Bardic Chestnuts: Sir Wilmec McWell

Born in the Highlands of Scotland, Wilmec was a shepherd prior to the Arrival.  One night after a particularly long day of herding his sheep, a mighty storm arose on the farm where he worked.  The rains beat down upon the rickety wooden walls of which the barn Wilmec took refuge within were made.  Suddenly, with a clash of lightning a booming thunder, the doors opened and the sheep ran out into the storm.  Wilmec followed with his hounds, attempting to save his flock but fate had another course of action in mind.  Wilmec slipped on the mud and fell down, hitting his head on a rock.  The darkness surrounded him and he fell unconcious. 

Wilmec awoke to find himself strangely out of place.  He had Arrived far from his home in Scotland, he was rather on the coast of Bayside View in the County of Nicholshire.  Wilmec, not being easily scared, was terrified.  He asked around a few fishermen, learned the lay of the land and soon found his legs in Alluvium.   Within the week he was working as a shepherd across the river at the Highland Farms.  There he met with Tiegen Cassady who taught him the ways of the sword.  

Wilmec grew in fame and prominence as a fighter, fighting alongside Clan Chattan for many years.  Often quick tempered, Wilmec would find himself in arguments that would lead him to fight with other factions.  This trait allowed him to gain many friends and allies as well as a repertoire of techniques from various factions including Ravensblood, Justice, Nurnberg, the Chalice of Thought and Triad.  It was on the Faction Triad when Wilmec earned his greatest fame - rising to sergeant faster than any other warrior the Faction ever knew.  

In the political spectrum, Wilmec was the first to welcome a young Boltac and Filch Lowleaves to the land.  His ties to the various factions allowed him to serve as the Chancellor of Registries for a period of time in Nicholshire.  For a time he served as an Arbiter at the Ruin of Roses and Castleton.  Always a well known face around the gambling tables and the bard's tents, and many a lass's tent besides, Wilmec would either be welcomed with open arms or chase, depending on who he knew in a town.  

Sure, he had his fair share of troubles - but such is the life of a rogue.  Known for telling tall tales and running up more than a few gambling debts - he was also known for helping nearly everyone he came across in need.  Such a dichotomy of a man, it was hard to tell where his legends and stories stopped and his reality began.  Surely it was once somebody was certain that he was indeed spreading a blatant lie about saving the Lord of some town's daughter from a huge beast, that the girl would show up wearing a beast-hide cloak!   

He loved this life and never looked back at his days as a shepherd.  

When the time came for squires to be chosen for the White Talbot, Wilmec was one of the five who attempted, yet came short of this lofty goal.  After this, he was taken under the wing of Gustavus and eventually knighted Sir Wilmec McWell Knight Errant.  As a Knight, Sir Wilmec would take to traveling more and more.  He was said to travel to Fadlan on occasion and play music with the famed Bardic Academy.   

Sadly, the fate of Sir Wilmec McWell is not known.  The last story to be told of him takes place just outside of Mercenary's Valley.  Leaving a celebration with friends, Sir Wilmec spied a burning manse on the way back to his house in Nicholshire city.  The manse was set on fire with multiple people bound by ropes inside, the arsonist was still on the premises looting the place of any valuables.  Sir Wilmec ran in and rescued the bound people, leading to a confrontation with the arsonist. According to the rescued witnesses, Wilmec and the arsonist fought inside while the manse burned down around them. 

Still, stories of knight similar to Sir Wilmec appearing on the roadside to help stranded travelers with a broken wheel, or to offer a poor family some food are often told around the pub fire. Similarly some tell tales of a warrior appearing in the middle of a fight, bearing the heraldic arms of Sir Wilmec, fighting for a while and disappearing in the fray.   On nights when the ale kegs run dry just a little too quickly or the door suddenly opens without warning, some who knew him may still call out "Thanks Wimec."  

Wherever Sir Wilmec is today, his legend will live on forever.

Posted on February 22, 2017 .

Proving Grounds: Hitting Horses and Barns

Sometimes what you are targeting is too large or small to use the standard randomization chart.  To this end the following is submitted to the proving grounds.

Horses and riders pose a problem, as the horse is considerably larger than the rider most of the time.  Therefore, the 50/50 ratio would not be appropriate to hitting the rider.  In this case, before the random chart for limbs is done, first roll the following to determine if the target hit is the horse or the rider.  

Horse hit chart 1,2 = rider / 3,4,5,6 horse

Play test this a bit and let us know how it works in your games!

Posted on February 21, 2017 .

Ramon's Travels: Nearneth Point

Located just south of Norfolkshire, Nearneth Point is a Granite Spire outpost that until recently was relatively inconsequential to the events within the Kingdom.  What appears to be a training ground for the Spire’s militant troops, Nearneth became a well known name during the Siege of Fallsburn in 32 ACI.   While the eyes of the region were focused on the battle between the House of Woe and Hand of Fate in the Hinterlands, Nurnberg moved troops along the Sandyshore River and took Fallsburn.  

Sheriff Kelly sent his general Hallvardr Olaf Rodgeirr to assist with the retaking of Fallsburn.   Olaf and his warriors of Nearneth even managed to persuade the generally neutral Norfolkshire vikings to come help in the war effort.  While the armies of Nicholshire took the southern walls, it was the unexpected forces of Nearneth and their allies that broke the walls in the north and allowed Castellan Wallace to be freed and consequently causing the Nurnberg retreat.  

Nearneth remains a small outpost, however they have a degree of respect that was heretofore unexpected.  The increase in exposure has forced the Spire to set up a small inn for travelers in the area, a turn of events that is both financially beneficial to the Spire and a source of annoyance to General Rodgeirr who sees the added attention as a distraction to his job training troops.

Posted on February 20, 2017 .

From the Principalities

Falkenburg has recently come under the assault of vicious animal things.  Chroniclers and adventurers have flocked to the newly opened land beyond the wall to see what waits for them, however it appears that death is key among those things.   Creatures not unlike zombies of the Kaylinn Swamps have been sighted shambling about the land.  

Offenbach, a small city just north of the wall, has reported many of these undead cretin assaulting their towns.  They appear to be wearing Nurnberg soldier's training clothes, blue and red.  It is presumed by the Mayor of Offenbach that these creatures are the turned frost zombies of Nurnberg patrols.  Perhaps these undead attacked their barracks during a war game.  It is unknown at this time.

On a related topic, the assault on Haus Frankfurt has resulted in all of the nobles being killed by the plague.  Whatever has brought this heinous issue to the Kingdom is certainly not done yet.  Only time will tell.  

Posted on February 19, 2017 .

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 .