The Trading Post: CCC - The Staff and Player's Guide

The Staff and Player’s Guide to Melee is a must have sourcebook for anyone who wants to help make their Sports Reenactment organization grow and prosper.  
Within the structure of one kingdom, each colony can find customization options to fit their group.

Also featuring Melee: Live Action Role Playing, the contact free platform for gaming in the Kingdom!

Inside you will find

  • Tips and Tricks for organizing and running a practice
  • Guidelines for building a well balanced county
  • Alternative armor charts and noble titles to customize
  • for your local tastes
  • rules for working within the Kingdom economy and how to grow your local group economy
  • Tons of battle ideas complete with options to customize them to create new games
  • Live Action Role Playing rules for non contact adventures in the Kingdom of Praelia

Also featuring Melee: Live Action Role Playing, the contact free platform for gaming in the Kingdom!

Finally the rules for playing Melee: The Eternal Adventure LARP are here.  No need for hefty conversions between Table Top and LARP formats, this book shows you how to get up from the table and go straight into LARP mode.  

No need for gear, this is not Sports Reenactment this is no-touch live action role playing.   Not limited by physical skill, this format levels the playing field for all ages and athlete levels.  And as an added bonus, you can play inside without fear of breaking things with a wild swing!

Fully compatible with the The Eternal Adventure, this is the latest platform to allow for great Melee fun.  Any time, anywhere!

Posted on January 19, 2017 .

Bardic Chestnuts: Tanaka Yuki

The Saga of Tanaka

It is said he was a part of the Shiba clan, his lord was the Shiba Yoshimune.  To a great battle he did go, and lo he did fall.  After he was killed by Oda Nobautomo, he roamed the land looked for more death.   That way he could join his lord in the after life.  Tanaka fought many foes and sought many challenges, but sadly he was incredibly lucky and never died.  

No matter how much he wanted to, he woke up every day hoping I might find peace and eventually join his lord in death. This is his way, traveling and protecting people as it is in his code of honor.

Then one day Tanaka, who until this time was a nobody in a world of heroes, did fight a great beast.  Seeking fame, the allies OX, Beauregard, Louis and Elwood joined Tanaka's quest fight the dragon.  

The Dragon was four times the height of even the great OX!  Whilst his allies hid away in cowardice from the beast, Tanaka ran forward to take on the great wyrm.  He ran up the neck of the great beast and called for his team to assist, but they being frightened did not help.  So it was that Tanaka became the hero of the Hinterlands by defeating the great dragon.  

Shortly after he killed the Dragon, Tanaka was able to save Lord Euric Hathus's children from a mad doctor's instillation.  The children were being abducted and Tanaka would not stand for this.  So he left the cowering compatriots in the shadows whilst he once again fought certain death.  

Upon returning to Maarek's Landing, Tanaka realized that he had a duty to protect the land where others failed to.  Praising the new hero, Maarek's Landing knew it had a savior in Tanaka.

 

 

Posted on January 18, 2017 .

Proving Grounds: Exploring Ultimates and Catastrophes

Ah the roll of a 1, strikes fear into the hearts of the bravest gamers doesn't it.  But that oh-so delightful roll of straight 6's makes it all worth white... most of the time.   So what does it mean to roll a Catastrophe or Ultimate?  

The Dreaded Catastrophe (class 3)

The Dreaded Catastrophe (class 3)

In game terms, a Catastrophe is simply the act of rolling the absolute worst possible roll within the pool of dice allotted.  Ultimates, by comparison, are the result of rolling the best possible roll within the dice allotted.   This means a roll of all ones is a Catastrophe and the roll of all sixes is an Ultimate.  

It is important to remember that these rolls are only counted on the unmodified initial roll value, never after exchanges or after modifiers are applied.  Modifiers may neither save from Catastrophe or promote to an Ultimate.

Simple enough, right?  Still there can be some confusion, especially when rolling smaller dice pools.  Not all Catastrophes and Ultimates are created equal.   While a catastrophe should always be thorn in the side of the roller, a Catastrophe from 1 die is naturally less detrimental than the Catastrophe from 5 dice.   Similarly, a "class 2 Ultimate," or Ultimate from 2 dice, is impressive but not nearly as impressive as a 'class 6 Ultimate."   So how does one scale this to remain fair yet still honoring the rules?

Catastrophe Classes

  • Class 1: These should be very simple failures.  A slip of the hand from the target, the dropping of a tool or simply the increase of one level on the victory chart for the next action by an opponent.   
  • Class 2: These should start to be stingers that bother the roller and fail the issue.  Perhaps in addition to dropping the tool the character gets a large splinter lodged into their hand.  Maybe the item dropped onto his foot resulting in a few rounds of pain, or the simple increase of two levels on the victory chart for the next action of an opponent.
  • Class 3: These should breach the threshold from annoyance to harm.  That dropped tool falls onto the ground and breaks, or falls on the foot and breaks a toe as a wound rather than just pain.  Again, the opponent could gain three levels on the victory chart for the next action as well.
  • Class 4: At this point the catastrophe is going to do major harm and hinderance to the roller. The key not only breaks off in the lock, but the jagged metal sliced open the character's hand. The task stands a strong chance of being irrevocably made impossible to complete.  Rivals could gain four levels on the victory chart at this level.
  • Class 5: So astounding is this failure that the major harm is not only a guarantee to the roller but those allies around are also likely to receive some splash effect.  The dropped tool falls onto the foot of the emissary you are saving from the dungeon or perhaps the roller trips and falls into the other party members, causing them all to fall from the wall they were climbing. Still, a direct rival could receive five levels on the victory chart.   
  • Class 6:  It could not get any worse than this.  Certainly the most logical series of failures will occur, but this level of Catastrophe reaches into near supernatural bad luck.  The failure will not only result in the death or extreme hinderance of the roller in some fashion, but any allies nearby are likely to suffer greatly.  Fate has a sense of humor, often choosing the most ironic situations to occur in these cases.  Rivals may win great victories while a party may bite the dust over a simple tightrope walking misshap.

 

Ultimate Classes

  • Class 1: These should be very simple wins.  A hidden breeze may suddenly indicate the unseen opening to a passageway or simply the increase of one level on the victory chart.   
  • Class 2: At this level, the bonus should be tangible such as a small bag of Letcher lodged in the lock preventing its picking.  Maybe the discovery of a new way of thinking allows purchase of an appropriate tangental aptitude, or if desired the simple increase of two levels on the victory chart.
  • Class 3: Here we start to gain insight into the higher workings of Aptitudes.  Aside from other situational gains, the player may be offered a chance to purchase up to the next level in the appropriate aptitude.   Again, the roller could gain three levels on the victory chart.
  • Class 4: At this point the ultimate is going to succeed and the roller is going to have opportunities to learn from the experience. The key turns the lock and scratches off the paint, revealing that it is composed of gold. The player's skillful revelation could offer the chance to purchase Aptitude Specialist with the appropriate Aptitude or another Benefit such as Wiry to represent this epiphany.  Likewise she could gain four levels on the victory chart for a challenge.
  • Class 5: So astounding is this victory that the roller catches others by surprise if applicable.  The party members may have the opportunity to also purchase a level of the appropriate Aptitude, or Benefit.   The roller should be able to purchase appropriately at half cost.  For the remainder of the session, the player could receive five levels on the victory chart, subtracting one per use until the bonus is gone.   
  • Class 6:  It could not get any better than this.  Certainly the most amazing series of events will occur, but this level of Ultimate reaches into near supernatural good luck.  The roller could be granted a free level of an appropriate Aptitude or Benefit as well and party members present might even be offered to purchase a level at half cost.  For the remainder of the session, the player could receive five levels on the victory chart with that aptitude and similar ones.   

While these are not hard and fast rules, the spirit of how these guidelines present to Ultimates and Catastrophes should be used for ideas.  

Just for fun, here is the breakdown as to how rare these events are:

Class 1                  1/6                       

Class 2                 1/36                     

Class 3                 1/216

Class 4                 1/1,296

Class 5                 1/7,776

Class 6                 1/46,656

Posted on January 17, 2017 .

Ramon's Travels: The Principality of Tor

        Tor crosses the entirety of the Praelian continent, from the Western Sea to the Eastern Ocean.   From the Northern Ocean to the Sear Sea, Tor is a large and thin piece of the kingdom that is beautiful to behold yet terribly cold and uninviting.  Tor has never been a desirable place to live, yet there are many hearty souls who call Tor home.  Populated by the largest group of non-Praelians in the land, Tor stands alone with their acceptance of the Wildmen as residents.  Making no attempt to force citizenship upon the tribal folk, the Kingdom tolerates their existence since they are not occupying any truly valuable land.  Only the faction of House Valeeria maintain any consistent communication with the Wildmen, the rest of the kingdom does its best to ignore their presence all together. 

        Maarek never sought to include Tor, not until he finally had secured the talks with Fadlan, Krymm and Azara first.  While Tor joined the Kingdom almost two cycles before Fadlan, they were not offered a place until Maarek knew that Fadlan was committed.  Were it not for the desire to see the whole known world included, Maarek likely would have left Tor independent.   The principality has proven itself a useful addition, however, as the Valeerians now offer greater support of the Kingdom now that they are not isolated.

        Tor is known for having very long periods of day and night as the seasons change.  Some days can have no sun for weeks in the winter and no night for weeks over the summer.  This adds to the general malaise suffered by the people of the land.  Those who would visit rarely travel north of Alterron where the days and nights are more akin to the rest of the Kingdom.  

        The Valeerians act as if the whole land of Tor is a haunted evil place, how much of this is truth and how much is exaggeration is unknown.  Not very many chroniclers are willing to suffer the climate to find out.

Posted on January 16, 2017 .

From the Principalities: The First Duke of the Hinterlands

The Hinterlands, until recently, has always been a land on the edge of the known world. Considered to be outlands even to most Torans, the island was never even mapped until Woden became Castellan in 31 ACI.   Even with the settlement of Maarek's Landing growing over the past two cycles, the region has been little more than an trading outpost politically.   All of this is about to change in a big way.  

Chancellor of Armaments, Lord Valguard Gunnarson of House Smith and architect of much of Maarek's Landing has officially declared himself Crown pendente bellum.   Now that Valguard stands to become the Duke, he has declared that he will unite the entirety of the Hinterlands.  

Valguard has not run unopposed, however.  Lord Euric stepped up to declare his intent to challenge Valguard at the war.   So, this April the war between the two lords shall be held to determine who will stand as Duke of all the Hinterlands. 

Posted on January 15, 2017 .

On the Field: Effective vs Safe vs Legal

On the fields of combat, history has seen some strange weapons.  Many of which are still seen today in games and movies. Some have even made it onto the sports reenactment field.  Now the question often comes up... "Are they legal?"

In the Kingdom of Praelia, sports reenactment events place safety as the highest priority.  New weapons and armor, or exotic gear is scrutinized by our top level craftsmen for feasibility, safety and durability.    Nearly any type of historical piece can be replicated by a thoughtful and skilled craftsman in a safe and durable way.  

Some find fault with weapons and gear that, while historically appropriate, is strange or rare.  The Katar for example, is a dagger made in a rather unique way.  It is both safe and durable.  Perfectly legal to use in non-restricted formats of game play.  So why would anyone ban it?  First of course would be tourney structure.  Of course one does not use a dagger in a spear fight.  Aside from the obvious rationale, the reasoning must be safety.  

The Katar, when made by a skilled craftsman, is a safe weapon both in construction and use.  The motion of the punch dagger is not unlike any other dagger used to thrust, particularly the shield dagger and rondel.   The effective strike from this dagger does not run counter to any rule of combat and is not inherently unsafe.   

So why is the Katar not seen more commonly throughout history?  Simply because it was never as effective as the sword and spear, the mace and the axe.  These common weapons are found over and over again because of how effective they were overall.  It takes a degree of skill that is not as simple to teach to the masses or they simply are too limited range and scope, and thus many of these weapons were used but not by the bulk of the troops.

Remember, however, that efficacy in combat and safety are not the same thing.  A combatant may not be amazing on the field with hook swords or a quarter staff, but that is no reason to call a safely made weapon illegal.  One does not judge legality by efficacy.  That can take the fun away from the game.  

Posted on January 14, 2017 .

Lore du Jour: The Congregation of Altarius

The Congregation of Altarius

History shows the first to the land to be a man known as Altarius.  Stories vary as to what he did and how he lived, but he is widely regarded as a the founder of the civilization and the first king of Praelia.  Today we will discuss the Congregation of Altatius, also known as the Analtarians

It is said that his closest advisors were known as the Nolans.  Their fate is lost to time as much as Altarius is.  Aside from a historical figure and the basis for many laws, the majority of the kingdom does not think of Altarius until it is a celebration.  He is not unwelcome by the church, they even accept his name on so many events and the Gatherings. The church does, however, seek to curb the level of attention Altarius gets.  As they are fond of reminding people, he was a man not God. 

There is another group that does not feel the same way. The Congregation of Altarius follows the simple teachings that have been passed down for generations.  The Analtarians practice what they view as the true path that Altarius established all those cycles ago.  They eschew faith in other gods and dictums as clearly false due to the nature of Alluvium.   It is only through adherence to the laws and traditions laid out by the first to the land that one may be accepted when Altarius returns.

The Analtarian day begins with combat training.  Women and children tend to the fields and livestock for the first four hours of the day, whilst all men over the age of 13 run drills and mock combat in melee's with the four classical weapon styles.  Then at breakfast it is the men's turn to tend to the fields whilst the women and children practice basic polearm fighting.  At noon, the family gathers together for lunch and sparring practice.  Then the rest of the day is devoted to the family and any work undone.   To the Analtarian, combat is just as important as putting food upon the table.  

Analtarians never make any use of technology.  No firearms, no bows and no machines to help with the work.  All work must be done with hand tools as they may also be used as weapons if needed.  To the Analtarian, combat is always imminent.  Altarius proclaimed that all would be combat ready to please the Arbitrators, so shall it be to the Analtarians.

Analtarian settlements are scattered throughout the kingdom.  Although they are officially considered heretical by the Church, there is no active effort to do anything to get rid of them.  The Church calls them the Cult of Altarius and will often speak ill of the group, but any action against the Analtarians is isolated at best.  This is likely due to the behavior of the Analtarian and their belief system. 

Posted on January 13, 2017 .

The Trading Post: Fortune's Flavor

Looking for a fun game for up to four players?  Look no further than Fortune's Flavor is the game for you.  A tarot card based game, Fortune's Flavor is an exciting mix of deck stacking, diplomacy and sabotage.  

 

Fortune's Flavor - A Chalice of Thought Drinking game

24.99

The Chalice of Thought is the cup you fill in this fast-paced card game of strategy and manipulation.  With multiple ways to play, as a tarot drinking game, as a team or all vs all card game and as a traditional tarot deck, Fortune's Flavor is an excitingly versatile game.  

Contains 78 Tarot cards and rule sheets.  

1-4 players 

Ages 10+

Posted on January 12, 2017 .

Bardic Chestnuts: Jacque de Payton

Born February 22, 1269, Jacque was the second son of three to his nobleman father Delmon de Payton and very religious mother Marguerite Claude. His brothers were Maurice the elder, and his younger brother Bernard. Maurice was a very arrogant boy knowing his father was going to pass all the lands and title to him. So he would hold that over Jacque. Jacque knew he could best Maurice in anything even if he was the older brother. Jacque did his best to prove he should be considered to be the better choice for the family line but his parents rarely even listen to this. Bernard on the other hand knew it was no good to try and best his two older brothers so he began to practice and read the bible. Their mother being very religious would preach the word of God to them.

Jacque began to take a new path after reaching the age of 14. He began to study the sword and warfare, the tactics involved and the means of how to win a battle. By age 17 Jacque was put in charge of his father’s men-at-arms. This was a big responsibility, these men guarded their home and would also be summoned to fight for the king if he so choice to call a pond them. Jacque met many generals and knights well leading the men-at-arms. The year of 1287 Jacque and the men were called a pond by the King to serve him. Jacque being very confident felt that this was his chance to make a name for himself. The king sent them to help Poland in their fight against the invading Mongols. This journey was not an easy one but proved to be a true test for Jacque. Jacque lead his men to some get victories while in Poland, and some in Germany where they felt they deserves some spoils for their travels. Once back in France in 1288 Jacque was knighted by the king and given land for services rendered while in Poland. Jacque finally felt he was being respected for his great skills.

For about two years Jacque would tend to his lands and train young men who would become part of the king’s army. In 1290 Jacque became bored with tending to lands and training men. He felt the urge to return to war, he joined the Templar Knights in May of 1290. He only had the summer to get to know and understand this order of knights before he was to be sent to the Holy Lands. December 1290 he and 100 men at arms were sent to Acre as reinforcements that had been requested. Acre being one of the last strongholds for the Christians, Jacque knew he would do his best to keep it that way. He knew that with the symbol of God no man could defeat them.

April 4, 1291 the siege had begun. Jacque had never once been on the defending side of a siege. He always did his best going head long into the enemy. The days were filled with the sounds and sights of men being killed, and of stones hitting the walls. At night the sounds weren’t of men being killed but men screaming from the sudden feeling of being covered in snakes from the dark sky. Jacque had this happen to him many times while on his post of the wall. He learn to look forward to the light of day because with it he could at least see the enemy coming at him and the sudden feeling of weight that moved and hissed. On May18, 1291 William of Beaujeu, the Master of the Templars was killed, and the Muslim forces had finally managed to breach the walls. The Muslim were now inside the city fighting the defenders in the streets and alleys of Acre, which turned into a terrifying chaos as the inhabitants were fleeing towards the sea. Many inhabitants perished. Jacque and some of the men he came with were in the Templar fortress when the Muslim forces finally broke the lines of the defenders. We knew that for lives of the Christians we would be their lost hope. That night Thibaud Gaudin, the new master of the Templar gathered a handful of men at arms and remaining knights and escaped under the cover of darkness. Jacque didn’t want to go but it was not like him to disobey order’s from his order.

After fleeing Acre and the Muslim forces Jacque travelled from city to city under Thibaud. Jacque finally made passage to return to Avignon, France to meet with the remaining members of the Order. After he reconnected with other member he left for his manor and awaited further orders from the Order. At dawn on Friday, 13 October 1307, Jacque was awoken by the sound of his bedroom door being knocked down. His days at Acre had prepared him for moments like this. Without thinking about it jumped from his bed armed himself with his sword and was three men coming through his door. One by one they fall to his sword. The moment was so fast Jacque had not even looked at them before killing them.

As he stood over their bodies, Jacque realized he recognized one of them. It was a monk, it was his brother Bernard. In Bernard’s hands was a parchment. With great sadness and remorse for killing his brother he reached down and held his still warm body. After a few moments Jacque took and opened the parchment. It was an arrest warrant. Jacque read the arrest warrant which started with the phrase: "Dieu n'est pas content, nous avons des ennemis de la foi dans le Royaume" ["God is not pleased. We have enemies of the faith in the kingdom"]. Jacque was shocked, as he read he saw that it was ordered by the Pope himself. The voice of God in this place, how could he have issued such lies with the power of faith against the men who had fought for God. There he thought about his time with the Templars and how they were to be protect by God because they wore his symbol, and he thought about all the innocents that were lost because the warriors of God didn’t protect them in Acre. All these thoughts and then the thought that he had just kill his brother, a man of God. Christianity had failed Jacque and the Templars. Angered by this he quickly dress and armed himself, he headed to see his mother with questions.

When he arrived at his parent’s manor, he found it in ruins. As he entered he found Maurice alone in what was once the great hall. There he talked shortly with an intoxicated Maurice, learning his mother had been burned alive for heresy and his father executed for treason. The lands and title were no more and Maurice was left with a burned out ruined home with no one left. Jacque told him about Bernard. Maurice could take no more and flee through the ruins and away from Jacque. Jacque left knowing now that Christianity was not what he was taught as a child and vowed to never care or defend it again. As he left the ruins of his parent’s home, he found himself becoming lost in the forest as it turned night. As he stopped for the night he heard cries for help.

He ran toward the screams to find a woman being attacked by three men. Jacque quickly pulled his sword knowing that his skills as a knight would prove useful once more. He quickly subdued one man and killed a second. The third did not give up quickly for he fought very were for what looked like a peasant bastard. After a few moments the fight seemed to be going in the favor of the peasant but Jacque would not give up. He continued to fight and finally won with a quick knock out punch with the guard. The woman thanked Jacque and request his assistance in turning these men into the local sheriff. Jacque worried about being arrested himself did not want to be involved anymore than he already was but remembered his oath as a knight to help those in need.

The woman introduced herself as Lady Annabel, member of the Faction Justice. She explained that these men had began to follower her after learning that her loyalties were to the faction Justice. Jacque being curious asked questions about Justice and why it would make a difference to these men. Annabel soon figured out that Jacque was new to the lands and began to explain everything to him Jacque was a little over come by this new information but also started to think she was not right in the head. He would confirm some of these things once they arrived at the sheriff’s. Once in town Jacque started to question people about the thing Annabel had told him. He soon began to think he had gone to hell for killing his brother, but soon realized that this was not the hell he had learned about. He spent time with Lady Annabel and even became a member of Justice himself.

After they had separated and gone their own ways Jacque soon tried to build a reputation as to become a knight in these lands. He wanted everything that came with it again, respect, lands, women, and to be known with the nobles. He trained like did when he was younger, running in armor, weapons training, tactics on a field of battle, and being aware of people’s actions that could cause problems. His actions did not build the reputation he was hoping for, people felt him to more of a snitch than courageous. Always informing the sheriff or the town guards of things that were small or not a big deal to them. He also would not drink with people because he felt that alcohol would weaken him from becoming a knight. He knew that he would change his reputation and become a knight again.  

 

Posted on January 11, 2017 .

Proving Grounds: Pankration

Pankration

Requires Aptitude:

  • Martial Art: Pankration per level to purchase Pankration techniques and must match the level in the aptitude to the level of the technique. 

5 points per level as normal for aptitude training in addition to in game training costs.

Martial Positions:

Assuming a martial position allows the fighter to gain a basic bonus with all Pankration techniques as being required in the technique description.  So long as the fighter remains in stance, the position bonus will apply to any Pankration technique being used and to freestyle fighting as well when applicable. 

Opponents who are also skilled in Pankration will negate this bonus up to their level in the Aptitude.  This means that if you have Pankration 3 and your opponent has Pankration 2, you effectively have Pankration 1 vs. that opponent. 

Forward Stance:      Both hands forward.  Used for defensive situations.  Open palmed.  +2 AD per level.
Medium Stance:       Rear striking hand is held up toward the chin in a fist, off hand is forward and open palmed.  This is used for standard attacks and preparing for clinch positioning. +1 AO, +1 AD per level.
Back Stance:            Rear striking hand is high in a fist and back behind the head whilst the off hand is forward and open palmed.  Used for high power attacks. +2 AO per level.
Clinch Position:     Grappled with the opponent into a limb lock.  Prepares for next round techniques.  +1d6 STR per level to keep opponent in clinch hold.

 

Techniques:

– standard price per level.

 

Pankration Defense Hook

·      A pause waiting for the opponent to strike followed by a hooking motion deflecting the attack downward and away.  Requires Forward Stance

1.     +1 AD, Strike Last

2.     +2 AD, Strike Last

3.     +3 AD, Strike Last

4.     +4 AD, Strike Last

5.     +5 AD, Strike Last

6.     +6 AD, Strike Last

   

Pankration Grapple Clinch

·      A quick grab of the opponent’s waist and rotating behind into Clinch Position around the torso.  Requires Medium Stance

1.     +1 AO

2.     +2 AO

3.     +2 AO, +1 SPD

4.     +2 AO, +3 SPD

5.     +3 AO, +3 SPD

6.     +4 AO, +5 SPD

 

Pankration Waist Throw

·      From a grapple clinch, you thrust and lift the opponent, throwing them sideways onto their stomach and face.  Requires Clinch Position.

1.     -1 DO, -1 DD

2.     -1 DO, -2 DD

3.     -2 DO, -3 DD

4.     -2 DO, -4 DD

5.     -3 DO, -5 DD

6.     -3 DO, -6 D

Posted on January 10, 2017 .