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Events
- Saturday September 7th at 1 PM (Central) - Thali and
Rapsalf will be getting married. Please meet at Cornwall Station
promptly.
- Frontier Patrol Night
- Wednesdays starting at 9 PM (Central) - Yasha, Byronne
& Rowien will be running an adventure every Wednesday (late)
evening.
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News:
Tuesday August 20, 2002
We certainly must acknowledge Farlak's great accomplishments in the frontier
of this past week. Farlak
has made it as the 2nd
highest RP earning wizard for the past seven days. And is placed at
15th
overall top RP earner for the past seven days. Amazing Farlak!
Adiellyn (Army of Righteous Fury) has also accomplished feats of note.
In the past seven days she is ranked 14th among clerics for her efforts
for the realm!
Tuesday July 30, 2002
We are up and running on our new server. The old message boards can be
found at: Old
Message Forums
Saturday July 27, 2002
Our forces set forth with precision and discipline to face our foes in
Midgard. We swept quickly to Bledmeer and found it well defended. After
slaying many guards we turned south and then entered Jamtland. Marching
slowly east we came upon Blendrake and set to assaulting again. Our powerful
battering ram beat down the first door before enough Midgard reinforcements
arrived to drive us off.
Monday July 22, 2002
Order of Chivalry has joined our alliance!
Sunday July 21, 2002
Caveat Aper has joined our alliance!
We now have an alliance crafter page, please patronize your fellow alliance
crafters.
We
delved deep into the Tomb of Mithra and discovered new corridors and rooms
deeper than we'd ever been before. We found great dangers too! Bleeders,
Bleeders and more Bleeders repeatedly swarmed us! Luckily Silia served
as guardian angel for us and our losses were very light.
While the foes individually may not be a challenge, they are numerous
and could easily overwhelm a poorly run group.
Wednesday July 17, 2002
Order of Malta has joined our alliance!
Saturday July 6, 2002
A
very busy day indeed! Starting off with our army maneuvers and seige weapon
training we executed an assault on the Roman Villa near Cornwall station.
Once again we demonstrated how clumsy siege weapons are to operate. Direct
hits with our trebuchet were doing over 1000 points of damage.
We then regrouped and rallyed to help with Lexas's relic retrieval raid.
We sacked Nottmoor and then were wiped out by a Midgard army rushing north
in Yggdra. Merlin's staff was restored to it's proper location amidst
much cheering.
Later on we met with Tuatha for the formal signing of the alliance papers.
Myrathyl entertained us with some singing/poetry. And there is rumor of
a few chuckles at Balar for nodding off during the formalities. Yasha
officially joined Tuatha to serve as ambassador.
Thursday July 4, 2002
We met with "The Lanznechts" at the Prydwen bridge this afternoon
and they formally signed the paperwork to join our alliance! Cheers to
our new friends!
Wednesday July 3, 2002
Two
brave groups of adventurers set forth to search for Alerwyn and Mithel.
Among them were Lachlan, Matrex and Tam from House of the Dragon; Yez,
Aragan, Haec, Charena and Kilisa from Strength in Solitude; Byronne &
Arrylle from Tuatha Siorruidh Luath; and Elyasarr of The Red Court. Balar
and Dadelus of the Fellowship of Elennar also accompanied them.
Very quickly strong Midgard forces were encountered at the wall in Odin's
Gate. Our forces were beaten back in defeat, but not without bringing
down one powerful norseman.
Soon more Albions arrived and the Midgard force retreated. We slipped
past the wall and Charena (scouting ahead) reported the Hibernian and
Midgard forces were battling each other. With Lachlan, Tam and Matrex
left unconscious, and in the care of our fellow Albions, Balar lead the
force thru the trees and hills and into Jamtland.
With the inspiring music of Dadelus, Elyasarr and Arrylle they raced
eastward across Jamtland and soon arrived in Uppland. Haec sent Charena
to scout out a camp only to find it occupied by enemies. As the group
scanned the area, it was set upon by a roving Viking patrol. Balar smashed
into the foes and called for the others to run, but it was too late. Only
Elyasarr, Byronne, Arrylle and Dadelus were able to slip away.
Dadelus was separated and forced to slip home alone. But rejoicing Elyasarr,
Byronne and Arrylle found Alerwyn sheltering in a snow drift. Alerwyn
tended to their wounds and soon they were ready for travel again.
Byronne
took charge and led them westward toward home. The numbing cold wreaked
havoc with his sense of direction and they turned south past Blendrake
and Glenlock. Realizing their course must be wrong they turned westward
and passed Hlidskialf. Byronne sensing he'd strayed too far south turned
northward. After a few hair raising close calls they made their way into
Odin's Gate.
Slipping around stray enemies they continued to work their way home.
Arrylle however became separated and boldly charged the Hibernian Portal
keep singlehandedly! Surely the Hibernians were surprised!
Once everyone arrived back at Castle Sauvage, Alerwyn relayed that she
and Mithel had slipped out of Fensalir Faste via a rope off the eastern
wall. As they landed on the ground though they were spotted and chased
by trolls. Running for their lives they became separated.
Alerwyn does not know the fate of Mithel and was only able to escape
due to the well known lack of intelligence among the trolls.
Lady Delora and Lord Balar were so pleased with the excellent work and
bravery of the young adventurers Byronne, Elyasarr and Arrylle that they
were rewarded handsomely!
Monday July 1, 2002
| M'Lord Balar,
I recently received a message and some sketchings from our trusted
scout Jakey from his adventures in the land. Jakey has discovered
a long-abandoned villa which appears to have once been the home
of a high-ranking Roman official, hidden in the trees and hills
of Cornwall. (7) Today, the villa is overgrown, forgotten by all
but the skeletal army who still guards the region. Even the ghost
of Arisus Princeps (9) holds court inside the main room of the ruined
villa.(8) As is quite evident from Jakey's sketches, the place remains
highly fortified and defended. (6)
There are guards all along the road approaching the villa, (2,3)
as well as roving patrols in the immediate vicinity of the villa.
(5)
There appears to be a central figure walking patrol outside as
well, (10) gathering some of the soldiers to him at times, and walking
alone at others. This foul creature should be considered a primary
target for our infiltrators to eliminate as quickly and quietly
as possible, so as to not alert his undead troops.
Slightly complicating things, and the reason this villa has been
allowed to remain standing for so long, is the abundance of aggressive
and fearsome wildlife surrounding the area. (4) Due care must be
taken to avoid these nasty creatures, or if necessary, quickly neutralize
them if they attack.
M'Lord, I am proposing to lead a full scale assault on this villa
with the full force of the Unity of Albion Alliance. From Jakey's
report, the wooden doors are long since rotted away, but a direct
frontal assault may prove too deadly. Thus, I am proposing we employ
the use of our finest siege weapon craftsmen to construct catapults,
ballista and trebuchets to destroy the foul creatures from afar.
I shall rally our troops near the stable outside the Cornwall station
on Saturday, July 6th at 3 PM Central Time.
As always I remain,
Your humble servant
Kianer McAlpine
Captain of the House Guard
Fellowship of Elennar
OOC: I'm organizing this event for two reasons, fun and training.
The creatures in the area are gray and green to level 32, so should
pose no problem what-so-ever. There will be no loot and very little,
if any experience points. The experience will come in the training
and first hand use of siege weapons as well as being part of an
organized and well run assault. I chose this location because it
is out of the way, in our realm so no threat of getting "ganked"
and the surrounding wildlife is of a level that all members of all
guilds should be able to join us and participate.
I am looking for each guild to bring along at least one siege weapon
and the ammo you will need for it. If it is at all possible, try
to bring two different types of weapon to try out. We hope to give
everyone who wishes to a chance to fire a siege weapon. Since there
are no doors to the villa, we unfortunately will not be using any
rams. One note on this however, you must have some crafting skill
in one of the trade skills to be able to build and/or operate a
siege weapon.
EXECUTION
The operation will be carried out in four phases:
I) Assembly of the Troops
Time: 3:00pm (Central Daylight Time) Saturday July 6th (Subject
to change based on response)
Location: Cornwall Station
Who: All members (and prospective new guilds) of the Unity
of Albion Alliance
II) Approach
Once assembled, the main force will follow the main road west to
the side road leading south towards the villa. At this point, all
Infiltrators and Scouts will advance (using stealth) and begin to
eliminate the guards along the road. To facilitate this, they will
be in one group and will co-ordinate their own actions and targets.
They will clear out the guards along the road as far as the bend
to the east near the villa. At that point, the rest of the force
will quickly move up the road.
III) Deployment and Barrage
Once we are close enough to the Villa, we will begin construction
of our siege weapons. While they are being built, all others who
are not directly involved with this action will form a defensive
perimeter around the builders to keep them safe from attack. How
large a perimeter will depend on how many weapons are being built
and how many defenders we have available. Once the weapons are built
and ready, the Siege Master will order the commencement of the barrage.
If you wish to fire one of the weapons, bring your own ammunition
and let the Siege Master know which one you want to use. These weapons
degrade rather quickly, so we must try to be as efficient as possible.
So, let the Siege Master know well in advance what ammo you have
and he/she shall make a list and let you know when it is your turn.
When the Barrage begins, all who are not actively firing the weapons
will hold the line against any counter-attack from the villa and
the roving patrols.
IV) Final Assault
Once we have depleted our ammo or all the siege weapons have deteriorated
beyond use, we shall mount a final charge of the villa. How this
evolves depends on the number we have that day, so I will more or
less have to wing it. Ideally, we shall have one group clean up
any remaining perimeter guards and then everyone rush the gates
and into the house. But it may turn out to be "CHARGE!!!!"
and everyone rush in, similar to rushing the Lord of an enemy keep.
COMMAND & CONTROL
Commander in Chief: Lord Balar
Field Commander: Kianer
Siege Master: TBD (we need someone skilled in the construction
and usage of siege weapons)
Assassin Team Leader: TBD (in need of a volunteer to lead
this strike team)
Straggler and Emergency Squad Leader: TBD (in need of a minstrel
and one or two more experienced volunteers to run back to Cornwall
to pick up stragglers, or rezzes as required)
COMMUNICATION
I will form a command chat group consisting of the people named
above as well as all group leaders and guild masters (or their alternate).
The assassin team will be in one group as will the Emergency Squad
so as to more easily facilitate their actions. Group leaders will
be responsible for passing along orders and information as required
during the operation. I will also use /y to issue some of the basic
commands, much as a field commander of the time would use. (no walkie
talkies available to King Arthur I'm afraid)
I realize that I could probably use one chat group for all, or
just use /asend, but part of the objective for this training exercise
is the use of communications for large scale operations. As such,
we shall try to use the same sort of communications that we can
expect to see during these larger raids.
FINAL NOTE
Have fun!! This is all about having fun and enjoying a bit of camaraderie.
If your only desire is to gain a bunch of XPs and loot, look elsewhere
for the day.
I am looking for volunteers to fill the spots designated as TBD
(to be determined) On completion of this event, we can form up new
groups and head off to find new foes to vanquish as appropriate.
Please feel free to ask questions and make suggestions.
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(Click on image for larger version)

Side Road to Villa (1)

Roadway Guards (2)

Approaches to Villa (3)

Local Wildlife (4)

Roving Patrols (5)

Perimeter Defense (6)

Our Objective (7)

House Guards (8)

Arisus Princeps (9)

Captain of the Guard Favius (10)
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Sunday June 30, 2002
Siege
Percival and friends set forth on a journey to rid the citizens of Llyn
Barfog of the terrifying monsters that have been roaming the area.
The first battle was with "Mouth" a hideous creature, easily
more powerful than our most powerful warrior.
The second battle was with "Anfanc" a large reptile that seems
to live in the lake.
The third major nuisance of the area our force encounters was "Fester".

Soon
we came upon "Teazanodwc" and another great battle ensued.
Finally we faced the "Wrath of Mordred".

The spoils of war were divided and then we prepared to set forth to battle
our foes in Midgard. After an extended rallying effort in Castle Sauvage
and then in Odin's Gate, Balar and Haec led our force forward. We arrived
at our assigned location precisely on time and met a great army of Norsemen,
Dwarves and Trolls. We carried out our mission valiantly tying up the
Midgard force while our friends and allies executed their missions to
take several of the Midgard keeps.
Saturday June 29, 2002
Mobilizing
our alliance for the first time we scoured the Catacombs and pushed back
the pygmie tide in Cornwall.
Charena provided overall lead in the Catacombs, being well advised by
Adiellyn with Rutrho providing 2nd group lead.
Once outside Rutrho took over primary lead.
We hauled out a fair amount of treasure, this was clearly a profitable
expedition. But the true gain was in the friendships formed.
Our new alliance has been formed. Temporary EZBoard message forums are
being set up on the Fellowship EZBoard (currently paid up so no ads).
Founding Key Concepts
- Fun - Dark Ages of Camelot should be enjoyable, nobody should
feel pressured to do something they don't want to do (i.e. if you are
having fun deep in a dungeon we don't expect you to drop everything
and rush to the frontier on the first rumor of an invasion)
- Roleplaying - Roleplaying means a lot of different things to
different people. We'd like to encourage and support all forms of roleplaying,
whether it be hard core or just casual. The only thing we don't support
is "power leveling".
- Communication - Camelot is a social game, we wish to promote
communication between guild members, between alliance guilds and with
other alliances.
- Structure - with volunteers serving in defined roles we hope
to bring forth more events and to be able to field an army that functions
effectively.
- Leadership - we aren't going to muddle around with "decision
by committee". This alliance is lead by Balar. Input and recommendations
are provided by the council of leaders, but decisions will be made swiftly
by Balar. This website is maintained by Balar and thus avoids any bureaucracy
to get something posted or done.
- Respect - we will have no "level discrimination".
A level 12 player is just as important as a level 50. This applies specifically
to RvR events - everyone is welcome and encouraged to participate
on the frontier!
Please read the charter
for more detail.
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