From the Principalities: One night in Verdant Hills

A trio of adventurers had been summoned to the Verdant Hills, by an unknown yet generous benefactor to search for a book. This book was told to these adventurers to be a manual on burying the dead. These adventurers, a English judge, a Russian marksman, and a ninja, were told of a group of bandits to the north that had stolen this manual and that there would be much reward for its safe return. After the adventurers were given their orders, they went forth into the forest to defeat this threat. 

They arrived at a camp that was deep in the woods, shrouded by thick shrubbery and vibrant foliage. This camp was populated by a band of brigands who fancied themselves after the merry men of Robin of the Hood. As these warriors arrived near the camp, the Russian, whose name was Jesse, convinced the ninja, whose name was Shogai, to spy on the camp and possibly retrieve any item that was within. As Shogai skulked through the camp, Jesse and the Judge dealt with several guards who had been patrolling the outer edges of the camp. Both of these warriors fought valiantly as the ninja did his dark yet noble work. The ninja made short work of finding the manual as his fellow warriors made short work of the brigands outside. When they finished them off, the ninja joined them once again. 

Quickly the party made their way back to Verdant Hills, where their employer had been awaiting their return. They arrived at a stately manor in which a steward greets them at the door and leads them to a baron by the name of Lowleaves. He inspects the book that he had received from them. At first glance, the codex appears to be a manual on burying the dead, until the noble further inspects it and finds that it was, in truth a domesday book. The baron was very pleased that these adventurers succeeded in retrieving the book. 

As Lowleaves began to delve out the promised reward, Jesse was not pleased. He thought it was a reward of 300 letcher for each member of the party, and when he found out that it wasn't, tempers began to heat up. Jesse immediately fired his musket at the Judge, missing his shot. The Judge marched toward his formerly trusted comrade, billhook in hand. The ninja, quickly descended upon the Russian, armed with a katana that glinted in the dark hall. He quickly struck at Jesse with several, well-placed attacks. The Judge, however, had enough of the rigmarole that was occurring in front of their employer. His countenance became stern as he approached the Russian, and with one swing, the blade of his billhook landed square and true into the skull of his former comrade, dropping him to the floor. With the death of Jesse, both Shogai and the Judge split their earnings between the two of them, graciously thanking their employer as well as apologizing for the mess they had made.

Posted on February 12, 2017 .

On the Field: More than Fighting

More to Melee than fighting

The purpose The Kingdom of Praelia brand Melee is to act as a Living History organization that incorporates a sporting aspect.  It is very important for faction to remember this mission statement.  The goal of a good Melee faction or person should not rest solely on the win.  Instead, factions and individuals should look more towards faction and self improvement.  This is broken up into three major areas, culture, crafts and combat.  It is just as important for a faction or individual to display mastery of historical culture and crafts as it is to win Faction of the Year or the Master at Arms title.  No one in the kingdom really cares how mean you swing a stick if you are wearing shorts and a white T-shirt.  So get out, research your persona, be active on the forums and join guilds.  Guilds are an incredible advantage for citizen to use.  If you are having trouble getting good garb together, go meet with the Tailors Guild and not only will they help you create your soft kit, but they will also teach you to be able to make your own.  The skills available to learn by member of our guilds are too numerous to list here.  The Tailors Guild is just a good example. 

There are other ways to enjoy KOP events and practices as well, such as faction greatness.  Factions are encouraged and even rewarded for the hard work they put into making their camps look good.  This task has been accomplished in the past by adding a tent, a cooking pot, weapons racks, rugs made of deer hide, authentic tools, armor displays and even having actual food set up at a table.  These are a few of the past ideas for faction camp beautification.  In my personal opinion, nice looking faction camps add to the atmosphere of melee as well as help to form strong bonds among your team.  If you have a nice looking encampment, you might be more protective of whom you let enter it. 

To summarize, combat is only one small part of what is offered to the citizens of The Kingdom of Praelia.  However, the guilds and staff can only help those who are willing to put forth the effort to help our kingdom grow. 

Posted on February 11, 2017 .

Lore Du Jour: The Light Order of the Shade Realm

In the Shade Realm wizards blatantly access mystical energies and commit acts of heresy without shame.  While these actions are both prohibited and generally impossible in Alluvium, in the Shade Realm things are quite different.

Wizards of the Light Order are the most numerous wizards.  The Order was founded by the Society of St. Paul in an attempt to combat the minions of Satan within the Shade Realm.  To most, members of this Order are referred to as Light Wizards.  In the Shade Realm, this Order is at constant war with beings that promote the evils of the land.  Light Wizards are well trusted by most people, as that they are bound by oath to protect the good and destroy evil wherever it lives.

The Inquisition finds this order to be a failed experiment.  Light Wizards are considered Heretics, but cannot act overtly against them as that they have the protection of the Church.  It is not uncommon however, for Light Wizards to be killed “accidentally” while an Inquisitor is purging an evil from the world.

When relating to other Orders, the Light Wizards feel superior.  Calling the other Orders “Blind Ones”, the Light Wizards feel that they alone are able to use magic without being corrupted by the devil.  They are placed on their path by the Almighty God, and it is their Holy Light that will cure the world.  Any other Wizard that possesses Necromancy is not to be dealt with, save for a quick death.  Other Wizards are generally respected, though the Light Wizard will often attempt to convert the ‘Blind One’ to see the ‘Light of God’.

Posted on February 10, 2017 .

The Trading Post: Vendetta

Melee Vendetta: Lords of the Land Expansion pack

5.00

An expansion to Lords of the Land, Vendetta brings two powerful factions to the game.  Players now can collect expansion decks to add and trade with the core game encounters or they may opt to build a side deck from this expansion that features over 100 new encounters and 12 new personas to choose from.   

A blood feud dating back longer than most can remember now plays out across the fields.  Clan Chattan and Nurnberg have been enemies for literal ages.  From Falkenburg to Fallsburn, the war has run hot and cold but never ended.  Now the flames rise again as these two eternal enemies clash for control and order.  New Lords are coming to rule the Land!

Each pack contains 12 random encounter cards and 2 persona cards.    

Encounter Card Ratio  

6 Common - 4 Uncommon - 2 Rare cards per pack

Posted on February 9, 2017 .

Bardinc Chestnuts: Laertes of Elsinore

My name is Laertes of Elsinore.  I was in transit from my home in Denmark to France when I learned of the murder of my father, Polonius.  Naturally I rushed back forthwith to the castle to avenge the most heinous act.  I discovered that my once friend had murdered my father and with the help of the King I schemed to attain vengeance.   However, I soon discovered that something was truly rotten in the state of Denmark, as the King was a duplicitous liar who tricked all of us.  Sadly, my envenomed blade struck true not only to my fair weather friend but also did wound me.   I fell into the depths of death’s embrace quickly, watching the whole of the royal court poisoned as I faltered away.

To my surprise I awoke some time later in the bedchamber of the Thane of Cawdor.  Following him into a great battle I was cut down yet again, only to arise later in Verona, this time I was in the House of Capulet.  I was accepted by this house and sent to fight in a brawl not on the field of battle but in the streets themselves.  Our rivals, the Montagues, it seemed fought hard to bring our house shame.  So as with the masters of the house we would be sworn enemies.  

I was taken aback by a hefty rock to the head, but I once again awoke unscathed.  This time it was different; I was alone in a field.  It was no matter, for I discovered my fate long ago.  I am an immortal.  Neither blow from any woman born nor beast of the land or sea may fell me.  I may for a time be halted, but I will without doubt return to life yet again.  

I was lost for days without food, water I collected from the morning dew.  Then my salvation was found, a campsite in a small cave.  I made my way into the crevice and discovered that the owner of the campsite had been slain by some beast. 

The man’s supplies were meager and much was eaten already, but there was bread and dried meat enough for me to sate my pangs.   Then I heard the growl of a beast deeper in the cave.  I took the armaments from the man’s belongings; clearly he would not need them.   As fate would have it, the breastplate and lower cannons were a perfect fit!  The lower greaves I left for the time, but grabbed the saber and net to protect myself from whatever I was to find. 

As I went deeper into the cave, I found the source of the growling.  It was a large black beast, greater than a dog but less than a wolf.  I had never seen such a creature.  He bore a spiked collar and was pinned underneath a rock.  As I approached, the beast snarled at me – but as I tossed him some meat from my salvation I noticed a slight shift in his temperament.  Yes, he too was starved for sustenance.   The beast begrudgingly, and not without some warning and teeth baring mind you, allowed me to tend to his impairment.  His leg unimpaired by the rock, the beast fled my presence without further incident. 

I returned to my fallen benefactor, made haste to find any remaining food and supplies that I might need.  A storm had come upon the region, so I made fire and camp in the cave.  Then I took a moment to rest.   I awoke in the night to the sound of heavy breathing.  Across from me was the same black beast.  He was staring at me, as if simultaneously threatening and threatened.  Yet he had to compulsion against warming by my fire.  I threw to the creature an additional portion of meat.  By morning, we had an understanding.  He answers to Iago now.

Posted on February 8, 2017 .

Proving Grounds: Coordinated Attacks

Sometimes the best way to take down your opponent is to team up on them.  It goes without saying that two fighters are harder to defeat than one.  While most fighters will take turns battling their opponents, a well trained pair of fighters can truly overpower their opponent by coordinating their attacks.  Coordinated attacks take advantage of the precision timing to weaken the defenses of the opponent by splitting his attention between multiple simultaneous attacks.

In order to perform a coordinated attack in this way, both attackers must have previously trained together.  This allows them each to purchase the Aptitude Team Timing.  If both attackers have at least one level in Team Timing with each other,  they may attempt to synchronize their attack.   The attack phase works as follows. 

  1. All combatants roll for order of operations (Initiative SPD) 
  2. Both attackers must attack at the same action, so the faster attacker must hold her action until the slower attacker's action.  
  3. Both attackers roll SPD to synchronize.  The synchronize rolls must match exactly in order to gain the coordination effect.
  4. If the synchronize rolls match, the attackers add their AO together as one attack and add any DD penalties together to apply to the opponent.  One attack roll is made, with the combined attacker's Style dice vs the opponent's Style.  
  5. Results of the attack are calculated as normal.  Damage is applied as normal for each strike individually.  

If successful, the coordinated attacks can be very devastating.  of course it is difficult to roll exact matches for timing to gain this effect.  This is why the Aptitude: Team Timing is so important.   For each level in Team Timing, you gain one exchange to the synchronize roll.  

Team Timing

You have trained with another combatant for some time, learning the subtle cues and movements that allow the two of you to coordinate the timing of your actions.  

Note, this Aptitude must be purchased individually for each combatant you have trained with in this way.  

Agility

Posted on February 7, 2017 .

Ramon's Travels: Aldarian Pyramid

        Rising high above the dunes of Nam Hai, visible for miles, is the Aldarian Pyramid.  Named after the city nearby, the pyramid has been an enigma in the region for as long as anyone can remember.  The weather has eroded away much of the facade that once held gold and gems in mosaic that made the pyramid shine in the sun.  Only the peak still has the golden cap, a solid piece of gold with inlaid silver and gems.  It is sheer difficulty that has kept the robbers from stealing that last piece, as it is simply too huge to remove.  Some chunks have, sadly been chipped off.

        There is a small entrance on the southern wall of the structure.  Here one may enter a grand chamber with several doors.  These doors once were able to be opened by a system of pulleys but the ropes that maintained them have long since broken.  Some claim to have found other entryways, but these are quickly dismissed by the Chroniclers that study the pyramid.  Aldair maintains a militia of guards to defend the pyramid from tomb raiders.  

        Speculation as to what lies within the pyramid includes the tombs of ancient dead, a hidden civilization and the power resource for some ancient sprits of evil. 

Posted on February 6, 2017 .

From the Principalities: The log of C

From the log of C

The siege weapon is now installed on the Good Fortune, the munitions are safely on board, and the mount for the swivel canon has been constructed. Now just to wait for Ox to return with the damn thing. The engineer's were willing to teach me a thing or two about engineering and firing weapons such as these. The knowledge should come in handy later on when we go up against Nuremberg. I heard a loud bang while finishing up work on the ship, went to the gate and found that the adventuring party had returned and the constable was dead. We got some details and were presented with a lucrative bounty.

We ended up tracking these robed fanatics, whom were responsible for the constable's death to a few hours south west of town, they were lead by a brut named Abbott Roland. He was a big, crazy, strong, and tough son of bitch, bit Quare's pinky clean off. If he had half as much dedication to the black as he did to his faith he would make an excellent crew mate. Luckily he had no armor or we may not have returned at all.  We killed 4 in total, two of them by my hand.  We searched for the mutineers of the town guard to no avail and then returned and collected the standing bounty. Now with this Letcher, I must met with the Engineers and Lumber yard to discuss possibly adding haul reinforcements, a ram, and/or maybe some improvements to the sails. The ship could also use some redecorating, perhaps I'll paint the trim a nice shade of blue. 

`C

Posted on February 5, 2017 .

On the Table: Phones, TV and music - distraction or diversion?

Greetings, this week we take our weekly look at gaming from On the Field to On the Table.  As a multi-platform gaming system, Melee games take place in venues that vary widely from the standard field or basement.  

In Tulsa, Oklahoma, on Mondays a group of Eternal Adventurers meet at the Inner Circle Vodka Bar for evening gaming.  The bar has the usual host of music, TVs with the game on and sometimes Karaoke.  These sounds could be a distraction to some, to others they are a diversion when another is taking their time with the Game Master.  

Certainly if players find that they are paying too much attention to their phones or to the game on TV, it could be a problem for the storyline.  How do you deal with this?  Sometimes this is a good thing, especially when players have a great deal of business to deal with one-on-one with the Game Master.  However, if it becomes problematic, be sure to bring it up to the players and see what they think.

 

Posted on February 4, 2017 .

Lore Du Jour: The Dark Ones of Tor

The Valeerians tell tales of a strange presence in Tor that threatens the whole world.  This presence manifests itself in many ways, according to the Valeerian tales the darkness can be most often found in the form of strange beings they call the Dark Ones.  The following is an account of these Dark Ones from one Valeerian found rambling in horror near Alterron. 

        Within the souls of every man lies the seed of darkness, a festering evil waiting to emerge and bring about the chaos.  The Dark ones are exceptionally subtle in their machinations.  Infestation by a Dark One leads to the eventual takeover of the host body, although they creature is neither parasite nor worm, but something else.  They can lie in wait, dormant within the host, for ages waiting and plotting.  
        Many of the Dark Ones make use of their host by manipulating their habits and some are so devilish as to alter the thoughts and words of the infected in such a way that they control the mind in time.   Ultimately the Dark One will take complete control over the host, causing them to serve the Dark Ones will.  
        The more subtle creatures are arguably more dangerous.  They whisper subtle doubts and prey upon the insecurities of the infected.  The creature will start off slowly,  altering the vision of the infected, flickering images and minor hallucinations are levied upon the victim, starting off small and growing.  As the Dark One continues to attack, the victim becomes more and more paranoid.  They begin to disbelieve others, seeing even their own allies as monsters.  Soon they lose touch with reality itself as their mind decays into the depths of insanity.  
        The more audacious creature will slowly change the body of the host as well, turning them into a creature that is best described as monstrous.   Fang and claw may sprout from the body of the host – many find viler transformations are in their future.   When the true form of the Dark One is exposed, the host body will be nearly unrecognizable.  Even death will not remove the Dark One’s presence.  In this way the Dark Ones pose the greatest threat the world has ever known.  
        Unfortunately for the rest of the Kingdom, most people do not accept the existence of the Dark Ones.  The Barber Surgeons claim that there is no evidence of a creature within the so-called possessed, they instead believe that the Valeerians are paranoid.  The Valeerians know better.  Valeeria knows there are no allies in this war; the Dark Ones are everywhere.   The best advice is given to each member of the house – pay attention and remain vigilant.  
 
Posted on February 3, 2017 .