Wednesday, July 29, 2020

Expanded Timeline for After Chaos (AC) Part 373

Year 373 AC

Fires engulf the northeastern corner of Taina.  The fires engulf forests, plains lands, small cities and villages and displaces thousands.  Because of the displacement there are lots of bandits and monsters roaming the area and those who are trying to get on with their lives and recover need help dealing with them. Though many have little to offer, there is a call for adventurers to stop the troubles and take it out at the roots.

Wednesday, July 15, 2020

Expanded Timeline for After Chaos (AC) Part 372

Year 372 AC
A caravan of wood elves winds its way across Tridon.  They are heavily armed, but peaceful, and speak to few as they pass through the world of humans.  They appear to be in mourning, but if asked why, they will not answer.  They are polite, but do not like to be pressed.  Many speculate they carry some great warrior or leader to be buried somewhere sacred.  Some speculate there was a civil war between the elves and they are trying to find a new home.  Some speculate they are carrying a great treasure.

For the GM they are escorting a great warrior back to his home in the northern forests of the east side of the Tsalagi Mountains.  They do not want to share their grief, for he was much beloved.  But they will take any help on stopping any mercenaries or thieves who try to rob the caravan.

Wednesday, June 24, 2020

Expanded Timeline for After Chaos (AC) Part 371

Year 371 AC
A cult of Kahalla rampages through several larger cities upon the east coat of Taina.  They demand all bow down to the God of Undeath and if they don't they will die.  Many try and resist, but many flee, as well.  The cult take over one large town, Rosetrail, forcing all within, (who didn't escape) to follow Kahalla or die.  Rescue plans are being made and there is a call for adventurers to aid in their efforts.

Thursday, May 21, 2020

Expanded Timeline For After Chaos (AC) Part 370

Year 370 AC
Ogres swarm down from the mountains in massive numbers, destroying villages, cities and trade ways.  Refugees head east and west away from the mountains, overwhelming the villages and cities on either side of the Tsalagi Mountains.  Armies begin to train to take on the ogres, but this will take time.  Mercenaries are asked to clear sections and are paid by the local cities and towns and hopes of buying time.

Friday, May 15, 2020

Expanded Timeline For After Chaos (AC) Part 369

Year 369 AC 
A family of mages starts the Stars and Moons Magical Trading Company.  They start simple with light stones, that become a  household item in most homes after much time, and simple magical locks for the rich who want to protect their valuables.  They slowly grow over many decades until eventually, when there are Houses on Taina, every major city has an outlet of Stars and Moons.  For the first few decades they simply trade in trinkets, but as time passes they become proficient with magical arms and armor along with much harder magical items to craft.  The rich and powerful clamor for their products, but since they were from humble beginnings they always make sure to have magical bobbles the common person can afford, as well.

Wednesday, May 6, 2020

Expanded Timeline For After Chaos (AC) Part 368

Year 368 AC
Lillian Two-strings becomes the Devoted of the God Vates, God of Bards.  She rescues an entire village with her magic, chasing off a tribe of ogres by herself.  The village raises a temple to Vates, where Lillian remains as a priest for decades.  Many centuries later this temple becomes the Bard College of Calabay.

Friday, April 24, 2020

Expanded Timeline For After Chaos (AC) Part 367

Year 367 AC
The fishing boat, "Lovely Lady", is hauling in their catch of fishing nets when they drag in a small statue of a praying man made of coral.  Scholars pay the owner of the boat handsomely, but the scholars want to know where it comes from.  They wonder if it is sea elven in nature, or some other culture they are unaware of, since the features of the man are not very elven.

Friday, April 10, 2020

Expanded Timeline for After Chaos (AC) Part 336

Year 336
Patrols on major road ways are lead by a group known as "The Protectors".  This is the beginning of five whole decades of protection by this group which grows to cover many of the major roads of Taina.  They are led by the half-elven ranger named Trueshot.  It is rumored he lost his family to bandits and decided to save others from such an occurance.

Thursday, April 2, 2020

Expanded Timeline for After Chaos Part 335

Year 335 AC
A farm horse named Swift beats all the fancy horses of the nobles in races, winning the continent wide race held every year and the 2000 gold prize.  The farmer is proud, but there are a lot of horse breeders that are not pleased.  Many wish to steal or kill the stallion from the farmer.  Some want to kill the farmer who was just trying to improve his farm and get land for his sons.  He asks for help from any willing adventurers who will take a little pay and maybe a foal from the stallion once one drops.

Wednesday, March 18, 2020

Expanded Timeline for After Chaos (AC) Part 334

Year 334 AC
A plague sweeps through all of Martapa.  It is carried by ships and caravans, causing ports to close and caravans to be killed and burned out side cities.  The cities are hit the hardest and the farmers and outlying villages seem the least affected.  Thousands die, leaving every family in cities with at least one dead, if not large portions of their families dead. Panic at strangers arriving are not unheard of and healers are in high demand, even held as prisoners by the rich so they stay healthy.


Wednesday, March 4, 2020

Writing Tips for Those With Little Time

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!

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.

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!

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.

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.

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.

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.

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.

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.

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.