From the Principalities: Job Opportunities in Kaylinn Swamp

Posts abound in the Cordilleria featuring great opportunities for builders and laborers to work on a construction job in the Kaylinn Swamps.  Construction of some fortress is underway, headed by Raziel Mendoza and the Granite Spire.  

Workers are being offered 50 letcher per week for working on the project.  This is considerably higher than many wages here in Azara.  It is no doubt many of will seek to join this project regardless of the rumors of evil and monsters in that wasteland.  

Interested workers are encouraged to meet at Welch Gulch soon, while the hiring is still good.  

~Brad Perry

Chronicler in Ashtonshire, Azara 

Posted on January 29, 2017 .

On the Field: Persona Development

      Many have asked me, “Chancellor Hraldr, how can I create a persona? What characteristics do I need to focus on to make it as colorful, and as historical as possible?” It took me a couple of years to truly figure out the answer to this question. When I finally figured this out, I thought, “this should be easy and why did it take me so long to figure it out?” I realized that it wasn’t so easy; the research that’s involved is a strenuous process if you don’t have an idea of what you wish to be. So I began to postulate on what aspects should be focused upon minus any irrelevant details that may get in the way. These aspects are few yet important, for they will make the foundation of your persona’s story.

            The first aspect you should focus on is the culture that you wish to represent. Ask yourself, “where am I from?” This question will take away a large chunk of the difficulty in the creation process; for if you have an idea of where you’re from, you can figure out what clothing you may wear, what weapons you will wield as well as possible timeline to come from. If you deliberate further on this question, you will find many details that will give color to your persona, such as names of the monarchy at the time, a city that you may hail from, as well as particular customs and holidays of the region.

            The next aspect you should focus on is your persona’s occupation. What did your persona do when it was alive? Was your persona formally of the nobility or was it a peasant threshing wheat for the local baron? Maybe you were of the merchant class and you traveled extensively through the world selling your wares. Whatever that persona may be, knowing that persona’s occupation will help greatly help on how you interact with other personas on the field, especially if you have find someone whose persona shares the same occupation as yours. It would also give additional help when it comes to what garb you may wear. The job that your persona has will be a measure of what finances your persona may have experienced in life and therefore would decide what garb that persona would have availability to.

            Another question that you could ask yourself is “what did my persona do for fun?” Having likes and dislikes, as well as hobbies will make further elaborate on what makes your persona what they are. Everyone has pet peeves and revealing these will make your persona look reasonable and helps it to look more like an actual person instead of just some character. If you have a question on what exactly to choose as such, then look to yourself. Ask yourself what your hobbies, what do you like or hate. More than likely you will notice that they can be just as good as making the information. However, stay away from using hobbies that are too modern. It is unbelievable for a peasant from Dark Ages France to have interests in video games or for a Spanish inquisitor to enjoy a riveting round of Monopoly. Putting such information in a persona takes away from its ambience.

            The last question you should ask is “what’s my name?” This is one of the most difficult questions to answer for many people don’t know about naming practices in the dark and middle ages. The average name was usually without a surname which is commonplace in the modern day. In the past, the average name may reflect on a physical feature (ex. Ramon the Black), a city that they may have come from (Rochefort le Alsace), or a job they may be employed in (James the Miller). There were some exceptions prior to the Middle Ages, such as the Romans who usually would have a family name that they would just attach to their own, as well as the women’s custom of adding the family name of their husband and changing their first name to match their husband’s.

            When a persona is created, it should be an extension of you. There will be difficulty to express this as you think about what you wish to be, but if you can answer these questions and apply them, the result will be evident everyday that you step on the field.    

~Sorin Hraldr

Chancellor of Histories

Nicholshire

Posted on January 28, 2017 .

Lore Du Jour: An Alluvium Creation Mythology

Many viewpoints about the land of Alluvium exist.  While many attribute this land's properties of death and Return to one god or another, others tend to believe the land is instead cursed by some evil from within humanity.  The church maintains that the land is part of the Lord's plan, and only by devotion to the church will ascension to the next world be attained.    

This is a version told by the Cult of Altarius, an explanation for world of Alluvium from their perspective.  


    In the beginning, there was the darkness.  The darkness formed a void of which no man nor did beast live.  The void gave birth once to the Six children.  These became the Greater Elemental Gods.  The Greater Elementals were at one with the Void, creating the perfection of the Great Sepentary.  The universe manifested itself in sevenfold directions, each governed by an Elemental, and becoming the sacred Unity of Nature, the Universe, and Gods.  The Void commanded that no harm should ever be given to his children by his hand, so long as they did no harm to each other.
    The day came when each of the Elements grew anxious.  With the void as the great father controlling the actions of the children, the unity worked well.  Life created Mana, Air adapted the Mana, and Fire changed the Mana.  Water controlled the course of Mana, while Earth forged stability, finally Death destroyed Mana.  The Void would cycle the Mana.   Fire was the most ambitious, starting to quarrel with Earth.  
    Fire wanted Earth to stop restricting his changes.   This disrupted the cycle, when Fire changed what Earth forged.  Soon the elements were at war.   Fire was attacking all of his brothers and sisters, with no regard for the cycle.  Life stopped creation, and this disrupted the activity of Death.  Water and Air were angry as they were overlooked, and disrespected as weak.
    The war of the Void continued as the Void itself was thrown into Chaos.  For untold Eons, the Elementals did battle with each other.  All of the elements were in battle, though there could be no winner since they were all immortal.  Finally the void threatened to consume the entire Sepentary into itself, and become nothing.  The Elements were ready to create a truce.  Peace was to restore Order to the cycle.  
    Fire was not faithful, as upon the day of Peace he burnt the body of Water.  Water was believed destroyed, so the others knew they had to act.  Earth sacrificed himself first.  The Earth Element tackled and surrounded fire, and created firmament.  
    Fire was not easily stopped, and began to burst from the skin of Earth.  Air blanketed the firmament to stop fire from leaving back to the void.  So it came to pass that Fire was consumed within Earth, and suppressed over the new firmament of Earth by Air.  Fire stretched and pushed on Earth to escape, and thus mountains and hills were created, but the two Elements were able to restrain Fire.  The Void was pleased that he who violated the peace was restrained, but the Void had sympathy.
    The day came to pass that the void spoke once again to his children.  The void was saddened that Fire had been so reckless.  The Void commanded Life to create again, and allowed Fire to act through small breaches in the firmament.   Fire was good.  And so it came to pass that Life Created again, and Fire changed, Air adapted and Earth gave stability to Mana once again.  Death destroyed that which was to destroy, but held resentment against Life, and violated the peace.
    Death attacked Life loosing his right arm in the fight after being struck by the Void.  The Void now had hurt his child.  Void was overcome with grief at breaking his commandment, and cut off his right arm to give to Death.  Death now was able to work again, and the peace was restored. 
    It came to pass that Fire once again became anxious.  Fire began to burst from the firmament as before.  Earth had become angry at Life, and created great Quakes.  Death was slow, as his right arm was unable to destroy.  The day was dark when all neared war again.  With Fire and Earth in fighting against air, the Firmament was nearly destroyed, and all of creation shattered.  Water returned from the Void, as Rain.  Rain became Flood, and Flood became Sea.  Water had returned to help control creation.  The weight of Water on Earth and Fire quenched the war.  
    And so it was that the Land of Earth was separated by Seas of Water, and the Fire was controlled by wind of Air.  Life created much, and Death destroyed.  So the Peace of Ages began.  The creations of Life began to learn from the Elements.  Civilizations began.  
    The day came to pass when Men had been created.  Men were good, and the world was theirs.  As their tribes were created, they began to worship the Greater Elemental Gods.  The Elements now were so confined by their mutual work, that they could not act independently.  Their bodies were formed into the World, and they could only interact through the world by the way of their followers.  Weaker forms, Lesser Elementals, Avatars, and Elemental spirits, are now able to work for their masters.  
     
Posted on January 27, 2017 .

The Trading Post: January release - The Fightbook

January's release is from The Eternal Adventure line.  An essential part of any good warrior's pack, presenting the Fightbook volume 1, A Treatise On The Techniques Of Combat, By Master Thomas MacLeod-With Notes From Other Masters At Arms.

The Fightbook features tips and explainations of fighting theory as well as mechanics of personal combat as described by Thomas MacLeod, first two-time kingdom-wide master at arms.  On top of a wealth of descriptive content, MacLeod's notes go on to describe over 100 new techniques and counter-techniques to assure victory against an opponent. 

Additionally, ten new martial arts and techniques are introduced by Master Bear of the Bear Monastery of Darkswald Wood.  The Bear trains students in combative arts and has provided basic instruction these ten martial arts theory and practice.

Finally, ancient methods of the use of ranged combat are provided here for the first time. Originally chronicled from artifacts found in the Catacombs of Doolin's Keep, these letters are part of a book by Master Marksman Fabian Yaught.  Master Yaught was fabled to be one of the most prolific marksmen in the Kingdom before he disappeared during the Shade Realm Wars in the Mythic Age.

Posted on January 26, 2017 .

Bardic Chestnuts: Cedric of Abbotsbury

Brother Cedric of Abbotsbury

The life of Brother Cedric has proven to be a test of faith.  When Cedric was a young man he learned a great many lessons at the hands of his older brothers.  Most of these lessons involved bruises and even a broken bone or two on occasion.  It was his faith in the almighty that kept Cedric from lashing out in anger at his abusive family.  Instead Cedric focused his energy to the study of the Lord and began his work in the church.  
As a scribe, Cedric spent several years illuminating the Holy Bible.  Many times over, he wrote the words of the Father until he was so familiar with them that he could recite verses with both accuracy and fervor.   In time Cedric's manuscripts would be sought after by monasteries all across the Christian world.  Cedric had found the path that the Lord had wished him to walk. 
Unfortunately, tragedy would once again come into Cedric's life.  War was endemic all across the land, Northumbria soon was overtaken by Egbert as the new overlord. This pillaging was devastating, as brutal as Mercia before, and Cedric's abbey was not immune to the slaughter.  Raucous mercenary attackers took advantage of the chaos and looted the church.  Cedric and his fellow monks tried to resist, and in the confusion several candles fell over starting a great fire.  As the abbey blazed, Cedric watched his manuscripts and the beloved church burn all around him.  He prayed to the Lord, and succumbed in penitent grief. 
He awoke in the halls of a dark castle.  Crawling through the cavernous dungeon, Cedric made his way to the light of day. There he saw the sign of Christ carved into a tree.  Looking around the barren landscape, Cedric was certain that he had been saved from the conflagration by the almighty and put on a new path.  The ruined dark caverns behind him were home to savage men that Cedric did not recognize.  They began to emerge from the tunnels and approach him, but Cedric was not afraid. These mongrels took Cedric into their town nearby, where they forced him to carry lumber back and forth.  But Cedric did not complain, for he knew his time would come. 
Soon, Cedric was proven right. One day when he was out gathering mushrooms for his captors, Cedric was led to a grove with many fungi growing in the hollows of the rotten trees.  Cedric stepped just out of the way when a tree fell upon his captor and killed him outright.  Cedric was scared at first, but fear turned into gratitude as he saw what appeared to be the Christ mark scratched into the felled tree and an arrow pointing south.   Cedric took the cue and fled to the south, where he walked for forty days and nights with only the mushrooms and the spring water to sustain him.  
Still, Cedric grew strong and on the fortieth day he came across a large monastery. There Cedric learned of the world and he instantly knew that he had been granted another chance to make it right.  And with that Cedric joined the Society of St Paul and began working on his first of many magnificent illuminated manuscripts.  Eventually Brother Cedric would rise in prominence and help spread the gospel all across Alluvium. 

Posted on January 25, 2017 .

Proving Grounds: Scale of games

Character and Scale
Average height of a character is around between 5 and 6 feet tall.  This is equivalent to 4 cubits.  To ease in game play, miniatures of 25-30 mm or 1/56 are considered to be the standard scale.  Each inch on the gaming area is therefore is 3 cubits, or right around 5 feet.   Scaling in this fashion includes all obstacles, walls, doors and other interactions, in three dimensions.  Depending on the complexity of the scene and the needs of the players, some gaming tables may feature very detailed scenes.  Be it a terrain filled three dimensional space, or simply lines on a piece of paper, this scale is an industry standard that allows for the vast majority of miniatures and terrain pieces available in game stores to be used with Melee: The Eternal Adventure and Melee:  Factions and Orders.   Keep in mind that scaling in this fashion also means that maps and other materials can be made to scale by using the 1 inch = 3 cubits = 5 feet conversion.  

Range and Reach
The range of attacks by a ballistic weapon and the reach of a melee weapon are likewise measured in inches.   Range and reach play a pivotal role in determining if an attack is successful.  For ranged attacks, the target must be both within the range of the ballistic weapon and within the area of reach from the ballistic projectile.  Melee weapons conversely only measure the reach from the attacker to the target.  

Close Range is standard for all techniques and is always considered to be within 2 cubits or under 3 feet from the opponent, while Long Range is specified on some techniques and requires the enemy to be over 4 cubits or 6 feet away from the target.  Of course a Long Range technique still requires reach to be effective, using a pole weapon that is 5 feet long at 7 feet away is not effective reach.  

Variation in Scale

Variations in scale should be addressed first and foremost in the spirit of the game (does it affect the game), and ultimately the miniatures that vary dramatically from scale should be used as agreed upon by the players and the Arbitrator.   To facilitate scaling issues further, in cases where the miniature is posed in such a way as to be confusing, consider all figures to have a square base underneath.  When standing still or otherwise not obviously extending beyond standard personal space, the figure will take up the space allocated by the square base.  This base should be between 20 and 25 mm, which are again industry standards.  Should something come in contact with the area that this base takes up, regardless of figure pose, it is fair to say the character will be affected.  Whether the character can dodge or otherwise mitigate this intrusion is up to the story and the dice.  

What’s a Couple of Cubits Between Friends?
We have a saying, if there is no money on the game let it ride.  This is basically a sportsmanship rule in all gaming.  When using measurements and miniatures, there are bound to be moments wherein the players are in dispute as to how close or accurate they are.  Inevitably once or more a game a player will be within a couple cubits of range, but not technically within range.  
The rule here is simple.  If it is within 2 cubits, or less than one inch, generally let it count as within range.  Now this is not a license to add an extra inch to measurements, but rather a means to avoid arguments and slowing down of the game.   Of course not all players want to extend this leniency, so all involved ahead of time should agree it upon the leniency, but we strongly encourage players to adopt this principle and just have fun with it.  

 

Posted on January 24, 2017 .

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 .