Friday, September 29, 2017

On Being Knightly

At one point, I googled the word "knightly". Here is what returned:

associated with or typical of a knight; chivalrous.
"a knightly quest"
synonyms: gallant, noble, valiant, heroic, courageous, brave, bold, valorous; chivalrous, courteous, honorable

Notice what's not listed? There's nothing about personal achievement, either on the battlefield or in crafting. This is why I disdain the "lifetime achievement award" that most take when determining knighthood. Instead, I feel that knighthood should be about chivalry and service, which is the approach taken by the Order of the Morning Sun (the official order of knighthood for the Free Kingdom of the Shrouded Isles). 

Sunday, September 17, 2017

A King for the Isles

Earlier this month, the inhabitants of the Shrouded Isles met at Freehaven to formalize our new kingdom.

Coat of Arms of the Free Kingdom of the Shrouded Isles
The representatives of the various islands signed the appropriate treaties; we were now pledged to the realm. But who would be the monarch?

Lord Xhorja, a half-orc leader, first put his name into the mix. Others quickly stepped up - Rage and Ferrum from the Sentinels of the High Forest and Beast, a former Sentinel. We decided to have a grand melee to decide the matter.

The candidates formed their supporters, lay on was called, and the combatants charged one another. Ferrum soon lost his healer to a dagger (or axe?) thrown by Lisander. Rage was eliminated, although one of his supporters (XIII) remained to plague the other forces. Xhorja, using his bardic powers, seemed to be doing quite well. Ferrum's and Beast's armies were whittled down.

At this point, Beast issued a challenge to personal combat to the remaining candidate. He first faced off against Ferrum and defeated him. Then he turned on Xhorja. With a scowl, Xhorja strode out from his battle line and engaged Beast. The clash of their arms echoed across the valley of Freehaven. Ultimately, Beast prevailed, and was declared the first King of the Shrouded Isles!

All hail King Beast I!

Sunday, August 13, 2017

Paying the Piper

Despite the threat from the Faedwyr, some brave (or foolish?) souls have returned to Lander's Edge. However, during the nights they have been plagued by rat creatures. When the Piper arrived and offered to get rid of the rats, the settlers agreed. When they could not pay his fee, however, he led off their children. The Iron Heart Accord heard their lamentations and we offered to assist. Led by Ferrum, a cleric of the Sentinels, and with me (Rufus) in attendance, our party traveled to Lander's Edge.

We were taken to a long abandoned entrance to the city's sewers. Its grate, rusted shut from decades of disuse, appears to have been ripped from the wall & carelessly tossed to the side. Heaps of debris, old crates, & other trash clutter the catwalk. The air reeking of night soil & sea water. It is here we stopped, just outside of the gaping maw to the under city.


"Here, this be where he led them," wheezed our guide, a scrawny, toothless old rat catcher, "good luck in this fool's errand."

With that he limped off into the fog, leaving our party at the entrance.

Cautiously, we entered the catacombs and made our way steadily through the twisting passageways. On occasion. corridors led off to the right or left, but we continued along the main way. Finally, we came to a gate; alas it was locked! Someone suggested that there might be a key hidden in one of the chambers we passed so we decided to backtrack.

When we entered the first room, we immediately noticed a small chest on the far side. Then a foul stench assaulted our nostrils. We began to gag and our eyes watered. I had to drop my shield and place my hand over my nose in order to function. That's when we heard the skittering/ A swarm of reptilian humanoids crawled out from the murk and rushed us.


Their advance was initially inexorable and we were driven back to the doorway. But then we steeled ourselves and began to push back. We made progress through the room. That's when disaster struck me. A powerful blow knocked my sword from my hand. I had to twist and dodge to recover it. However, I think this setback turned toward out favor. The troglodytes, witnessing my discomfiture, shambled in my direction. Ferrum rushed past them on the other side of the room, grabbed the chest, and made his escape. My compatriots came to my rescue, allowing me to retreat from the room. Once we escaped, the troglodytes ceased their pursuit.

Outside the room, we checked the chest. There was a key, but it would turn out that it was not the right one. There was also a trinket that would prove useful; an amulet that allows one to track an enemy.

In the next room, we were swarmed by goblins. Though we hacked and slashed unceasingly, it seemed that they would not stop coming. We were beaten back and on the verge of defeat. Then I saw Slab the Druid (one of the Sentinels) in one corner chanting. His exhortations seemed to feed the strength of Ferrum,who waded into the enemy and would not be defeated. His example inspired me; I called to my companions "Let's help him!" and I too rushed into the foe. We became a whirling scythe of death. The tide turned and the enemy fled! Our exaltation in our victory was matched by excitement when we found a chest. In it was a key! We ran to the locked gate; it opened it!

We passed through the gate into a large chamber. We were greeted with the sight of a score of rat-faced humanoids.


They were herding another of their kind, but this one was humongous! Behind them was a man (or it appeared to be a man but I believe it was a Faedwyr). He was playing the pipes, which sent the rat-men into hysterics. They madly charged us!

Once again we were locked into deadly combat. The rat-men were not difficult to defeat, but they would not stop. One of our party noted "We need to kill the Piper!" We tried to surge forward, but the rat-ogre would rush into the fray and scatter us.

We had been pushed back to the gate when Ferrum called to me. "Rufus, come with me!" Reaching him, he laid a hand on my shoulder and uttered an incantation. Suddenly, we were transported across the room and faced the Piper. Suddenly, I was fired with a holy rage. I rushed into the attack. Scores of rat-men blocked my path to the Piper but I mowed through them like summer grass. I found myself face-to-face with the rat-ogre. Our battle raged but I managed to say him, and now I faced the Piper.

I heard a roar behind me. Turning, I saw the rat-ogre looming over me! Although bleeding from a mortal wound, it was determined to fight on and take me out! I readied my shield.

Suddenly, there was a mad rampage. The rat-men started rushing from the room in a panic! Their rush got in the path of the ogre. It too was swept out of the room. I then realized that something was different; the pipes had stopped. I looked around and saw that the Piper lay dead upon the ground.

We searched the rest of the catacombs, found the children, and escorted them to safety. I did recommend that the settlers abandon Lander's Edge until we can be sure that the Faedwyr could not return. I am not sure if they will follow that advice.

I am certain that this account has slighted some of my compatriots by ignoring their contributions. In my defense, I can only say that I was heavily engaged in combat and failed to witness all the acts of bravery that occurred. I can assure you that our entire party fought gallantly. In the end, we were victorious and the children were saved. That is what truly matters.

OOC Notes

  • This is a recounting of the "dungeon crawl" scenario from last Sunday's battlegame.
  • There were supposed to be 5 rooms but we ran out of time and had to cut if off at 3.
  • I have occasionally altered events for dramatic for dramatic or narrative purposes. For example, we never made it through the locked gate. Due to time constraints, the scenario was changed so that we faced the Piper in one of the rooms. I changed the narrative slightly because it made a better story.
  • I have been playing "barbarian" but am changing some of the abilities to match my persona better. In this account, I describe Fight After Death as a holy rage.

Friday, August 4, 2017

Knights of the Isles

Over on the Dagorhir boards, Primarch Ser Hivemind Saligia of The Cairnhold Legion wrote "knighthood should be about virtue and service, not about how many people you can beat with a foam bat." It is an attitude with which I heartily concur. Even the term itself leads to such an interpretation, knight stemming from a Middle English word meaning servant.

With this in mind, knighthood in the Free Kingdom of the Shrouded Isles eschews the lifetime achievement award approach that is common among LARP groups Instead, knighthoods are awarded primarily for service to our realm.

Squires
Our Kingdom's Council will invite members to serve as squires. These candidates must have some experience (at least a year), have their own garb and weapons, have a reputation for being honorable, courteous, and helpful, have provided service to the realm, and have some skills that can benefit the realm.

The squire will serve in that role for at least a year, and must perform a series of quests.

The Quests
The Council will determine the exact nature of the quests, and will tailor them to the individual. For example, someone whose primarily ability is in crafting won't be expected to perform a bunch of combat-related quests. Here are some sample quests:

  • Quest of Knowledge - pass a test on the rules of the game
  • Quest of Service - design and reeve a number of battlegames
  • Quest of Prowess - use your primarily skill to serve the realm (e.g. a tailor could make monster garb for a quest, etc.)
  • Quest of Dedication - stand before the Council as they scrutinize your performance as squire
  • Quest of Courage - undertake an in-persona role-playing adventure
Once the quests are completed, the Council will vote on the candidate. If approved, the squire will be granted the title of Knight Companion of the Order of the Morning Sun. Why the morning sun? Because the morning sun burns off the mist that shrouds the Isles. Similarly, knights of the Order are expected to be beacons of chivalry that cut through the haze of incivility.

A Few Points
  • Note that there is both a virtue and role-playing aspect to becoming a knight. In the Quest of Dedication, the Council should examine a squire's chivalrousness and their dedication to the RP aspect of the hobby.
    • In my opinion, following the code of chivalry is what distinguishes a knight from a standard fighter. The squire should demonstrate the virtues of chivalry in his/her everyday playing of the game.
    • Role-playing is important for a knight of our realm! After all, the game is about more than beating on people; it is really about creating a shared fantasy world. Squires should serve the realm by helping to create that world. They do not have to go into full actor mode, but they must contribute something. For example, they must be wearing garb and it is helpful if they have a backstory.
  • We will not have a Circle of Knights making decisions. I feel that a circle can potentially lead to cliquishness. Instead, the realm Council, as representatives of the populace as a whole, shall make the determination on who should be squired and knighted.
  • Fear not, visitors and migrants to the realm. If you come bearing a title, you will not be asked to drop it. The Free Kingdom will acknowledge such foreign titles and consider you a knight errant (this also means you could adopt a title for role-playing purposes; we won't raise a stink). If you wish to be part of the Order of the Morning Sun, however, you will need to receive an invitation from the Council and complete the quests.
  • Finally, becoming a Knight Companion is not the final destination for our aspiring beacons of chivalry. There are also higher ranks of knighthood - Knight Commanders and Knight Champions - that one can attain through additional quests.

Sunday, July 23, 2017

Structure of Our New Kingdom

A little while ago I discussed my concept for my ideal organization. Since then, Robb introduced me to the High Fantasy Society (HFS). Much to my delight, HFS grants complete autonomy to each park, which is designated a realm (kingdom).  We are now in the process of setting up a new HFS realm (the Free Kingdom of the Shrouded Isles) in South Florida. Here is a summary of our organization, with commentary.

The Council

  • The realm shall be ruled by a Council of representatives. This gives every person a voice in the government, through their representatives.
  • Each unit of the realm shall receive 2 representatives. Free folk (those without a unit) shall also have 2 representatives.
  • Before it can receive seats in the Council, a unit has to be recognized as an official unit of the realm. This is to prevent a single person from saying he/she is a unit and demanding a seat.
  • Currently, there are no set rules to be an official unit. We leave it up to the Council; they should consider the unit's size, participation, and service to the realm.
The Chancellor
  • The chancellor is the chief executive of the realm (essentially club president). He/she will run meetings of the Council, put forth proposals for kingdom law, plan and organize practices and events, and take care of mundane administrative matters.
  • The chancellor does not make important decisions about the direction of the realm. That responsibility resides with the Council. The chancellor may make suggestions and proposals but does not have the final say.
  • The chancellor only gets a vote if the Council is tied. The chancellor will serve as the tiebreaker.
The Monarch
  • Because we are a realm, we will have a king or queen.
  • The monarch has no power or formal authority. He/she is merely a figurehead.
    • I am fond of this rule for a few reasons
      • It protects against egotists, motivated merely by a royal title, from taking over and messing with the democratic nature of the realm government.
      • It allows a royal court, with more opportunities for roleplay.
      • I provides an opportunity for a fun event - I imagine a battle royale for the crown, like the one in Role Models.

That's the structure in a nutshell. We are also planning our own system of awards and ranks (including knighthood). More on that in another post.

Monday, July 10, 2017

The Free Kingdom of the Shrouded Isles

Once we founded Freehaven, inhabitants of neighboring islands began to pay us visits. All expressed a concern that the Faedwyr could escape from Ember Shoals and invade their lands. After hearing about the Ironheart Accord's efforts to end the Faedwyr blight, our neighbors asked about uniting for mutual defense.

After some discussion, we agreed to form a new kingdom. Considering that we are a conglomeration of islands in a mist-shrouded archipelago, we decided to call ourselves the Free Kingdom of the Shrouded Isles.


Although we shall have a monarch, all peoples will have a say in the governance of the kingdom. The individual islands will have a lot of leeway how they govern themselves. We then drafted and enacted our constitution. I, Rufus, was selected as Chancellor (essentially the prime minister of the kingdom). Our new kingdom had begun. Hail the Free Kingdom!

We have one task left; we need to choose our monarch. We felt that the crown should go to the most capable combatant and leader in the Isles. To that end, we decided to hold a tournament, a grand melee. The victor shall be declared the king or queen. I am in the process of organizing the Grand Melee.

OOC Notes

  • After some frustration with existing organizations, I began to consider creating my own game. Then Robb told me about the High Fantasy Society. HFS split from Amtgard in the 1990s. They use a clone of the Amtgard rules but each park is completely independent. It sounded exactly like what I wanted all along. Robb and I then decided to form our own chapter. We will use Amtgard v8 rules (perhaps with some tweaks) but will not be subject to the Amtgard corpora.
  • We envision the lore for the kingdom as a spin-off of Caligo and Ember Shoals, which is how we came up with the idea of a mist-shrouded archipelago (hence the name). We use the term "Free Kingdom" to emphasize that we are independent.
  • Our kingdom will be ruled by a Council, with the Chancellor acted as chief executive. Units (and free fighters) will have representation on the Council, The monarch is merely a figurehead, added for medieval ambiance and because it's fun. Once we get our practices going I'll schedule the Grand Melee.
  • I made a comment about the islands governing themselves. This is a veiled reference to units. Each unit will have a lot of freedom about their own ranks, etc. We will have a kingdom-level system of knighthood and other ranks, but they won't be exclusive. If a unit wants to knight their members, we won't stop them. They just won't be part of the kingdom-sponsored order of knights. This philosophy also solves the problem of foreign knights (those knighted under other systems but are now members of the Isles). They can retain their titles. Our lore is very flexible with the units. They can actually created their own island which will be part of the archipelago. Thus, there is a lore justification for different ranks and titles.
  • If you are interested in the Free Kingdom of the Shrouded Isles, check out our Facebook page.

Sunday, July 9, 2017

Foundation of Freehaven

Our campaign against the monstrosities of the Faedwyr has taken its toll. Their creatures had been diminishing in numbers, but this has triggered reprisals from the Faedwyr. They have sent raiding parties into the hinterland of Ember Shoals to hunt us down. They also unleashed new horrors into the land. We are constantly forced to pick up and move, which is placing nearly unbearable burdens upon our civilian populace.

Recently, we found a solution to our dilemma. While sailing back from the Sentinels' outpost in the High Forest, we discovered a new island* The crew landed and investigated, finding a peaceful land with fertile fields, bountiful forests, plentiful game, and more importantly no hostile inhabitants. Reporting back to the Ironheart Accord, they informed us that it is a perfect place to settle. After some discussions, we decided to move our civilian population there.

Currently, we are under way building our first settlement. We have called it Freehaven, because it is a haven of freedom for our people. Buildings are going up, crops are being planted, and life is returning to normal, without the fear of Faedwyr raids.


We have even had contact with neighboring islands, and there is talk of uniting to form a mutual defense front.

We have not given up our quest to free Ember Shoals from the Faedwyr. We still send out combatants on raids and monster hunts in the Shoals and will continue to do so until our enemies are defeated, But at least we now have a safe haven for our civilians.

* The geography seems to change randomly in the lands around Caligo. New islands crop up from time to time, and Freehaven seems to the one of these that just appeared out of nowhere. We have discovered that Freehaven and Ember Shoals are just a couple of islands in a large archipelago.

OOC Notes

  • Given the open-ended nature of the Caligo setting, I have been toying for some time with creating my own island for RP purposes. I just came up with the story to explain it, and will be developing it in future installments. Don't worry; Rufus will still be involved with Ember Shoals!
  • I have some additional news but plan to save it for a later post.