Ramon's Travels: Azara

        The Azaran land is the second oldest of the principalities. Lord Maarek Elets secured annexation of Azara in 26 ACI, whilst they officially joined the Kingdom in 28 ACI.  Cormick, the capital, has always had great relations with the Kingdom, and this has only strengthened of late.   Analova has always played a strong role in the Azaran economy, even before joining the kingdom.   The quarries, particularly the Zink Mines, brought much needed commerce and trade with the locals of Azara.  

        The people of Azara are a suspicious lot.  The first settlers from the kingdom were promised huge areas of land to mine or make what they will.  Several nobles gathered together to form the West Analova Mining Company.  The company solicited employees and settlers to leave their homes and move south from then capital Roses to northern Azara to work the land. These nobles paid the settler's travel expenses, indenting them to the company.  Additionally, the West Analova Mining Company took prisoners who were seeking a new life and signed them to work along the settlers. 

        Once the settlers arrived in Azara, they were met with great adversity. The local native folk did not welcome the newcomers, and the land was far from the prosperous mining land that was promised.  After the first year of hardship, there was a revolt, but the company still owned their debt and refused to release them.  Over the next few years the West Analova Mining Company agreed to end the contracts, taking what meager findings they could and making haste to greener pastures.  The people of Azara were without options, now forced to make the best of their bad situation.

        The ecology of the region is split between northern Azara and southern Azara. The north is a vast desert scape, dry and arid with very little farmable land.  The Cordillera is a mountainous nightmare to navigate.  Southern Azara by comparison is far more habitable.  Lush rainforest basins and cooler temperatures make life just a bit easier, yet the flooding of the basin presents its own challenges.   

    Coastal Azara is moderately more livable.  The Ruby Sea and Western Sea provide a decent living for those who live nearby.  Far to the north, across the Motomushi Mountains, Cormick stands as a shining example of the potential that Azarans wish to aspire to. 

Posted on January 23, 2017 .

From the Principalities: Mulligan's Wake

A wake for Finn Mulligan was had this weekend, sad day indeed... until it wasn't.  

Finn Mulligan lived in Nicholshire, A gentle Irishman - Mighty Odd - He'd a beautiful brogue So rich and sweet, to rise in the world He carried a pick, You see He'd sort of a Trippling way: with love for a liquor Poor Finn was born, to help him on with His fight each day, He'd a drop of the Whiskey every morn'
One morning Finn was rather full, his head felt Heavy, which made him shake, fell from the Battle and broke his skull, so they carried Him home, his corpse to wake, rolled Him up in a Nemean sheet, and laided Him upon the bed, A bottle of Whiskey At his feet, and a gallon of battery acid At his head
And whack Fol-De-Dah now dance to your Partner, welt the floor, your trotters shake Wasn't it the truth I told Ye Lots of fun at Nemean Wake
His friends assembled at his wake And Boltac Lowleaves called for lunch, First they brought in Cakes and Ale, Then pipes, tobacco and Whiskey Punch. Ramon Kalivantes begged to cry, such a Nice clean corpse did you see. Nazere said “Finn ain’t never been clean!” seconded by Togare and Willie!
Then Timmy O Connor took up the job "Arrah!" Nazere says he Ye're wrong I'm Sure, Willie then gave him a belt on The gob and left him sprawling on the Floor, there the war did soon engage Woman to Woman and Man to Man Shillelah-law was all the rage, an A Row and a Ruction soon began. Maarek Elets raised his head when a bottle Of Whiskey flew at him, it missed him falling on The Bed, the liquor scattered over Finn, Finn Revives, see how he rises, Finn rising from the bed. Whirl your Whisky around like blazes Oi Oi Oi, do ye think I'm dead?

Posted on January 22, 2017 .

On the Field: The Knightly Accolade

The Knightly Accolade of Sir Thomas MacLeod, presented here, is part of the history of all legitimate knights of the Kingdom.  This ceremony has remained a tradition of every knight's accolade and does continue to this day.   Only the names of the participants and the dates change from knight to knight.  The core words are the same over time.

 

Captain of the Guard: The Crown now calls The County of Nicholshire to come before this Court and Company.
Duke: Thomas MacLeod, have you undertaken to accept the accolade of Knighthood that was offered to you?
Candidate: I have.
Captain of the Duke’s Guard: Castellan Baron Boltac Lowleaves, Chancellor Baron William Macgregor, Chancellor Lord Maarek Elets,  
as members of the Chancellery, do you now affirm that Thomas MacLeod has grown in virtue and Honor, the hallmarks of a true and faithful Knight?
Chancellor of Arbitration: Replies in their own fashion, or says:
May it please my Duke to know that having heard the counsel of my Peers, and from my own certain knowledge, I am able to affirm that Thomas MacLeod is a Honorable man whose achievements on the field of honor have been matched by his courtesy and concern for all of Your Excellency’s subjects.
Castellan: Replies in their own fashion, or says:
Your Excellency, of my own certain knowledge I am able to affirm that Thomas MacLeod has demonstrated his abilities in the arts and encouraged their practice in Your Excellency’s County.
Chancellor of Registries: Replies in their own fashion, or says:
Your Majesties, of my own certain knowledge I am able to affirm that Thomas MacLeod has given freely of his time in support of many worthy projects in Your Excellency’s County.  
Captain of the Dukes Guard:  Replies in their own fashion, or says:
Your Excellency, of my own certain knowledge I am able to affirm that Thomas MacLeod is a dutiful and loyal subject to Your Majesties' Crown.
Duke: Gentle Peers, we thank you for your wise counsel. Bring forth our Sword..
 (The Candidate can either state their oaths in full, or answer as scripted below:)
Duke: Thomas MacLeod you have been deemed fit for this high estate by your peers, and have indicated your willingness to accept this honor from Our hands. Do you now swear by all that you hold sacred, true, and holy that you will honor and defend the Crown and Kingdom of Praelia?
Candidate: I will.
Duke: That you will conduct yourself in all matters as befits a Knight.  That you will enshrine in your heart the noble ideals, to the benefit of your own good name and the greater glory of the Kingdom?
Candidate: I will. Or some more elaborate response.
His Majesty takes the sword and holds it out in front of him above the candidate.
Duke: Then having sworn these solemn oaths, know now that I, Ramon Kalivantes, by right of arms, Duke of the County of Nicholshire, do dub you with Our sword, and by all that you hold sacred, true, and holy... Once for Honor... Twice for Duty... Thrice for Chivalry... Arise, Sir Thomas MacLeod
His Excellency hands The Sword back to the Castellan. The white belt is handed to the Duke.
Duke: Accept this white belt, symbolizing the purity of your honor, the sign of the Errantry Order, and of your knightly rank and station. Accept this belt, which shall symbolize your duty and your bond as a Knight in fealty to the Kingdom of Praelia. Never forget the burden of this Belt.
His Excellency ties the belt around the new knight's waist.
Knight: Speaks [his/her] own words or the following, with prompting from the herald:
This day do I render homage and fealty to my Sovereign Duke and Kingdom, by Right of Arms, and to the Noble Council of the County of Nicholshire who will, from this day forward, be my Liege and Peer. I will remain true in all ways, serving them faithfully - this do I swear, by my belt and by my honor and by the high ideals which I hold as a Knight in this Kingdom. So say I, Thomas MacLeod
Duke: We accept your homage and fealty and pledge to you that from this day forward that We will honor your order and defend your rights as a Knight, and that We will protect the trust that you have placed in Us, mighty with justice, tempered with mercy.
Duke: Reads the scroll or text below:
To all nobles and commoners to whom these present letters shall come.  Ramon Kalivantes, Duke of the County of Nicholshire, send greetings. Whereas Thomas MacLeod has shown outstanding excellence in his feats on the field of honor, rendering high and noble service to the Crown and Kingdom in war and in peace, We are minded to elevate him to the rank of Knight within the Kingdom of Praelia. We do hereby elevate and affirm those Arms previously granted by the Nobility,  by these shall hold for his sole and unique use throughout the Known World. To which We set Our hands this 26th day of February, In the Twenty-second Altarian Cycle.   Go now and Serve us well.

Posted on January 21, 2017 .

Lore Du Jour: Subdivisions or The new Confederation of Nemea?

This week we will look into the history of one of the most prolific factions in the Kingdom and one of their lesser known offshoots.  While it is no secret that many factions and baronies have offshoots and subdivisions, it is not always widely known by outsiders how they interact.  As such, even this article is subject to the interpretation of the author, for I am not part of the Barony of Nemea from which this group comes.  Still, I have spent enough time around them to feel confident that my assertions are as close to correct as any other will get.   

When the Barony was founded, back when it was simply a faction, there were no divisions.  Just the Warriors of Nemea stood together playing games and following some ideals of heroism as the self proclaimed heroes of the land.  They fought as one against the army of Milus when he invaded to take the crown from Moto Mushi.  It wasn't until after the Hidden Wars that the Nemeans began to divide.

Under the command of Steven Dunbar, the first divisions were more like regiments in an army.  The heavily armored Titans, the Mercurian scouts and the Olympian guard that seemed to be the mainstay of the faction.  These three divisions would soon add the Hell Hounds and the Motley Lot to their ranks, although it seemed there was little distinction between them.  

Once the Faction began to seek Barony status, the divisions seemed to be forgotten.  Bringing the faction together in solidarity as a Barony it was once again a sea of black with red lions.  The only division was the white tabards worn by some of the members, although the significance of this remains a mystery.

Once Baron Lowleaves stepped down from direct leadership, Ramon Kalivantes changed teh color scheme of to a uniform red coat.  When Lord Steven Dunbar returned after his betrayal of the Faction, Baron Lowleaves joined him as the new faction Nemea and both were seen wearing the original black tabard.  The Barony was livid, which led to a great deal of animosity between the two.  This culminated at the Autumnal Gathering of 20 ACI wherein Nemea Black and Nemea Red charged into each other.  Then, clearly as orchestrated by both sides, the Red and Black Nemeans hugged, shook hands and joined forces to attack their enemies and claim the pennant.   Red and Black seemed re-united until Steven Dunbar dropkicked Lowleaves and once again went on his way.  

The Red coat era gave way to the Mercurians forming into the Army of Tang and the Olympians and Hell Hounds became the Polar Lions.  There were distinctions drawn between them that would never be the same.  Soon the Nemeans absorbed the Griffon's Gambit and became the Confederation of Nemea.  Perhaps the most diverse grouping since the beginning.  But that would not last.      

The Confederation broke after a cycle, the Polar Lions divided from the Barony and became House Valeeria and the Griffon's made their own way.  This was also marked by the ascension of Maarek to the leadership role.  The remaining Nemeans would wear Red kirtles that established the era of the Red Army.  

Today the Red Army remains much the same as it has for six cycles, although now under the leadership of Derry Bohannon and other regional leaders.  Still there are subdivisions showing up again.  The Clockwork lions bearing black, bronze and red schemes, the Sealions with their Black and Red look, very classic.  There are even the Forsaken of Nemea, who appear to have been cast aside when the Polar Lions broke from the Barony.  I even saw a green clad Nemean branch in Fadlan, although I did not get close enough to get a name from them.  

I know it does not matter much to many of you, but if history repeats itself, we will see yet another confederation or split of the Nemean forces soon.   Can the sleeping lion remain on top when everything around it is awake?

 

Posted on January 20, 2017 .

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 .