldn't have that many rules or guidelines (though boundaries on what is acceptable and what isn't is perfectly fine) and you should give your players as much time as possible to do this, especially if that is what they want to do the most. Battles are fillers and ways to get your players treasure. Sometimes it's just the opposite, where they love the battles and roleplaying is at a minimum. Just be prepared for lots of battles and don't allow the Monty Hall treasure hordes in every battle or you will be in for a world of hard planning. If you have all your players carrying around the biggest, baddest of weapons and armor, your encounters are going to look like World War Three every time.
More thoughts later...
Labels:
fantasy,
fantasy author,
GM ideas,
role playing,
roleplaying
Wednesday, October 12, 2011
Expanded Time Line XXXII
The scholar/scion of House Vandez and his expedition makes it half way up Elvenhome. He finds murals and sculptures of great beauty. He sends them and field notes home, but stays for another season hoping to get to the top.
Prices of grain plummet after there is a bumper crop of wheat. Many have plenty of food, but farmers are unable to buy other things because of it. There is little demand for other items, because no one can afford them, and this sends certain areas into a depression for a few months.
The Council of Leaders, held in Stormvale, is a ruckus as the younger children of House Pathfinder and Merryweather run off and elope. Many of the younger Knights privately praise them, but the House Leaders are upset at the breech of etiquette.
Prices of grain plummet after there is a bumper crop of wheat. Many have plenty of food, but farmers are unable to buy other things because of it. There is little demand for other items, because no one can afford them, and this sends certain areas into a depression for a few months.
The Council of Leaders, held in Stormvale, is a ruckus as the younger children of House Pathfinder and Merryweather run off and elope. Many of the younger Knights privately praise them, but the House Leaders are upset at the breech of etiquette.
Tuesday, October 11, 2011
Location: Dragon's Horde Pawnshop
Dragon's Horde Pawnshop is one of those strange but exciting places that people try to avoid but can't stay away from. This place was started by adventurers after they found a treasure "horde" somewhere (they weren't specific on where). They meant to buy others' items cheap, but sell at a good price. Unfortunately all four owners were killed by something big with claws before they did much.
The next owner claimed a dragon returned for his horde and killed the previous owners, thus named the place as it is so named.
The current owner, Gwen Settler, buys average items at forty percent of list price, a little more for magic items, and less for heavily abused items. She sells items at 80% of list, but can be bargained with. Gwen loves to tell the tale of the original owners and can make the tale quite graphic with word and illusion.
The next owner claimed a dragon returned for his horde and killed the previous owners, thus named the place as it is so named.
The current owner, Gwen Settler, buys average items at forty percent of list price, a little more for magic items, and less for heavily abused items. She sells items at 80% of list, but can be bargained with. Gwen loves to tell the tale of the original owners and can make the tale quite graphic with word and illusion.
Labels:
fantasy,
fantasy author,
Locations of Martapa,
role playing,
roleplaying
Monday, October 10, 2011
Character: Trent
Though barely mentioned in my stories, Trent is a key point in many of my main character's lives. He is the only person, besides Shadizar Snowbird, to be loved by Miyaca Snowbird so deep his death nearly broke her.
Trent is six and half foot tall, with blue/black hair kept in a long ponytail. His skin is a pale color, though he bares several dragon tattoos upon his arms. His eyes are a platinum blue, his face rugged, yet handsome. He wears an eye patch on occasion, not because he needs one because he enjoys the challenge. He wears scale mail, fights with two long swords of exquisite make, and wears a shimmering blue cloak that can change color at need.
He traveled as a mercenary with Master Flash for sometime and it was on one of these trips Trent met Miyaca. If encountered he has a gruff personality, doesn't ever work for free, but will loosen up after a few dozen ales. He is blademaster quality and never leaves a fight if paid to stay, and may not even leave if not paid.
Trent is six and half foot tall, with blue/black hair kept in a long ponytail. His skin is a pale color, though he bares several dragon tattoos upon his arms. His eyes are a platinum blue, his face rugged, yet handsome. He wears an eye patch on occasion, not because he needs one because he enjoys the challenge. He wears scale mail, fights with two long swords of exquisite make, and wears a shimmering blue cloak that can change color at need.
He traveled as a mercenary with Master Flash for sometime and it was on one of these trips Trent met Miyaca. If encountered he has a gruff personality, doesn't ever work for free, but will loosen up after a few dozen ales. He is blademaster quality and never leaves a fight if paid to stay, and may not even leave if not paid.
Subscribe to:
Posts (Atom)