Wednesday, November 6, 2013

The Dwarven Cleric


Continuing the new player introduction to races and guilds, here is the Dwarven Cleric.



In ancient times the Dwarves were formed on the World Anvil a the center of the world, by calloused hands of the Maker, and imbued with the Maker's gifts, the sacred talents of creativity. Your people have built and explored the world from within, taking the very stone around them and made it into glorious temples. You're fore-fathers pulled the metal from the stone to make their tools, coal for heating, gems for their beauty, particular soils for pigment.

You are a Dwarf. You were raised in the comfort and safety under the mountain. In your protective helmet which you wear at all times, you learned what all young dwarves learn, the basics of tunneling, identifying different kind of rock, where its usually found, its properties and uses, basic smelting or steel and firing and vitrifying of clay. You are familiar with the animals that make their home in the earth, and the useful roots found closer to the surface. The length of your beard shows your age and knowledge of these things.

You are a Dwarf, one of the true people of this world. Your people have ventured into the Space, where they are no longer held safely in the womb of the world, and found strange people of many kinds. The soft humans with their simplistic crafts and uninspired art, they are focused on pursuing personal riches rather than creating works of epic beauty that will remain when they are gone. Alfar have a strange sense of art, but it is fragile and can not last the eons. Sturthis are find their art in esoteric study, which has its beauty, if it wasn't focused on attaining power alone. Dwarves are surely the most enlightened of peoples.

the Church of Saints

You are a cleric of the Church of Saints, supporting the spiritual needs of the community with your council of moderation, good work, and accepting your place in the world. You teach that each guild has a role to play in the social order, and to stop outside of that roll though greed and ambition has led to the downfall of men, unrest within families, blight and ruin. You bring mercy and healing to the sick and wounded with blessings and miracles from the saints and protection from spiritual and supernatural sources. It is proper to ask for donations to the Church among those who are having success or are wealthy.
By sacred law, none outside of a guild may pursue business reserved for that guild, and it falls to the Church to judge and enforce that holy order. Most guilds appreciate the work of the Church of Saints that assures their protected livelihood, but there are often questions of law and challenges by arrogant ambition.
The Noble Court is often the biggest challenge to Church authority, given their broad powers to establish city laws, and influence over others. You must not allow yourself to be swayed by their money and power.
It may come to pass that martial strength is demanded to enforce Guild Law. The employ of military officers and soldiers may be required and is acceptable to bring ambitions back to proper place.

Monday, October 21, 2013

the Sturthus Magister


Continuing the new player introduction to races and guilds, here is the Sturthus Magister.


You are one of the proud tribes of the Sturthis, decedents of the Sorcerer Sovereigns of old! Your people are desert dwellers, originating as family groups in the great desert of the east. You are adapted for the dry climate with your  scaled skin, low body temperature, and long layered tunics and turbans.

Your ancestors were the first to establish the tenants of Alchemy, and through intense study and experiment, became the legendary sovereigns of the Sturthis. Ultimately they're unyielding commitment to learning transformed them wholly into the great dragons that flew across the world and destroyed  each other in rage. Some legends are just strange.

Since those times of legend, the tribes of Sturthis grew into the mighty tribal city-states of today. All the tribes kept long established cultural traditions that included ownership of slaves that were taken from vanquished foes. Your own family probably kept them, possibly many, maintaining a slave culture with rules on marriage and children. Generations of young were born into slavery and lived with their families, forgetting the destroyed tribes they once came from.

Only since the end of the Western War has the practice of slavery been abolished, and your grandparents suffered greatly at the loss. The change in social order was difficult, and the tribes have struggled to recover. Yours is the first generation to find success in the new Guild order. Your parents still speak of the new order is bitter tones.
Your grandparents may have told you of humans and what good servants they made. It makes for awkward conversation when you are trying to make human friends and business associates. Alfar were known but seldom slaves, prized highly by the sorcerer caste for study. They were also said to be very dangerous. Dwarves were unknown to Sturthis.
There is also stories of the Hithus, the unclean, living in the feted swamps to the south. They are savage and wild, and should not be spoken to if at all possible.

the Magister's Guild

You are a student in the college of Magisters. You were the second, third, or fourth child of a noble or wealthy merchant family, with little interest in inheriting title or business. Instead you were drawn into the arcane arts of Alchemy, a practice of the Sturthus Magi of the east. Using your family coin for the cost of training and components, you are learning to bend elemental forces for your defense and benefit, and to the service of those who might commission you. However, your new command of the elements is misunderstood and feared by a city that may no longer trust you. Never the less, they all need you.
  • The Noble Court can find use of you for their own political machinations, in court or on a battlefield. Their Goldsmith agents are often the ones to seek you out.
  • The Military may also want your support, but also distrust you as competition for noble commissions or other work for the wealthy.
  • The Church of Saints has a wary eye on you too, due to your potential dangerous and corrupting power.
  • Merchants may employ your service, or you may employ them to attain items of alchemical potential.
  • Blacksmiths and Tradesmen have a working relationship with Magisters, needing to enchant their crafts with your arcane secrets.

Wednesday, September 11, 2013

the Dineh'ih Merchant

Continuing the new player introduction to races and guilds, here is the Dineh'ih Merchant.


You are of the Dineh-ih tribes, plains nomads following the migrations of herd animals. Your tribe lived off the land, learning the ways of animals and wisdom your ancestors. Most tribes were wiped out in the Great War by foreign armies that were mad with blood thirst from killing each other. Those Dineh-ih tribes that survived have taken in refugees and released slaves that fled across their plains.
The Sturthis, lizard people of the eastern desert, were known for enslaving other cultures for centuries. Within the last 100 years, with the emergence of Guild Law, they dumped their enslaved people in the desert, homeless, with no memory of a culture outside the one within Sturthis city-states. There were very few Dineh-ih tribes left, but your elders welcomed strangers in who were also lost and afraid. The New
People of your tribe no longer remember where their origins, having been born into slavery, and their children are your friends and neighbors, all your tribe.
You were born to a tribe that had been decimated by other nations' wars. The tribe changed dramatically in your lifetime. Old ways were lost, new ones found. You are probably too young to have been owned yourself, but your parents or other's parents, the New People, may have told you about it. Taught you old songs and dances learned in the slave dens of the Sturthis lords, told you the stories of their escape and hard journey out of the desert.
The Celestine and Harkorian people all look the same to you. Both of them speak with great pride of their nations, but do nothing for the benefit of their people. They focus on their own gain at the cost of their neighbor as if they have no  connection. How are they even human beings?
Alfar are a strange spirit people with one foot in the world. They come from wisdom one moment, and foolishness the next. They are tricksters.
Dwarves are almost unknown to Dineh-ih, burrowers that shun the sky have little in common with us.



the Merchant's Guild

You are a merchant, a buyer and seller of goods in the market. You have your finger on the pulse of the economy, learning who is looking for that special product and who has excess goods to sell for the right price. You know the value of buying low and selling high, and what price the market demands. When you travel the trade routes to other kingdoms, you're able to sell the local wares and return with goods that are unavailable from local crafters. With good trade strategy, you can accumulate great wealth, enough to rival some nobles.

  • Blacksmiths and Tradesmen are important to keep good working relations with for the best trade deals. Importing products that compete with local carters can strain those relationships.
  • The Military College requires arms and equipment often, and there are always demands not supplied locally. Sometimes a trade of goods for military services can be an advantage.
  • The Magisters can produce magic items that demand a high price, but also require costly components. A good arrangement can create great rewards.
  • Bards and the Church can be good customers, but also need benefactors and donations. The value of coin is in the favors and good will it can buy with the under valued in town. 
  • The Noble Court has the most wealth, and require the highest quality. They, and their Goldsmith purses are the greatest customers for the best merchants.

Thursday, August 15, 2013

The Harkorian Military Officer

Continuing the new player introduction to races and guilds, here is the Harkorian Military College.



You are most fortunate to be born of the Harkorian Empire. You may not be a citizen, like the children of senators or high ranking military officers, but you still hold the distinction of birth to the greatest civilization in all of history. Harkor was the strongest of early cultures, that defeated and annexed their neighbors, cities and customs to build the most educated, richest, most powerful empire in the world.
All of the kingdoms of man would be under the fatherly embrace of Harkor, but for the Sturthis invaders, those soulless lizards, who's hordes threatened from the eastern deserts. Their powerful magic, that would have decimated the weaker kingdoms, required the full force of Harkor's advanced military might. Great walled keeps were erected along major roads, and advancements in siege machines and warfare were made to meet and throw back Sturthis might. Surely all humanity owes Harkor their thanks for holding back the murderous desert fiends. Although those days are behind, they are not forgotten. Sturthis may have given up their secrets to Alchemy, and ceased their attempts to wipe us out, they are cunning and should not be trusted.
The Celestines would have been Harkor's greatest conquest once, and are worthy and proud. It is a shame that they will never be able to call themselves Harkorian.
Dineh-ih are simple savages by comparison, unruly and dirty. They were small obstacles in the last war and barely adequate servants. Little has changed.
Dwarves are a strange new people with excellent weapon crafting knowledge. If such skills could be learned from them, we would be the stronger.
Alfar are the strangest of peoples, bizarre in their customs, with weird powers just at enigmatic. They should be treated with caution.


the Military College

You are a soldier. Not one of those front line peasants that join an army for the guaranteed food, clothes, and a chance to plunder. You are an officer in the Military College, studied in strategy and battlefield tactics, leadership and command. You train in various weapons to master as many as you can. You've learned from recounts of the greatest battles of the Great War. Now your hope is to be commissioned to train troops for a noble house, or better, to lead them into battle as part of an army like the old stories. In time you will earn your own awards and accolades.
Even without an ongoing war, Nobles require armed guards for their households or when traveling. A successful merchant house will need the same. It can't hurt to make sure they know you are competent and ready.
The Church of Saints also can bring work as they enforce Guild Law and may need force to bring down the heretics.
Blacksmiths and Tradesmen provide the tools of your trade at a price. Its good to have a friend among them, especially one that may be in need of defense in a dangerous world.
Magisters are a big problem. They are powerful forces in ways you can't be, and compete for noble favor and commissions that your work deserves. At the same time, a strong Magister is good to have at your side in a pitch battle. Also they can apply their arcane powers to equipment that would make you a greater threat to enemies. Politics is not so easy as battle strategy.

Tuesday, July 9, 2013

The Celestine Tradesman


Returning to my plans of writing short introductions for our races and guilds, I present the Celestines and the Tradesman's Guild


You come from the Celestine Kingdom, a land rooted in legend, magic, and chivalry. Your earliest legends tell of the Dragon Age, when the land was ravaged by great flying horrors with a appetite for treasure and destruction, when heroic knights would test their bravery on the hills to return as Dragon Slayers, or not at all. To this day cities a built away from hilltops, and formal oaths and challenges are made at high places. Many a legend also speaks of the Alfar, magical folk who could bring good fortune or deadly danger in equal measure. Tales of their rewards for virtuous heros and punishment to greedy and wickedness are popular. But the greatest epic of all is the story of Queen Celeste who, outnumbered by Harkor invaders, led her army with guile and cleverness that won the kingdom our freedom.


Today a woman still maintains her court of love for the benefit of her people and is well loved by knight and peasant alike. She is the first queen to reign under Guild Law from the start, and has proved an adept ruler in a quickly changing world. She maintains relations with our close neighbors, the enigmatic Alfar. Rumors have it that the Alfar diplomat is even her lover! 
Dwarves have also visited the Celestine court, and their crafts are wonders in their own right. The sight of Dwarves is becoming more common, although the often keep to themselves. 
Dineh-ih are often met traveling through Celestine cities for trade. They are also known for begging or petty theft, and may be invited to travel on if they are seen as problems.
Harkorian merchants are common, but their patriotic rhetoric makes them less welcome.
Lizard men, Sturthis or Hithus, rarely travel so far, so when they are seen they attract much attention. Most people can't tell the difference, or even know they are two different peoples.

the Tradesman's Guild

You are a tradesman, following the craft of your father or mother. You've been trained since you were very young knowing that one day the family business would pass to you. Your pride in your work will hopefully bring you a reputation for quality in time, but for now you pay your dues. If you're able to attract some noble's attention, perhaps you can finally be recognized for your art!

The Tradesman's Guild is possibly the weakest of the guilds, a collection of artists and artisans that would have no influence at all alone, but together demand a voice amongst the guilds. Though not as in demand as blacksmiths or entertainers, the leather goods, quality tailoring, woodworking and other skilled trades are needed commodities for soldiers to nobles. 



  • Goldsmiths services are for the benefit of nobles. You're better off buying a locked chest. But when goldsmiths are doing a noble's shopping, they must be well treated!
  • Blacksmiths are glorified tradesmen who's work get more credit than they deserve.
  • Merchants are good for buying up your inventory, but they don't pay what you're worth.
  • The Church of Saints are at least there to defend your right to your trade without unlawful competition. Its good to make regular donations to them.
  • The Military College often calls for leather armor, banners, or siege machines. Otherwise best to stay clear of them.
  • The College of Magesters are a strange lot, powerful and dangerous. What they purchase could be any strange thing. Again, better stay away.
  • The Noble Court demands only the best craftswork. If they commission you, and like your work, you could find yourself a wealthy benefactor for good
Thanks for reading. Please tell me what you think. Would you be interested in playing this character? Does this give you enough background to jump into a game with some base idea of your place? What else would you want to know?

Tuesday, June 25, 2013

A Market without Money? How do you even do that?

Mab in the Fairy Market by Julia Jeffrey
I've written regularly about writing our game, Mystic Crossroads, and running playtests with varying
 success. I have not, however, shared much of the actual game as I write and develop it. Since I really need to focus more on writing for the game and new books, I'm going to start sharing bits here. I hope you find it interesting.
Last game I recognized a real problem with the Alfar, the elvish race that by their nature do not use any type of human currency. Without currency players really didn't know how to trade, or didn't have things others wanted. I didn't think this would be as big a problem as it was, and it caused the economy to halt just where plot needed it to flow. I can't say more while these plot lines are still active, but it was frustrating. I saw I needed to get something into place to direct players better. I just passed this to my players in hopes that new actions will follow.

"Although the Alfar do not find value in the coin of other kingdoms, that does not imply that they don't have commerce. The Alfar have thriving marketplaces and bazaars where the strangest and most unusual things are traded. The manner of these exchanges are seldom understood by man, in part because they don't understand the magical nature of Alfar boons. None the less, humans can find themselves trapped in an Alfar debt that can cost them dearly.
You must understand that Alfar business is conducted both through bartering, trading one good or service for another, and through a system of "gifts", favors, or boons. Direct bartering is much preferred for its lack of entanglements; a simple business exchange. What Alfar find value in can be mysterious, and sometimes grizzly, but the trade can be clear enough.
Often direct trade is not of convenience, or an agreeable exchange can not be found. Often an Alfar will instead offer a gift. "Take this as a gift, freely given," is a common phrase, imitating human manners, but filled with subtext. This is not a gift, however. It is an exchange for a favor, a boon, owed to the giver that they may call upon as they require. This completes the human imitation of manners, a Alfar parody, but one taken with all seriousness.
When a boon is accepted, the giver should make a note of the gifted item on an index card as reminder, and have the receiver sign it showing their acceptance. The giver will keep the card as a reminder, and if lost, it is forgot. This is not a component card, and can not be stolen or exchanged like commodities.
Such a boon is nothing to be taken lightly. Part of the Alfar's magical world, a piece they apparently carry with them, enforces such boons like a court of law never could. You see, so long as one owes a boon to another, they may not take direct action to do them harm. An attempt to attack the debtor will cause the attacker to be shoved to the ground without touching the target, or if setting snares, or applying poison, the attacker will blunder his own work, unable to control himself. He may still defend himself, but at what a terrible disadvantage!
Further, when the boon is called in, it cannot be refused. So long as the request does not put the person in mortal peril it must be fulfilled. When a boon is repaid the index card documenting the boon is torn in half and given to the boon-bound.
Narborough Hall Fairy Fair
Such things are well known the the Alfar, and taken as common knowledge. In the Alfar court "gifts" are given and received regularly. It would be impolite not to accept such a gift, and earn the giver's anger, so it must be accepted. Therefore nobles attending court make certain to have gifts to exchange, so as to keep their debts at a minimum. However, when outside of Alfar court, refusing a gift is somewhat less a social faux-pas, and is only likely to displease the giver.
Boons can not be owed both by one person over another, and the other over the first. Such debts cancel each other, regardless of what they are. Multiple boons may be owed by one person to another, however. Often saving one's life will enact such a debt, or repay one. Boons can be made between any person and an Alfar, but only with Alfar. The magic only seems to enforce boons with Alfar, like an extension of themselves and their world."


Sunday, June 2, 2013

Full scale event planned for ZPG Games

















Full scale event planned for ZPG Games
Since the goblins have been a bit antsy as of late we put them to work on our first full weekend event. The event will be the first weekend in November to give folks time to prepare and to give the goblins time to work on the props and planning for it. For anyone who plays Mystic Crossroads this is a great time to hang out with other players and have a full weekend immersive event. For those who have not played, or have not done LARP before this is a great introduction and no experience is needed.

We will be camping at Palmetto State Park just south of Gonzales, Texas. Your fee $40 fee includes entrance to the park and the event, lunch and dinner on Saturday, and breakfast on Sunday. It also includes a copy of the Mystic Crossroads Field Guide that you can reference during the game and keep
Here is a link to the page with ticket info and registration forms:

Also, here is the link to our email address if you have any questions: