Tuesday, April 21, 2015

Classes of Martapa Part 4

Cleric Class: The cleric class is a little more complicated then some of the other classes, since there are so many Gods involved, which changes the class depending on the God.  A cleric is devoted to his God and his God's ideals.  Any race, even ogres, can be clerics, though magic is dependent, in most systems, on wisdom.  So low wisdom races will have issues as clerics.  Some Gods give benefits to weapons, some to magic, some to tracking.  Use your base cleric class, making sure that they have the ability to heal, cast magic and some ability to match their God.  You may allow them to use any weapon or armor, but it must match their God.  Sarjon's clerics should be able to wear plate, though Tinaka's clerics should only wear cloth.  In the following days I will talk about the clerics for each God

Wednesday, April 15, 2015

Classes of Martapa Part 3

The Bard Class: This class is of great use in a campaign as a DM character, if you want to introduce a lot of world lore.  Even as a Player Character a DM can bring in all sort of lore, as well.  Bards are the keepers of knowledge, spreaders of news and gossip, and finders of the obscure.  Bards should be able to sing, dance, or play an instrument. Or they can do all of the above.  Not all bard classes, depending on system, have magic, but for Martapa, a bard must be able to sing/dance/play an instrument to cast their magic.  They are some what proficient in small and light weapons, such as sabers and daggers, but wear little armor.  They also know how to break into places with a little practice.

Depending on  your system, magic should be based on charisma more then intellect, and agility should also be a good second main stat.  They should have magic spells, be able to wield a light weapon, and pick locks.  They shouldn't get as many spells per day as a mage, nor should they be able to hit as well as a fighter.  Humans and elves make good bards, but other races can harbor their kind.

Tuesday, April 14, 2015

Classes of Martapa Part 2

The Barbarian Class:  Though really a sub class of fighters, many of races, such as Ogres, Akicitia, Minotaur and dwarves could use this class.  These are fighters who become one with their weapons when the battle lust is upon them.  They prefer large, two-handed weapons over shields and a weapon.  They are very chaotic in nature, though, there are exceptions. (My Krom comes to mind.  He is very lawful, but still chaotic when it comes to combat.)  Barbarians prefer heavy leather armor, though chain is alright, as well.  They have the ability to not feel pain, and may remain on their feet, even when they should be dead.

For particulars on the class, you will have to rely on your own roleplaying system.  They should have a fighters ability to hit, with above average hit points, and are little hard up on intellect based skills.  Everything should be focused on the fight.  Adjust accordingly.

Thursday, April 9, 2015

Classes of Martapa Part 1

There are many classes in the many roleplaying systems, but here are the classes I will be going over that fit well into my campaign world.  The basic classes, of course, are represented: Priest, Mage, Fighter, and Thief.  But other classes I will touch on are Barbarian, Bard, Druid, Paladin, and the special classes of Wolf Warrior and Gryphon Rider.  We will just talk about basic aspects of how they fit into the world, generalization of skills and how to fit them into your various systems.  We won't spend much time on particular "feats" or "skills" but rather what they should have so you can fit them into your campaign world.

Wednesday, April 8, 2015

Races of Martapa Part 73

Dragon Society: Dragons live in caves and amass large amounts of treasure, though most of the treasure is really just presents from mortal friends they made through the years, which may or may not be worth a lot later on.  They love to collect magic the most, for magic fascinates all dragons.

Dragons mate for life with an undying sense of love for said mate.  They clutch every fifty or so years, with four to five dozen eggs laid at a time. They live with their children for nearly two decades, then those who survive find their own lairs.  (Survival rate is not good, so that is the reason for so many eggs.) They are in all sense immortal, though they can die from accidents and attacks just like any other being.

Dragons were lost to the mortal realm  a few decades before the War of the Gods.  When the Chosen were searching for the pieces of the Gift of the Gods they came upon Fire Flash, a baby dragon Targon, God of Magic, saved from the last dragon clutch hatched. A little known fact is that eight dragons are needed to open the Gate of the Gods.  So the remaining seven dragons were created by the Gift of the Gods by ripping a part of the souls of the Chosen from them.  These Dragons, the Gate Dragons, began the dragons of Martapa once more.

Tuesday, April 7, 2015

Races of Martapa Part 72

Dragon Descriptions: Dragons are the oldest of the monstrous intelligent races.  They were created by Sarjon and Catiana and are the symbols of justice.  At least that is what they should be. Dragons are huge beings, as long in body as 20 draft horses, with tails and wingspans to match.  They come with or without horns, in many colors and differ in attitudes as much as any human might.  But because they are so large they have the ability to shape shift into any other humanoid or animal form they wish. This is painful and melds what ever equipment they have on them into their body.

Dragons can breath fire, are immune to most magic, can cast magic in limited amounts and obviously they can fly.  They help those who would maintain the Balance, though there are some dragons who go their own way.  (This is why they SHOULD NOT be used as a player character race...they would very much unbalance your campaign.)

Thursday, April 2, 2015

Races of Martapa Part 71

Skieg Names:  Skieg names depend really on where they are from. If they are around humans, they tend to have more human names.  If they live in skieg enclaves then they are more likely to have names that refer to engineering type objects, such as "Torque" or "Crescent".  If they are taken by ogres they take a primitive type name, mostly to confuse the ogres, since most ogres can't tell skiegs apart.

Wednesday, April 1, 2015

Races of Martapa Part 70

Skieg Adventures: To use the Skieg race, I would take your base monster goblin race and give a bonus to Intelligence and Wisdom, but take from Strength and Constitution.  They make good thieves, mages, and priests.  Also, if you have a class in your system which is good at tinkering, these would be a good race for this.  If engineering is a skill/proficiency give them to Skiegs for free.  If you do this, though, weapon proficiency/skills should cost double, since they use their brains more then bronze.

Tuesday, March 31, 2015

Races of Martapa Part 69

Skieg Relations: Skiegs don't really get along with other races, but they don't go out of their way to avoid other races, except, perhaps ogres.  They will try to swindle anyone they can, if they think they can make a buck.  They are willing to work for anyone, as long as the money is right.  Dwarves and the skiegs get along the least, (minus ogres), since they try to fill the same market areas.

Thursday, March 26, 2015

Races of Martapa Part 68

Skieg Society: Skiegs have numerous offspring, but the family is very close.  Usually a clan of skiegs are all related in one way or another, the women usually moving to their husband's clan when marriage occurs.  They live for about forty years, having six to a dozen children.  Children are raised to think, but are also trained with small arms to protect themselves.

When not bullied by ogres they live in small farm villages with blacksmiths and workshops. Though not as talented as minoutars and dwarves with blacksmithing, they are very crafty and have created a lot of conveniences which magic can not do.  They live mostly in the eastern part of Taina and southern part of Ariella.

Tuesday, March 24, 2015

Races of Martapa Part 67

Skieg Description: Skiegs are equivalent to most goblin races, at least in appearance. They are around three fete in height, are green with bulbous noses, large ears and stubby fingers. They dress in fine clothing, carry daggers or short swords, and have sparse, black hair. Men usually wear their hair short, woman as long as they can. They speak in cultured tones and are exceptionally smart.  Often they are engineers or accountants, depending where they are. There are skiegs who are ruled by ogres who don't seem to be that bright, but they have learned not to appear smarter then their masters.

Monday, March 23, 2015

Races of Martapa Part 66

Ogre Names: Ogre names tend to be short, one or two syllable sounds, such as "Grog" or "Tarn".  Half-ogres may have more ogre names and ogres that hire on with humans may have more human names.  There are  no last names, though if an ogre who is proud of his son, he may allow his son to call himself "Grog son of Tarn", as an example.

Thursday, March 19, 2015

Races of Martapa Part 65

Ogre Adventures:  I would think hard on letting someone play an ogre.  They are evil and could over balance a campaign.  Saying this, give them a bonus to Strength and Constitution, with a big hit to Intellect and Charisma.  They should get the spear proficiency for free.  Languages should cost twice as much.  Half Ogres should get a bonus to Strength and Constitution, but at half.  Same with losing Intellect and Charisma.  Fighters, or fighter classes, are about all they are good at.

Wednesday, March 18, 2015

Races of Martapa Part 64

Ogres Relations: Ogres do not get along with any of the other races, but bully everyone.  They usually keep skiegs, (my version of goblins), as slaves.  They think everyone is below them, yet everyone thinks they are better then them, so ogres have to beat them into place.  They especially don't like Akicitia and Minotuars since at one point, when they were talented and smart and ruled most of eastern Taina, they kept them as slaves and both Akicitia and Minotuars try to kill them on sight.

Tuesday, March 17, 2015

Races of Martapa Part 63

Ogre Society: Their language is halting and they do not have a written language. They have little technical ability so they usually use sledges or rickety carts to move things unless they have stolen a cart or wagon. Same goes for much of the other things humans would take for granted.

Ogres breed like rabbits.  Once one is born the next one is in the oven.  Because of this, though, they have shorter life spans, maybe forty years if they are lucky. There is no family structure.  The make takes no part in raising the children, though he'll take credit if his son does something impressive, and often rival males might come into a camp and kill the offspring and steal the women.

They live in mud and grass huts in crude villages with wooden fences.  They keep wolves for pets. They do not plant crops but hunt and raid.

Wednesday, March 11, 2015

Races of Martapa Part 62

Ogre Descriptions: Ogres are huge creatures close to seven foot tall and shoulders to match. Their skin is green in color, ranging from light to super dark green.  Hair is black and rarely a different color.  Their eyes are small, almost beady and usually black in color, though brown is not unheard of.  They are very strong, able to lift twice their body weight without breaking a sweat. Even the young are incredibly strong and thus deadly. Their noses are bulbous, their jaw and brow jutting out just a bit.  Their ears are tapered, but large.

They wear simple clothes if they make such items themselves, usually made out of leather and cloth, sometimes mixed. Sometimes their clothes are of better quality if they have been made for them by other races. They scavenge weapons and armor pieces, so they never match unless the ogre in question has been hired by some other race for protection.

Tuesday, March 10, 2015

Races of Martapa Part 61

Minotaur Names: Minotaur names are distinct.  They are in the old tongue, used very little by the minotaurs, since they communicate a lot with humans.  Names often mean something like "Strong One" or "Curled Horns".  Using Greek or Roman names or even Latin, would be good.  Or you can string together your own names.  I like Vetch'doran, a name I just strung together, as an example.

Thursday, March 5, 2015

Races of Martapa Part 60

Minotaur Adventures: Minotaurs make good warriors and paladins.  This isn't to say they can't be the other classes, but this is what the minotuars, as a race, train for.  I would give them a +2 to strength and constitution, while taking a -2 to wisdom and dexterity.  They should have direction sense (or the equivalent) and gain a rank every level in this, since they never get lost in a maze.  Also blacksmithing should be free to those who would like it and two handed axes, axes and any weapon that might be an axe should be available to them for free.

Wednesday, March 4, 2015

Races of Martapa Part 59

Minotaur Religion and Alignment: Minotaurs are always some sort of lawful, though they can be lawful good to lawful evil.  Most are lawful neutral.  They follow Catiana and Sarjon, along with Taniger.  Taniger, though is the most revered, for he is the God of Blacksmithing.  They will not follow dark gods, even when they are lawful evil in alignment.

Wednesday, February 25, 2015

Races of Martapa Part 58

Minotaur Relations: Minotaurs are not trusted by the humans of Tridon, the elves, the dwarves, or the ancient elves. The Akicitia, though they do not like them, will trust them because they are honorable and because of their mutual hatred of ogres.