On the Field: Currency

What the kingdom and county currency is all about

            The Kingdom of Praelia’s official currency is the Letcher.   Because the Kingdom Capital is Nicholshire, the Letcher are small coins featuring the Star of Altarius on one side and the other side features the county arms of Nicholshire.  The Letcher is a standard size coin appearing in only one denomination.  The reason for this is stability within the economy, which we will get into more later.

            Other counties within the Kingdom of Praelia that participate in the economy would have their own coin currency – given a unique name and design - minted by the kingdom.  As to provide the most reasonably stable economy, minting of the coins is overseen by the Capital.   This way coins are similar in design while being distinguishable from each other. This also helps to promote accountability for conversion within the kingdom.  

            In the County of Roses, for example, the coin would be called the Rolet.  The would feature the standard Star of Altarius on the back, whilst the front featured a gemstone and the script “Rolet of Roses.”   Conversely, the coin of Namron, known for their great duck-filled lakes, would show the head of a duck and the name Namron on the front and the back shows the Star of Altarius. 

Posted on February 18, 2017 .

Lore Du Jour: The Years of Pain

17 ACI-The Years of Pain

  Knowing that the County would need a Knightly presence to defend her, Castellan Thomas and Chancellor Boltac announced the first open squire challenge for the Knights of the White Talbot. Five men took the challenge, and began the Trials of Knighthood. Willie MacGregor, Alonso Coronado, Wilmeck McWell, Iain McCalpine, and Karl Hungus. Of the Five, only Three made it to The Trials of Mettle, And none passed.

  And so, prosperity reigned supreme in the manner that had not been seen in ages. Surely the Renaissance had begun, and the County would rise to a bolder, grand new Era. Chancellor Boltac began his research into the history of the kingdom and region, and Chancellor Dunbar had began the search for new territories to explore.

The Dark Cloud

  Then, a dark cloud came over the lands. When Willie MacGregor returned from a voyage across the seas, claiming to have preformed a dark ritual evoking a demon, none believed him. His tales of gathering the rudest band of cutthroats ever to stalk our lands, intent on destroying all of the Scots was dismissed as the boasts of a loon. But everyone was wrong.

  Lord Brock returned one day, and with him the Minuet of Bones. This group was the vilest form of villainy to grace the land since the departure of the Kingdom.  From their first meeting, Clan Chattan and the Minuet were bitter enemies. This rivalry was as bloody as any ever witnessed. Brock's minions smashed the Claws of Ursa, Slaughtered the Scumdogs, and broke every back of Clan Chattan again and again. Women and children were not spared as Clan Chattan fought back, with the ferocity of their symbol, the cat. Back and forth the battles raged, bringing ruin onto all factions, and the near burning of Nicholshire Manor when the Scumdogs fled into the County to evade capture by their foes.

  Alonso Coronado decided to do something to stop the carnage. He formed the Castile de Leon. Noble in aspiration, they would heartily defend the peasants against the Warfare. This mere action angered the feuding factions to the point of turning their anger toward the fledgling Faction. This continued until the Grand Gathering.

A New Hope

  At the Grand Gathering, a ghost of the past appeared. Clan Ravensblood was seen on their way to the battle field, and then on the field. The Castile, Claws of Ursa, and Clan Chattan allied with Ravensblood in order to attack the Minuet of Bones. The war raged on and on, as many were slaughtered. Morgath of the Minuet sent the Claws of Ursa away with a mere word, as the Castile were shamed off of the field. Ravensblood battled until the last man stood, but it was too late. The Minuet had won the day, and destroyed the majority of the Factions.

  Shortly after the Grand Gathering, Lord Thomas stepped out of his office, and Chancellor Boltac Lowleaves was elected into the office of the Castellan. Boltac was quick to gather the Chancellors and attempt to re-build what had been lost. The Factions were granted tax-breaks in order to promote their formation. Ravensblood returned strongly, as did the Castile, however the Minuet of Bones seemed restless. Lord Brock went to Boltac and told him that he was not finished with the County, and he would return. Brock further informed Boltac to prepare for the coming revolution. Then the Minuet left the County and were not seen again.

The Last Hurrah

 When the Autumnal Gathering neared, Steven Kelly began his journey to the Outland Krymm Frontier, where he would form a Colony, and he wished for a contingent of the County to help him. Boltac gathered the Scumdogs, and asked all of the nobles to join with him in fighting alongside Kelly. The nobles were outraged, and began a revolt, which led to the alliance of the Castile de Leon, the Claws of Ursa, and the Scumdogs, against Ravensblood and the Sword Swinging Spectacle. Battle after Battle was fought, until the Powerful forces of Ravensblood defeated the Alliance.

  It was then that the Scumdogs turned on the Claws of Ursa, destroying them as they had been paid to do earlier that year by their own mate Elwood Chandler. The Claws of Ursa were forever destroyed. That day also marked the end of the Castile de Leon as Coronado renounced all ties to the county and nobility. Ravensblood had destroyed all other Factions in the area.

Posted on February 17, 2017 .

The Trading Post: House of Talbot Dice

House of Talbot Dice

10.00

A set of six dice for your Eternal Adventures.  Featuring the House of Talbot Emblem on the 6 for rolling all those "Ultimates."

This set comes in Purple and Gold to match the House of Talbot Guild book.

Comes in a cloth bag for easy carrying.

Posted on February 16, 2017 .

Bardic Chestnuts: Elsa Von Nurnberg

Elsa Von Nurnberg is a tyrannical member of the Von Nurnberg Order.  Her position as commander is rare among the Faction, as they almost exclusively promote men to these positions.  Elsa certainly gained her position by being a ruthless and vicious soldier.  She certainly will not let emotions or sentiment get in the way of efficiency and orders.  Her motto, "follow your orders" is often the only warning anyone gets before she takes action on her troops or targets. 

Growing up, it is believed that Elsa was mocked for being so tall and physical.  Whatever sort of harassment or mockery that she endured as a youth shaped her into a most intolerant being in adulthood.   Unconfirmed reports state that Elsa is in fact the illegitimate daughter of the Haus Vatter and a Clan Chattan lass, but this is purely speculative.  It is clear however, that being born and raised in Alluvium has made Elsa the perfect member of the Von Nurnberg Faction.  

Some even persist that she is part of some breeding experiment to create the perfect warriors.  This could be supported by the way that she embodies the mentality of the Haus to such a great level.  It is not simply a faction, to Elsa the Haus is her family.  If this is a true story.  

Elsa is tall and strong. She sees weakness as the most unacceptable state of being.  She Arrived during the height of the Legendary Era and joined the ranks of the Panzers of Nurnberg with great happiness. Her efficient allowed her to rise in the ranks, often taking the place of a superior that she personally executed for being incompetent.  Those under her command live in fear of stepping out of line.  Failure to follow simple orders can result in a quick death at the hands of Elsa herself.  Failure to succeed in a mission can result in the unfortunate faction member being choked or even beheaded publicly by Elsa. 

Vile actions within a faction alone Would not be enough to become a member of the Iscaiotes. It is her actions in war that place her on the list. Beheading and burning alive are common ways she deals with those who get in her way.  Having no problem violating the laws of Altarius, she has put many heads on stakes to get her point across. Failure is not an option to those who serve under her, those who she interrogates had better give answers fast or they will lose their eyes and be tortured beyond measure.  Elsa simply will not tolerate any inefficiency. 

It is worthy of note that Elsa is not somebody that can simply be captured and taken like others of the Iscariotes.  Elsa has the support of the Von Nurnberg faction.  Taking her will be not only an opportunity to deal with an impressive fighter, but also an invitation to face the entire faction and likely a declaration of war.   She must be captured either alone or in some fashion wherein her faction will turn their back on her.  This is the challenge of all who will seek to take her down.

Posted on February 15, 2017 .

Proving Grounds: Maximum and Effective Range

Effective Range 

Every weapon has a maximum and an effective range.  You may get more distance out of the shot but you will lose efficacy after a certain point.   The Effective Range is different for most weapons.  Certainly some Aptitudes can help to mitigate the Range Penalties, but for the most part firing over the effective range will result in your aim being off.    Each weapon has maximum range and an effective range.   Some Aptitudes like Artillery may adjust (exchange) the penalty for firing over effective range, depending on the situation.  

 

The range penalty for aiming over effective range = 1d6 FEL for every 10” over effective range

Remember 1 inch in game scale = 5 feet in game world

 

Short bow 33 inch max range / 15 inch effective range

Bow / crossbow 50 inch max range / 25 inch effective range

Long bow 83 inch max range / 40 inch effective range

Handgun 33 inch max range / 10 inch effective range

Musket 50 inch max range / 20 inch effective range

Long rifle 83 inch max range / 35 inch effective range

Canon 83 inch max range / 30 inch effective range

Catapult 83 inch max range / 45 inch effective range  

Traction (wheel) Trebuchet 83 inch max range / 40 inch effective range 

Counterweight Trebuchet 75 inch max range / 30 inch effective range

Ballista 60 inch max range / 25 inch effective range

Mortar 90 inch max range / 30 inch effective range

Bombard 83 inch max range / 30 inch effective range

Petard 10 inch max range / 5 inch effective range

Posted on February 14, 2017 .

Ramon's Travels: The Cave Dwellers of the Malone Mountains

In the mountains of the land that House Valeeria calls home there exists an enter connecting series of caves. Once one travels some 300 feet away from the opening where the daylight doesn't reach two things become obvious. First the cave is considerably warmer, it averages about 65 degrees which is balmy compared to the harsh weather outside.  People in Tor consider 20 degrees fair spring weather mind you. 

Second there is light coming from inside the cave. The light is caused by bioluminescent fungus that grows throughout the cave. The cave itself is warm and dry, but travelers should beware, for on these caves lives a strange tribe of people that was first discovered by Dagorian. From his reports they are shorter than average humans, no taller than four feet, rail thin and bony, and white as snow. He observed a group of them eating raw a hapless explorer, then he was suddenly attacked from behind. 

Knocked to the ground he looked up his attacker, covered in ritualistic scarring with teeth filed led down into sharp points. Dagorian stabbed the thing through the eye with a dagger and rolled it off of him only to look up and see the group descending on him. Making a retreat to the outside Dagorian was shocked to find the tribe would not venture near the mouth of the cave. 

Posted on February 13, 2017 .

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 .