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You are here: Home --> Forum Home --> Recent posts by GreyGrey
Topic: A Morbid Shopping Trip
Subject: I love the praise, Gruggy, but ...


... did you read Sept's story?

It's a good thing that Sept is learning the ropes of literature. I wrote my first novel-length manuscript (241 pages) when I was 15. It was typewritten on a Royal electric typewriter and it was about treasure divers in the Bahamans searching for a sunken Spanish galleon. My first and strongest literary inspiration was Peter Benchley!

Anyway, Sept, the arts are a hard bet for a career. You may be talented (or worst yet, may have potential), but the only success to bank on is when you appeal to the masses. As an artist trying to make a living, you will discover that even though *you* like your stuff, many people won't. Many of these people will be gatekeepers as well who have the power to help you get to the next tier, but if they don't share your vision, they easily deep-six you.

Justice or not.

Trying to make a steady paycheck in the arts is trouble. Some people make it easy, most people make it hard. Some artists (talented or no) never make it.

My best advice to you (if you are looking to make an apprenticeship in the literary world) is to read, read, read! And not just stuff within the genre you like to write about. Branch out.

For instance, my reading list this year was the following (I write science-fantasy-occult-horror):

The Nautical Chart by Arturo Reverte-Perez
The Children of Hurin by JRR Tolkien
The Complete Short Stories of Ernest Hemingway
The Collected Short Stories of Valdimir Nabokov
Lolita by Valdimir Nabovkov
Uncle Tom's Cabin by Harriet Beecher Stowe
Once Upon a Town by Bob Greene
Selected short works by Joseph Conrad
Memoirs of a Geisha by Arthur Golden
Lost Horizon by James Hilton
The Girl of the Sea of Cortez by Peter Benchley

Yes, I read all of them and am currently reading some ghost-hunting stories to help flesh out my character, plus reading/revising my mansucript for my agent to sell.

Do not making reading a chore; reading is excellent. It improves your vocabulary and strengthens your prose and also is usually far more satisfying than watching the movie or playing a video game based on it.

Posted on 2007-11-11 at 16:57:37.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Turn 10 Now Submitted


I have just packed it up and sent in my turn orders for this new week. Here is the lowdown:

Not so much recruiting forces, but I have a couple of characters taking care of adding some more ARCHERS into the mix; ARCHERS are excellent addition to an army's overall STR (which deals out massive damage).

I have some army commanders upgrading armor and making weapons as well as doing some important training. Training helps increase skill and morale.

My emissary, Tyreath, has made contact with the Witch King and is seeking to meet him in Eriador this turn to gain a combat artifact, Elfbane. This artifact allows a +1500 Combat point to the overall STR of a force it's with and also it is one of the Corsairs' victory conditions.

Posted on 2007-11-09 at 16:12:57.

Topic: A Morbid Shopping Trip
Subject: Anyway -


I hope my critique didn't throw you off. I think you're doing fine with your work. We have a tendency to be proud of what we do, and sometimes when we ask for opinions and we get some comments less than expected, we can be hurt.

I hope that my meager observations weren't hurtful. Everytime I become so proud of my work and think its the hottest stuff to come down the pipeline, I have my agent at WriteHigh tell me: "Umm, Michael, you need to revise and rework this manuscript. I know you think you are the sh**, but you need to exercise a little more focus."

So, yeah, it can be frustrating, Septimus!



Posted on 2007-11-08 at 17:27:24.

Topic: A Morbid Shopping Trip
Subject: Nice Attempt


Well, I hope that this expose on a fantasy character does not truly reflect the author:

“Murderer”, lamented the other, and Septimus’ eyes burned like the fires of hell.

You may be looking at a long jail time!

Good attempt, although this is too vague. You describe a georgeous woman ... with a tail? That doesn't make sense to a casual reader such as I. You may want to be specific. "A female Raksasha walked by, georgeous, graceful, womanly to the core and possessing a striped tail ..."

This will let me into the reason why this "woman" has a tail. Other than that, she becomes a freak and not "georgeous"!

Your main character, Septimus, goes through a gamut of emotions within a few paragraphs. He comes through the streets somewhat haughty, then when confronted with the parrot, disconcerted, then when confronted with his master, sad and remorseful, then laughing and smiling what a good day it is.

You may want to keep the same emotional texture throughout the piece, unless the character suffers from insanity! Heh!

I sense this is an excerpt from a longer work, so you may be keeping it to yourself presently why the old "master" no longer likes Septimus. If I was the old man and I wanted my henchman to kill someone for me, I would probably not bring up anything that may cause our relationship to turn sour - unless I want to get rid of the guy.

Anyway, good attempt and - keep writing!

Posted on 2007-11-06 at 22:10:32.
Edited on 2007-11-06 at 22:12:05 by GreyGrey

Topic: Your Opinion?
Subject: As It Goes...


So, it looks like I'm signing with WriteHigh Literary Agency - but for my "Ghost Hunter" series rather than Dark Water.

I'm trying also to peddle some short stories based on the Ghost Hunter series; that'll help sell it. I'm still awaiting on final revisions, however, before I can sell the novel.

Posted on 2007-11-06 at 20:00:02.

Topic: Lords of Aetalanta
Subject: A Dark Visitor Comes to Osveld


As King Pendragon Taelin IV Graansen awaits word from his cousin, Thane Yrilla in Menglana to decide upon the nature of a ptich battle to settle their deiffences, the Osveld court suddenly becomes host to a strange and fair-seeming Engrimm from the wide lands of Endaur. His name is Granth, and he brings friendship from Allaphros Zehrn of Nargarmyr ... a Mordarini (Dark Sidhe-Elf).

"My lords of the north," Granth says in pleasant speech, though he is unlike one would expect from the dark realm of the Wraith King, "years ago my masters have had an alliance with the northmen. Years ago our swords and spears thundered against the hated Urlanders.

"My masters once again wish to show their friendship and to seal an alliance with our great northern neighbors. We offer power, we offer support. You are at war with the fool Menglanese who have long usurped their dominance on the seas west of your shores. Yes, my masters have heard of this pitch battle you would devise against Thane Yrilla Dunsdan and her people. This is pleasing to my masters' ears, and they would like to support you against her ... but we advise something greater.

"My masters say, yes, fight your 'pitched battle', but after you have crushed the Menglanese army on the field with the help of Nargarmyr, we will rally our strength and conquer those lands for the pendragondom of Ibanvaal."

Granth: Engrimm Emissary, Prowess: 38, Emissary: 89.

Taelin IV thinks on this, and then asks for counsel of his friends. At length the court is willing to join in a shadow alliance with Nargarmyr. The pendragon asks:

"What does Nargarmyr plan to support us in our war against the Mengalanese and my cousin?"

And Granth replies: "You shall have strength of arms from the Kordaata Mountains. And, lastly, strength of arms in your invading army in Menglana."

Taelin IV asks: "What is it that Nargarmyr wishes from us, then?"

Granth smiles. "My masters will come to you for aid soon enough, and you must pledge upon this alliance to assist Nargarmyr in the time of need."

The pendragon and his court are in agreement, but they are uncertain just what aid Nargarmyr could plan. After all, there was nothing in the Kordaata Mountains that could avail them, unless Nargarmyr could harness the might of the trolls ...



Posted on 2007-11-03 at 17:45:19.

Topic: Lords of Aetalanta
Subject: Ibanvaal-Menglana War Capabilities and Strategy


As agressive as the Auroragrimm are, protracted wars are uncommon. As stated before, the northmen generally rely on swift strikes and raids against their formidable targets. They are highly offensive in their tactical ability and can suffer gruelling defeats if placed on the defensive.

Every war up until now that has placed the northmen nations on a defensive front has ended in disaster; Urland, the largest kingdom in the south, has time and again put down the Auroragrimm when its Carillion armies have arrived in the northern lands.

To formulate basic STR and CON of an army or fleet, you basically multiple the amount of troops x STR or CON. So, if you have 200 Archers, your army will have a base STR of 1200 and a CON of 400.

This is the base, not the final multiple. Other factors are added into the equation, including commander rating, special weapon/armor, terrain, climate, national tolerance, morale, spells and artifacts, and guests.

Ibanvaal and Menglana are excellent at raiding and viking, but they do not have the forces to commit to a final bid to crushing each other; they are also close to each other when it comes to manpower and gild revenue. Therefore they have to rely on the purchasing of mercenaries and outside help to tip the scales.

Posted on 2007-11-03 at 17:03:02.

Topic: Lords of Aetalanta
Subject: Troops, Ships, Siege Weapons ... oh my!


Archers: (STR 6 Con 2). Archers are an excellent offensive backbone of any army. Due to their mobility, however, they have very little defense and can be decimated if alone.

Ballistae: (STR 50 Con 10). These are strong and powerful crossbow-machines used on the field of battle to greatly augment a force's power.

Charioteer: (STR 12 Con 16). Swift drawn chariots are excellent in the plains and desert, but lose their effectiveness in other, more cluttered terrain.

Coastal Raider: (STR 500 Con 500). These ships are usually of the longship design and have the capacity to fight and lift troops at sea. Renowned for their speed, they do have limits on how many troops they can carry.

Drummon: (STR 5000 Con 5000). Massive ships, drummons are rare indeed but can easily decimate an onshore garrison with ease. Tehy are seldom effective against other, swifter ships, however.

Elephant: (STR 50 Con 50). Formidable on the field, elephants can be a nightmare for any opposing army. They are easily spooked though, and can strike against their own forces!

Galley: (STR 1000 Con 2500). Galleys are the mainstay for trade and fighting for all nations upon the sea.

Heavy Cavalry: (STR 16 Con 16). Swift and deadly, heavy cavalry are excellent for the plains and are well-armed.

Heavy Infantry: (STR 10 Con 10). Like their mounted co-patriots, HI can be the most decisive force upon the battlefield. They are expensive to maintain.

Heavy Catapult: (STR 250 Con 50). Sluggish yet powerful, HCats can be used quite effectively against fortifications or troops in the field.

Light Cavalry: (STR 8 Con 8 ). Swift as their heavier counterparts, these troops are excellent shock forces.

Light Infantry: (STR 5 Con 5). These trained troops are much better than the simple Men-at-Arms, and are excellent for garrisons.

Light Catapult: (STR 100 Con 25). These basic field machines are good in a pinch, as so long as they are protected from the enemy.

Mantlet: (STR 0 Con 100). These are supporting wooden walls that greatly shield a force in the field, providing excellent protection.

Men-at-Arms: (STR 2 Con 2). These conscripts are lowly trained and barely armed. They usually are made up of spear or wooden weapons and a round shield.

Trebuchet: (STR 1000 Con 100). Mighty siege weaponry, trebuchets can decimate strong bastions and walls.

War Galley: (STR 2500 Con 2500). Far better at sea fighting the enemy than the galley, war galleys carry little in the way of troops, but are much more armed.

Posted on 2007-11-02 at 23:06:05.
Edited on 2007-11-02 at 23:06:35 by GreyGrey

Topic: Lords of Aetalanta
Subject: Army Recruitment


Looking at the above natural resources, I can see that as long as Ibanvaal can pay for it, they are a horse nation with leather and mounts dominating. These are the two likely resources needed to produce light cavalry. However, they have limited to work with; they have no surplus timber to build ships to reach Menglana (an island nation). They have very little Food resources for a prolonged campaign and can only recruit half of that number in cavalry (751) without having problems with morale. They also only have 948 units of leather. If they field an entirely LCAV army, this is what they will have to pay:

474 LCAV = 474 manpower; 1422 gild (3g each); 948 Leather (man and horse); 948 Food (man and horse); 474 mounts.

This gives them some room to recruit an additional troop. So, using the army/fleet matrix, Taelin IV decides to add 400 men-at-arms to the cavalry force.

400 MAA = 400 manpower; 400 gild (1g each); 400 food.

Totals: 874 manpower; 1822 gild; 948 Leather; 1348 Food; 474 mounts. These totals are within Ibanvaal's production and revenue limits. However, Taelin IV still has surplus gild to buy mercenary companies to augment his force. Mercenaries are incredibly important to Aetalantan nations because they do not subtract manpower or resources from the nation hiring them.

Since I do not have a mercenary system made up yet, I'll hold off.

Next ... Menglana ...

Thane Yrrilla's resources indicate that she is best fashioning Coastal Raiders and Archers/MAA forces from her national conscripts because of her timber and steel. Her nation does not have the capacity to lead cavalry or heavier troops a'field.

Keeping it simple, Thane Yrrilla and her war council can fashion together a strong force of 500 Archers and 1250 Men-at-Arms. She has built also 10 mantlets to help protect her army. The cost for this force is:

500 Archers = 500 manpower; 1000g (2g each); 500 food; 250 timber (.5 each). 1250 MAA = 1250 manpower; 1250g (1g each); 1250 food. 10 Mantlets = 1000g (100g each); 100 timber.

She too has gild left over to purchase any available mercenaries on the market.

Posted on 2007-11-02 at 22:34:57.
Edited on 2007-11-02 at 22:43:00 by GreyGrey

Topic: Lords of Aetalanta
Subject: Ibanvaal and Menglana Resources


Ibanvaal's main resource production is Leather (948 ), Food (1502), and Mounts (2340).

Menglana's main resource production is Steel (498 ), Food (2275), and Timber (3248 ).

Posted on 2007-11-02 at 22:25:01.
Edited on 2007-11-02 at 22:25:25 by GreyGrey

Topic: Lords of Aetalanta
Subject: Resources


Okay, so we have a manpower system, we have a revenue system, and we have a pc/national confidence system.

Resources determine what a nation produces for itself. The resources for Aetalanta are: Leather, Bronze, Steel, Mithril, Food, Timber, Mounts, Gold.

I have already established what the population centers for Ibanvaal and Menglana have. The system for determining resources for a population center is based upon terrain.

In Aetalanta, there are several terrain features. I will list here a table I use for determining a pop center's main resource based upon the terrain it is located in:
L B S M F T Mo G
Coastal x - - - x - x -
Desert x - - - - - x -
Forest - - - - x x - -
Hills/Rough x x x - x x x x
Marsh/Swamp - - - - x x - -
Mountain - x x x - - - x
Plains/Clear x - - - x - x -

I use a d% to randomly roll for resources for a new pop center. Feel free to make your own d% values.

Climate Production.
Climate is important to determine an overall factor of resource production. The following climates I have for use in Aetalanta: Polar, Severe, Cold, Cool, Mild, Warm, Hot. Production for any particular resource in any given climate is in a range of 10-100. Use your discretion here in determining production amounts.

Posted on 2007-11-02 at 21:57:59.
Edited on 2007-11-02 at 22:02:09 by GreyGrey

Topic: Lords of Aetalanta
Subject: How Much Gild is in Meh Coffers, Laddie?


In a more complicated version of this sim, I had a neat way of generating revenue based on the resources and the trade pact/alliance, but it would never work out the way I wanted it. Essentially this was done in Excel using the following formulae:

=sumif (range) for resource amounts
=lookup based upon base unit prices I made up (that is, mithril = 175, leather = 5 , etc.).

The trouble is, the trading pact amounts were incredibly wide and caused major trouble for those at the extreme of the high and low. Inflation was rampant! I'd say!

So now I have a much more simpler method. I used manpower (x) national confidence, foregoing resources altogether. The theory behind this was that any resources gathered in the pop centers was surplus used for buildings, forces, etc. This told me what the nation by itself could do to raise an army and protect itself.

National Confidence was a factor I used to determine how the average of each pc confidence was. A pop center who was high (in a scale between 1-100), was far more apt to generate gild (gold) for the nation than one with a lower pc confidence. The pc confidence was based on several factors:

1. PC Status (normal, hidden, besieged, occupied).
2. National Status (At Peace, At War).
3. Fortification present (None, Watchtower, Palisade, Castle, Keep, Citadel).
4. Average of race (population) confidence.
5. Type of national government (Empire (imperial), Clannad/Thanedom, Sidhe-Based, Monarchy, Republic, Tribal).

When I averaged all the applicable from the 5 categories above, I get a confidence level for that particular pc.

So, with the above system, let's see what we have for Ibanvaal and Menglana:

Ibanvaal This nation is considered a monarchy (pendragon)

Osveld. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 80 ("Castle"), Race Confidence: 80 ("Auroragrimm"), Government: 60 ("Monarchy"). Confidence average = 44.

Ajaevaak. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 20 ("Watchtower"), Race Confidence: 80 ("Auroragrimm"), Government: 60 ("Monarchy"). Confidence average = 32.

Dormensar. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 10 ("None"), Race Confidence: 80 ("Auroragrimm"), Government: 60 ("Monarchy"). Confidence average = 30.

Urgenstaak. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 20 ("Watchtower"), Race Confidence: 80 ("Auroragrimm"), Government: 60 ("Monarchy"). Confidence average = 32.

Average National Confidence: 35

Menglana is a Clannad/Thanedom

Ranguld. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 40 ("Palisade"), Race Confidence: 80 ("Auroragrimm"), Government: 40 ("Thanedom"). Confidence average = 32.

Hammadaak. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 10 ("None"), Race Confidence: 80 ("Auroragrimm"), Government: 40 ("Thanedom"). Confidence average = 26.

Thanoae. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 10 ("None"), Race Confidence: 80 ("Auroragrimm"), Government: 40 ("Thanedom"). Confidence average = 26.

Torginoae. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 10 ("None"), Race Confidence: 80 ("Auroragrimm"), Government: 40 ("Thanedom"). Confidence average = 26.

Uulstaak. PC Status: 25 for "Normal", National Status: -25("At War"), Fortification: 20 ("Watchtower"), Race Confidence: 80 ("Auroragrimm"), Government: 40 ("Thanedom"). Confidence average = 28.

Average National Confidence: 28

Revenue for the nations would be:

Ibanvaal: 5,175 (manpower (x) national confidence (%))
Menglana: 5,431 (manpower (x) national confidence (%))

We now know how much money these guys have to throw around.

Posted on 2007-11-02 at 21:23:11.
Edited on 2007-11-02 at 21:33:31 by GreyGrey

Topic: Lords of Aetalanta
Subject: Manpower and Labor Pool of Aetalanta


This side at first was done complicated, as I tethered revenue by resource; however, I have adpoted a simpler and more comprehensive method to understand what any partticular nation has by itself (and not including any trade pact/alliance).

Any population center (pc) generates manpower. Manpower is used not only for working avaliable resources, but to also recruiting conscripts.

Manpower is based upon the population of the different type of races that are living in the population center. Each race has its own factor when it comes to governing manpower (the highest would be the Callanendor, the Darwold, and the Nargenndon at 100). To have a factor of 100 is to basically say that you employ 100% of your manpower for that particular race.

Manpower is the most important factor for any population center. Let's look at our two warring nations, Ibanvaal and Menglana.

Ibanvaal Pop Centers

Osveld (capital). Population: 31,202 (all Auroragrimm); Auroragrimm manpower factor is 30. Therefore their total manpower for Osveld is (31202*.30 = 9361).

Ajaevaak. Population: 7,076 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Ajaevaak is (7076*.30 = 2123).

Dormensar. Population: 4,701 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Dormensar is (4701*.30 = 1410).

Urgenstaak. Population: 7,021 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Urgenstaak is (7021*.30 = 2106).

Total National Manpower = 15,000

Menglana Pop Centers

Ranguld (capital). Population: 43,311 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Ranguld is (43,311*.30 = 12,993).

Hammadaak. Population: 7,230 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Hammadaak is (7230*.30 = 2169).

Thanoae. Population: 3,321 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Thanoae is (3321*.30 = 996).

Torginoae. Population: 4,085 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Torginoae is (4085*.30 = 1226).

Uulstaak. Population: 7,641 (all Auroragrimm): Auroragrimm manpower factor is 30. Therefore their total manpower for Uulstaak is (7641*.30 = 2292).

Total National Manpower = 19,676

Manpower is set for the two belligerent nations. In order to fully understand what their infrastructure is, we need to now determine their resources and revenue.

Posted on 2007-11-02 at 20:44:40.
Edited on 2007-11-02 at 21:36:19 by GreyGrey

Topic: Lords of Aetalanta
Subject: The Ibanvaal-Menglana War Character Line Up


Ibanvaal

Taelin IV Graansen, Pendragon of Ibanvaal. (Commander) (Tenacious) Age: 58, Loyalty: 100 Command: 61, Prowess: 24.

Zaed Hendolsen. (Commander) (Slow) Age: 21, Loyalty: 53, Command: 28, Prowess: 23.

Tromolor Balin. (Emissary) (Heroic) Age: 45, Loyalty: 90, Prowess: 42, Emissary: 85.

Breeta Graansen, Princess of Osveld, Witch of Ibanvaal. (Mage) (Tenacious) Age: 40, Loyalty: 66, Prowess: 23, Mage: 51.


Menglana

Yrrilla Dunsdan, Thane of Menglana, Shield Maid. (Commander/Agent) (Rash) Age: 19, Loyalty: 100, Command: 57, Prowess: 25, Agent: 41.

Tor Svaansen. (Cleric/Druid) (Diplomatic) Age: 39, Loyalty: 70, Prowess: 29, Piety: 44.

Caitli Horge. (Mage) (Slow) Age: 63, Loyalty: 43, Prowess: 33, Mage: 33.

Mendo. (Emissary) (Independent) Age: 56, Loyalty: 26, Prowess: 45, Emissary: 79.


Posted on 2007-11-02 at 18:35:32.

Topic: Lords of Aetalanta
Subject: Character Roll Ups in LoA


Characters come in all shapes and sizes, but generally are meant to interface into some aspect of the social structure of the sim. The classes are:

1. Commanders. Are able to command a nation's military forces.

2. Agents. Use all sorts of sneaky subterfuge and slight of hand techniques.

3. Emissaries. Use diplomacy and the 'silken tongue' to deal with populations and people.

4. Mages. Cast spells through the use of Mana, and are all around wise.

6. Priests/Priestesses. Cast healing and protective spells for the betterment of a nation.

Characters can be multi-classed, depending on their locale and training. Many heroes/heroines are multi-classed and have enhanced abilities.

Ability scores are done based on race. For example, the range of a Dorbadic emissary is 80-105. A Darwold emissary is anywhere between 5-25. As you can tell, it probably doesn't help an ogre to learn diplomatic skills!

Characters have Temperaments as well, to give them a loyalty range. A character who is either Brave, Heroic or Inspiring has a range of 75-100; the lowest loyalty range is "Uninspired" at 5-25. Temperaments also grant bonuses and penalties to the main attributes.

A random factor based on established norms allow me, the GM, to create a consistent world. For example, Darwold characters (ogres, goblins trolls, etc.) will always have a base PROWESS range of 80-105 (their best skill) and very low Mana and Emissary ranges of 5-25 (their worst skills).



Posted on 2007-11-02 at 17:59:45.
Edited on 2007-11-02 at 18:01:50 by GreyGrey

Topic: Lords of Aetalanta
Subject: The War and its Background


Like most heated conflicts in Auroreallis, the Ibanvaal-Menglana War began over boundary disputes and the fact that the Menglanese were chasing off Ibanvaal fishermen from the most lucrative fishing grounds. More than just a few fistfights at sea, the conflict escalated into blade-to-blade attacks and outright massacres.

The current Ibanvaal pendragon, Taelin IV Graansen, has also been wishing to pull his country out of its weak economical stance by annexing Menglanese lands from his distant cousin, Yrilla Dunsdan. The fishing boundary dispute became a mere tinderbox in a much grander opportunity for the Ibanvaals to increase their domain and holdings.

With limited resources in the far north, a protracted war is not common for the northmen kingdoms. They rely on lightning-quick raids along southern coasts based upon surprise. They, as a collective whole, have not the ability to wage effective large field armies and lay siege to formidable fortresses.

Thus a long 7-year war has settled between the combatants. Skirmishes are fought at sea involving Coast Raiders (longships, specifically) and quick strikes upon small settelments easiest to get to. Therefore, none of the fighting until now has been much to write home about.

Weary of a war that has basically come to nothing, Taelin IV has decided to pool his resources together and bid for a large pitch battle. This battle will be one of braggadocio and arrogance: who can beat who. The stakes, however, are far more limited: tribute must be paid by the defeated rather than a full annexation of their nation. After all, Taelin believes that something is better than nothing.

At the moment, Yrilla Dunsdan, the "Shield Maid of Ranguld", is against a pitch battle, but her advisors are confident that they have a larger and more rounder force in archers and men-at-arms than their rival. She is seriously considering the final strike. A capable warrior, Yrilla is considering to be in the midst of the fighting herself.

What needs to be done prior to battle:

1. Final decision from Menglana upon their assent to a pitched battle. This will be brought up before Yrilla Dunsdan and her decision will be final.

2. The hidden Wraith King of Nargarmyr may be interested in backing Ibanvaal's bid to not only win the battle, but to conquer Menglana and restore the pendragondom. This will boost the Wraith King's strength inthe north as he begins his military buildup in Endaur.

3. Final preparations of the two northmen armies. It appears at first that Menglana can field a strong force of archers and men-at-arms and possibly some strong fleet strength to overwhelm the Ibanvaals at sea rather than commit to a land battle.

Posted on 2007-11-02 at 16:30:22.
Edited on 2007-11-02 at 16:37:57 by GreyGrey

Topic: Lords of Aetalanta
Subject: The Ibanvaal-Menglana War


I have been putting together the details of these two northern kingdoms. The wargame system I've been putting together has made some incredible leaps and bounds and I find the engines very intriguing - so I will be focusing on this minute war in the far north (Auroreallis).

National Data

Ibanvaal. This is a pendragondom, that is, the monarchy that is referred to as a pendragon. It's northernmost settlement is Ajaevaak that is in a severe-cold climate and is considered the northernmost settlement in Aetalanta. They have been engaged in an on-off 7-year war with the thanedom of Menglana.

Osveld is the capital (pop. 31,202). Most of the people living here are Auroragrimm 'people of Auroreallis'. Their main resource are mounts (wooly horses).

Culturally the people of Ibanvaal are isolated, their music, language, crafts and textiles being somewhat limited. When it comes to economics, they are poor. They, like many of their neighbors in Auroreallis, have relied upon viking to augment what limited resources they have. Ibanvaal is an aggressive/extrovert when it comes to military policy - and they have few friends in the south.

Menglana. This thanedom is currently ruled by Yrilla Dunsdan, a former shieldmaiden who is respected by her people. Menglana is an island nation, some miles off the coast of their rival, Ibanvaal.

Ranguld is their capital (pop. 43,311), and is situated in a cold forested area on the western side of the large island. The people here are all Auroragrimm.

Economically, timber and fishing are their main resources, but they are also refining steel. Like their neighbors, Menglana has had to rely on viking to raid southern nations and is considered isolated geographically.


Posted on 2007-11-02 at 16:12:42.
Edited on 2007-11-02 at 16:14:20 by GreyGrey

Topic: Ghosts of Aetalanta IV.R.?
Subject: BoFA Join


I may be joining you in that game, Ginafae, as a mentor. I'm not sure what all that entails, but it looks promising.

Posted on 2007-10-31 at 17:29:12.

Topic: Ghosts of Aetalanta IV.R.?
Subject: By-the-By, Ginafae ...


You *could* post here your turn by turn events in BoFA. I would be very interested to see how it goes....

Posted on 2007-10-30 at 20:37:20.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Flat Fee


Clint said that BoFA isn't 'normal' because it's a flat fee game rather than a pay-by-turn game.

I told him BAH! Capitalist swine! Opiate of the masses! Where's Lenin when you need him?

Posted on 2007-10-30 at 20:35:33.

Topic: Ghosts of Aetalanta IV.R.?
Subject: Emails to the Pervaders of Middle Earth Games


Me: "So I referred someone I know who signed up for your Battle of Five Armies game. Did you get my referral?"

Them: "Yeah, but as soon as she signs up for a 'normal' game, your account will be credited."

Me: "BoFA is not normal? What constitutes normalcy? That's, like, GREED all over."

Posted on 2007-10-30 at 17:56:19.

Topic: Lords of Aetalanta
Subject: Still Active


I have been on hiatus of this game for awhile, but it is a monster to feed. I use Excel to basically run the particulars, but I plan to reinstate it soon at least for my own amusement and to run a chronology of what's up in the Aetalantan world at large.

Any viewers should find it interesting, especially in the experiment of seeing how a world sim works. I would advise all GMs who world-build to try to attempt something like it.

I also invite any and all of you to get involved in LoA to learn and give.

Posted on 2007-10-30 at 16:25:34.

Topic: Ghosts of Aetalanta IV.R.?
Subject: In Comes a Message from the Messengers of the Nazgul


Thank you for the update. We are glad that the management of your nation proceeds well. The Nazgul Adunaphel apologies for the confusion around the meeting with the Witch King and our Lord has commanded that she travel to deliver artifacts of power to your capital.

In your region we have observed numerous events. In the Southern Sea a murderous naval battle took place where both forces were destroyed. 11 ships of the Quiet Avenger were lost but 15 ships of South Gondor were destroyed. Brave captain Gargal of the QA navy lost his life, but he dragged the notorious Prince of Gondor, Regent Celdrahil, down into the depths with him. It is believed that one or more magical artifacts were in Celdrahil's possession at this time.

We have observed a change of gear in the military recruitment of the Harad nation, with six separate army formations being observed by QA spies. Despite this, Harad is vulnerable to attack thanks to his many Ports & Harbors. Military analysts in the employ of our Lord have determined long ago that these vulnerable points should have been reduced in number. In addition the Quiet Avenger has been recruiting heavily to bulwark the potential threat of the Haradrim turning their faces away from our Lord.

Our agents are spread amongst the so-called 'free' nations having free reign to liberate gold and carry off hostages. North Gondor will feel their attention in the coming days.

In the wider Middle Earth we await the messengers of war. But our merchants are already counting the gold to come from an economic adventure, where we successfully cornered the market in Bronze, amassed huge stores and are now ready to sell to a metal-hungry populace.

We also note that the housing market has crashed. It appears that it is now pointless attempting to build additional settlements as the population of middle earth are no longer interested in making new homes in the country - they want to live in villages and towns instead.

Adunaphel
Servant to Lord Sauron

Posted on 2007-10-29 at 17:38:26.

Topic: Ghosts of Aetalanta IV.R.?
Subject: World Power (Turn 9 Results)


Reports come in from all around the Havens of Umbar. There have been some tremendous gains in the recruiting of forces and the solidarity of the Corsairs base.

Adumir splits a command from Angamaite and expands his forces at Eradas.

Bin Dulando was able to appoint a new commander, Ythelwen, to assist in the buildup for war in the Havens of Umbar. He also journeyed to Caldur where he joined the army commanded by Angamaite.

Though its a risky step, Eadur was successful in downgrading our relations with our neighbor, the Haradwaith. She also became the new commander in a force split by Lord Faltur at Maros.

In the vast desert regions, Maethlin, our emissary, has been busy improving the loyalites of our camps for heightened production of leather and gold.

Summoned out of the north, Meriot continues his journey back to Umbar, but he also becomes aware through his spell casting of an interesting artifact called the Green Dagger.

Our lord Mireadur has joined the army at the Havens of Umbar and has supervised the creation of a transport ship to add to our fleet.

Sangahyando has returned to Umbar and has taken a split command from Teldumeir and is now located at Maros to prepare for war.

Sarazor, our devious agent, was able to appoint a new apprentice to his guild and also to sell a surplus of food for more gold.

The hub of military activity in the Havens, Prince Teldumeir has split his army twice as suggested by the Quiet Avenger in case of war with the Haradwaith. There has been silence from our southern neighbor for some time, and the Corsairs have become worried that diplomacy is deteriorating.

Tyreath failed in esatblishing a camp in western Gondor; she has moved to Dunland to meet with the Witch King himself (or one of his constituents) to acquire an artifact of power - but the coordinates are confused and she will miss a turn moving further north to Angmar. It is our hope that she is not captured by enemies guessing our intentions.

The Corsairs welcome two new characters: Ventnor and Ythelwen.

The Corsairs of Umbar are #2 in victory points. The Haradwaith is #1 and that is dubious news, for with their economic base, the lords of Harad can out-recruit the Corsairs and eliminate us from play in the long run.

Posted on 2007-10-29 at 16:49:52.

Topic: Stupidest game-related utterances
Subject: Evil Is As Evil Does


From AD&D 1st Edition

DM: You see a tremendous ogre-looking creature with sizeable horns protruding from his forehead and blazing red eyes. Blood colors his lips and large canine teeth. Around him on the ground are the corpses of the good elves of Pentegarn. What do you do?

Player: I will check my sense alignment spell to see if its good or evil.

Posted on 2007-10-25 at 18:06:35.

 


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