Wednesday, December 14, 2022

The Citadel Stands

Previously, the Legion stormed the gates of Aubastia and secured the town. Yet a death knight still held the town's citadel.

Elias musters the Legion for an assault on the citadel.


The First Attack
Comes Elias chooses Daniel and Raf to lead the assault on the citadel.

They form up in a phalanx, shields up front and spears behind. 

The phalanx

They advance up the stairs to the parapet. The death knight meets them, and holds them back.

Pow! Suddenly a blast of fire hits the shield wall. One of the magi is behind the death knight, casting spells at the attackers. The blast and a series of bolts breaks the attackers' cohesion. They retreat back down the stairs.

They try again, but to no avail. The death knight and mage send them back in defeat. Finally, too spent to continue, the assault team must withdraw.

A Second Try
After the first assault failed, Comes Elias decides to lead a second assault. He forms up the troops and advances.

Once again, a barrage of spells slices into the attackers. Elias and UIveblod make it to the top and engage the death knight. It slashes with its sword, biting through Elias's armor, wounding him. Elias falls to the floor of the parapet. Likewise, Ulveblod suffers wounds.

Seeing their commander fall, some of the men grab Elias and carry him back down. The rest of the assault force retreats.

Aftermath
As medics attend to the attacker's wounds, the death knight hurls mockery and curses at them.

Fortunately, Elias is not too badly wounded. He shakes his head at the death knight's taunts. "Looks like we need more firepower," Elias mutters. He then calls to one of his aides. "Bring up the archers and casters!"

GAME NOTES
This is an account of our December 10th battle. Essentially, we played a bridge battle, with the death knight and necromancer on the bridge. The Legion had to kill the enemies, which was hard to do because the parapet restricted the front. No flanking!

I was the death knight for the first assault while Brett played the mage. Daniel and Raf whittled us down, but we won the scenario. We then switched. However, I got too winded and could not continue. In the narrative, I describe this as being wounded.

We'll have another go at that ***** death knight next month!

Thursday, November 17, 2022

Assault on Aubastia

After the skirmish in front of Aubastia, Comes Elias draws up his legion and besieges the city. 

Challenges
The Legion must overcome some challenges to secure the city.

First, do you starve the undead into submission? You can't. Which means Elias has no choice but to order an assault on the city.

Second, how do you prevent the undead from rising again? The Legion's priests supply the answer. To maintain control over a large force of ghuuls, the Dark Magi rely on totems to amplify their evil magic. The totem is probably in the center of town. Destroy it and the necromancer will not be able to raise up any ghuuls beyond his physical reach.

The Plan
Elias prepares a two-pronged assault.
  • Ulveblod will lead a diversionary attack on the main gate.
  • Elias will then lead the main attack against the secondary gate.
Ulveblod's Attack
The Legion priests use divine fire to blast open the gates. Ulveblod then leads the assault.

But the ghuuls flood out of the gate, pushing the Legion back. Ulveblod's troops hack and stab, but the ghuuls keep coming.

"We must get inside and destroy the totem!" yells one of the priests.

While Ulveblod draws out more of the ghuuls, Raph launches a flank assault. He bypasses the bulk of the ghuuls and heads for the gate. But there are more in the gateway.

Raph strikes, gutting one of the ghuuls. His attack creates an opening. Raph leads a rush into the heart of the town.

Elias's Attack
Meanwhile, Elias dons his heavy armor and leads the main attack. His priests, led by Centarch Basilius, blast an opening. Elias rushes through. He is swiftly overwhelmed by hordes of ghuuls. They push his force back, but Basilius leads a flank attack that reaches the center of the town.

The End
Suddenly, resistance falters. Elias advances to the center. He sees the totem, smashed and lying on its side. Raph stands triumphantly over it.

One of the legionaries with Raph quips, "welcome to Aubastia, commander."

Elias smiles and offers hearty congratulations.

The Citadel
Elias surveys the town. All the ghuuls appear motionless. Perhaps they are finally dead.

Elias approaches the citadel, the former stronghold of Imperial troops. A chill voice calls out from above.

"Enjoy your victory while you can, Imperial." the voice calls.

Elias looks up. A death knight stands upon the citadel's ramparts. It continues.

"But as long as we hold the citadel, the town is ours!" The death knight laughs.

As Basilius approaches, Elias remarks, "Looks like we have some more work to do."

THE GAME
This is an account of our battle from November 12. As always, I took a few dramatic liberties.

The scenario is a castle battle. The attackers have to power their way through a gate (two trees) and then reach an objective point in the defender's rear.

Brett (Ulveblod) and Raph represented the attacking legion. Robb and I were ghuuls. Raph bypassed Robb, stabbed me, then rushed to the objective for the victory.

For kicks, we reversed the scenario. Now Robb and I attacked. I describe this in the narrative as a two-pronged attack. Once again, the attackers won.

Sunday, October 30, 2022

To Aubastia

After the Legion defeated Kraxius, Elias received word from the capital.

His orders read "War has begun. Advance into enemy territory and secure the town of Aubastia."

Aubastia, more commonly known as Bastion, once was an important stronghold of the Empire. One of the Legions garrisoned this town on the borderlands. Its troops kept watch for the enemy, until the day the hordes overran it.

Now the legions would return, with the Chimera Legion in the lead.

"Pass the word," Elias called to Basilius, his second-in-command, "we march in the morn."

💀💀💀

A week later, Sage, Rowan, and Daniel found themselves on patrol. They were ordered to advance on Bastion and scout for the enemy.

They passed through a dead land. The grass lies brown. Twisted and stunted trees thrust from the dust. Not a bird, not a creature stirs. Death surrounds them.

As our heroes approach the town, the gate creaks open. A sole figure walks out.


"Fools! Begone. Return to your camp and enjoy the last few hours of your life. For your end is nigh!"

Rather than turn and run, our heroes attack.

They swarm the death knight, but their blows glance harmlessly off its armor. It strikes, drawing blood from the heroes.

Then one of the heroes stabs. The point finds a gap in the creature's armor. It plunges deep into the knight. It falls to its knees. Its head droops forward. Is it dead?

But no, the death knight lifts its head.

"Fools! We the servants of the Dark Magi do not die!"

It rises to its feet and attacks. Its blade strikes Rowan. She collapses, badly wounded.

Sage grabs her and and begins to drag her to safety. The death knight pursues.

"Daniel!" Sage cries out. "Cover us!"

Daniel intercepts the death knight. They begin to spar, allowing Sage to pull Rowan out of the fight. But now Daniel is hard pressed. Blows rain upon him and his blood flows. He knows he cannot last much longer so he retreats from the fray. The death knight does not pursue, but its mocking laughter follows after them.

💀💀💀

Game Notes
Saturday was our scheduled lore day. Alas, we did not have the numbers to pull it off so I simplified the scenario. We were running a mutual annihilation with the death knight (me) against the rest of the players. I had heavy armor and some spells to even the odds.

I lost one life but I don't recall who killed me. Then rain interrupted the game. 
We had a Halloween lunch (ghoul-ash) before resuming. By this time Sage and Rowan had to leave. Daniel and I then sparred a bit. 

I declared the scenario a draw and fictionalized the results as an inconclusive skirmish with the death knight. We'll try for a full-fledged battle next time.

Wednesday, October 5, 2022

Confronting Kraxius

"You have a choice, Elias...and days to make it.  How many die due to your hubris? How many lives wasted in folly and arrogance?"

The necromancer grins derisively and continues to speak.

"My ghuuls will dispatch your weakling Legion. To the man, to the bone..."
The necromancer again chortles before dipping his gloved fingers into the waters of the mirror.

"FIGHT & DIE...I will see you all to the grave. Submit and be spared! We will let you die and remain thus. Fight the will of Erlich, god of death, and we will raise you.
 You'll serve the master's will and slaughter your brethren in his name!"

The necromancer laughs in contempt once more.

"I AM Kraxius the Corpsebinder, the left hand of damnation and YOU WILL SERVE...or YOU WILL DIE to serve again, paladin."

Elias woke with a start. It was just a dream. He was still in his cot at the Legion's camp in the Crescent. Still, a foreboding of danger filled him.

Elias got up and rushed out of the tent, calling for his adjutant.

"Organize a scouting party. I have a bad feeling."

💀

Soon a scouting party headed toward the caves a few miles from the Legion camp. Sage was the senior member while the rest were new recruits like Olveblod and Raf. They arrived at the caves and the stench of death welcomed them.

They peered in and saw a lone figure cloaked in black surrounded by corpses.

Kraxius laughed and bid them welcome. “Come, legionnaires. Join my army of the dead!”

Kraxius raised his staff and spoke an incantation. The corpses began to rise! They grabbed rusted weapons lying upon the ground and advanced on the party. Soon the cave echoed to the ringing of blade upon blade. But the ghuuls, the reanimated corpses, pressed upon the legionnaires, driving them back. The party took a stand in the cave mouth, which funneled the ghuuls into a killing zone. Soon, none of the creatures moved.

Again, Kraxius laughed. “Do you think you can win that easily?” He raised his staff and the ghuuls rose again.

“We must kill the necromancer to stop the ghuuls!” one of the scouts shouted. They began hacking their way through the ghuuls toward Kraxius.

One of the legionnaires reached Kraxius. He sliced at the necromancer, who muttered an incantation. The legionnaire’s blade passed harmlessly through thin air. He could see Kraxius’s shadow, but the necromancer was gone.

Kraxius’s laughter echoed through the cave. Suddenly, he appeared on the other side of the cavern. Again, he raised his staff and the ghuul rose. They attacked anew, and the Legion began to suffer casualties.

A tall Rhuunish mercenary named Olveblod positioned himself near a pile of the ghuuls. Whenever Kraxius re-animated them, Olveblod cut them down again. Meanwhile, his fellow legionnaires carved a path through ghuuls toward Kraxius. Olveblod took advantage and charged the necromancer. He struck. The blade sliced into Kraxius’s flesh, and he collapsed to the ground.

With the fall of the necromancer who controlled them, the ghuuls slumped to the ground, their moldering corpses still once again.

After verifying that the enemy forces were all dead, the scouting party left the cave and headed back to camp. They did not hear the echoing laughter that filled the cave.

“Fools,” the voice said. “They think this minor skirmish is a major victory. This is just the beginning. The have no idea what horrors face them!”

💀
OOC Notes
Above is an account of our very first lore battle in the Olden Wyrld setting. We fought it on September 10.

The initial part of the narrative came from Robb's preliminary post on our Facebook page. It set the stage for the battle.

Sage, Brett, and Raf played the legionnaires, Elias and Daniel were ghuuls, and Robb was Kraxius.

Essentially, the scenario was mutual annihilation, except that ghuuls had infinite lives but needed Kraxius to raise them back up. Kraxius had several powers. I won't reveal them here because the Legion may face other necromancers in the future.

Thanks to all the participants. It was a very enjoyable game. I'm looking forward to more. Stay tuned!

Thursday, September 22, 2022

The Dark Magi

For centuries, the Aurelian Empire warred against the kings of Sarsia for control of the lands of the Crescent. Victory wavered from one to the other, until the Empire won a devastating victory and its legions arrived at the gates of the Sarsian capital itself.

With hope lost, the leaders of Sarsia turned to the Dark Magi, acolytes of the malevolent god of death.


These necromancers raised an army of undead, which they unleashed upon the Imperial legions. Overwhelmed, the Empire’s armies retreated from Sarsia to the very straits that divided the Crescent from Imperial homeland. Here the legions made their stand.

It was on that shore where heroes were made. Mercurius the legionnaire struck down a chimera and gave heart to his comrades. Callinicus unleashed the dragon’s breath, a powerful explosive, that burnt the undead hordes to a crisp. And the Patriarch’s prayers countered the arcane powers of the Dark Magi. Their efforts turned the tide, allowing the legions to regroup and counterattack, expelling the hordes from the northwestern section of the Crescent.

Since those days, intermittent warfare has broken out between the Empire and the Dark Magi, with no clear victor in the ongoing struggle. This means that the legions must ever be alert for incursions of their enemies.

Wednesday, September 14, 2022

The World of Elzwehn

Let us discuss the Olden Wyrld, our place among the realms of Elzwehn.

The Olden Wyrld consists of three continents:
  • Opeura - the northwestern continent
  • Kafira - the southern continent
  • Cipangu - the eastern continent
There are several major cultures in the Olden Wyrld.


Lands of the Empire
Our home is the dominant state of the Olden Wyrld. It stretches across many lands, although it was even bigger at one time.

Currently, the Empire consists of these regions:

Aurelia
The heartland of the Empire. This is a land of fertile valleys interspersed with low mountains. Initially, the valleys sprouted independent city-states, but these were united under the rule of Aurelia, which then conquered much of the Olden Wyrld.

Culturally, Aurelia is similar to Earth’s ancient Greece and Rome.
Garb – short-sleeved tunicas preferred
Armor – subarmalis, chainmail, lorica segmentata, linothrax, lamellar

Nevora
Nevora was divided into a myriad of city-states until Aurelia conquered it. Still, internal intrigue continues among the nobles of the region. Due to winds blowing from the dwarven mountains, Nevora’s climate is colder than Aurelia.

Culturally, Nevora is similar to Renaissance Europe and Tudor England.
Garb – breeches and doublets, slash-and-puff, or similar Renaissance styles
Armor – gambeson, brigandine, plate

Palmyra
Palmyra lies in northeastern Kafira. While the surrounding area is hot and dry, the Elin River waters much of Palmyra, providing fertile land. Conquered in the early days of the Empire, Palmyra remains a province under Aurelian rule.

Culturally, Palmyra is inspired by ancient Egypt.
Garb – tunic, white cotton kilt
Armor – padded, leather, lamellar

The Crescent
The Crescent is an area of fertile land along the northern and western coasts of Cipangu. It was conquered by the Empire and has been thoroughly assimilated into Aurelian culture. 

Follow the Aurelian cultural guidelines.

Cultures Outside the Empire
These regions lay outside of the Empire. Their relations with the Empire vary, but you will often see adventurers from these far-flung provinces serving in Imperial forces.

Aridia
Aridia is the northern area of Kafira. It is a dry, desert area punctuated by fertile oases. The people live either in cities clustered near the coast and oases or as part of nomadic tribes. At one time, the Empire conquered the northern coast but now Aridia is independent and broken into a myriad of independent emirates.

Culturally, Aridia is inspired by Arab and Moorish cultures.
Garb – tunics and robes
Armor – padded, leather, chainmail, lamellar

Chevalia
Chevalia is a former province of the Empire but maintains cordial relations with the Aurelia. Chevalia is a feudal monarchy. Its ruling aristocracy adheres to the trappings of chivalry.

Culturally, Chevalia is inspired by the tales of Arthur, Charlemagne, and their knights.
Garb – tunics and hosen, topped by surcoats or tabards
Armor, gambeson, brigandine, chainmail, plate

Rhuunheim
The Rhuunese live in a harsh, wintry land. For years, they thrived by raiding their more affluent neighbors. Recently, however, depredations by the Urkha have driven some to seek shelter in the lands of the Empire, where many have hired themselves out as mercenaries.

Culturally, Rhuunheim is inspired by the Vikings
Garb – tunics and breeches with winnigas or fur leg wraps
Armor – padded, leather, chainmail, or lamellar

Sarsia
Sarsia is a populous kingdom to the east of the Crescent, which fought a long war against the Empire. The Empire was on the verge of a decisive victory when the leaders of Sarsia called upon the aid of the Dark Magi. Now, the people of Sarsia labor in slavery while the Dark Magi’s undead minions fight against the Empire.

Sarsians are currently not playable as player characters.

Scymatia
Once prevalent throughout the northeastern lands, the Scymatia now reside primary along the coast of the Shrouded Sea, where they have taken refuge from Urkha raids.

Culturally, Scymatia is inspired by the peoples of Eastern Europe.
Garb – tunics, baggy pants, fur hats
Armor – padded, leather, chainmail, lamellar, plate

The Isles
An archipelago situated northwest of the continent; the Isles are a sometimes harsh but beautiful land. Its people are organized into clans ruled by lairds. There is a high king, although his power is weak. At one time, the Empire ruled the Isles but abandoned it centuries ago.

Culturally, the Isles is inspired by the Scottish highlanders
Garb – kilts and plaid
Armor – chainmail, leather

Teikoku
An isolated island in the middle of the Shrouded Sea, Teikoku is a land ruled by its proud warrior class of samurai. Teikokuans tend to be reclusive, but a few adventurous souls left the island to visit the Empire and beyond.

The culture of Teikoku is inspired by feudal Japan.

Garb – kimono, hakama
Armor – lamellar

Tortuga
Tortuga is a pirate-infested island in the western part of the Inner Sea. Its crews plunder and pillage across the coasts of the sea.

Culturally, Tortuga is inspired by the buccaneers of the Caribbean.
Garb – breeches, pirate shirts, bandanas. No tricorns
Armor – padded, leather, plate

Sunday, September 11, 2022

What is Elzwehn?

From the Annals of Lucius the Recorder
Elzwehn is our world, and more. From tales of mystic travelers, there are a multitude of worlds in existence, and ours is merely one of many. Elzwehn, however, encompasses all of them.


From what we have learned, the realms of Elzwehn are worlds of danger, mystery, and adventure. They are worlds where monsters run amok, and brave heroes halt their predations. Where stalwart adventurers shape the destiny of kingdoms and the fate of civilizations. Where a sharp sword or arcane power can win fortune and glory.

In the Mundane World
In the world of 21st century Earth, Elzwehn is a setting for our live-action roleplaying (LARP) group. We are based in Broward County, Florida, USA.

Elzwehn is an official chapter of Way of the Sword Combat Sports, although we use a somewhat modified version of their rules. 

Our rules modifications serve two purposes.
  • Reduce the physicality of the game. Changes include
    • Banning head shots, shield bashing, and grappling
    • Lowering the hit calibration, which means you don’t need to swing as hard to register a hit
  • Create a more immersive roleplaying experience. Changes in the works include
    • Adding basic character classes
    • Emphasizing the use of garb
    • Running "lore" battles, which are part of an ongoing campaign that adds to an evolving storyline
If you are in our local area, we invite you to visit and try our game. For meeting dates and time, visit our Facebook page or Meetup group.
If you live too far away, we hope you follow our blog and see what we’re up to. Feel free to borrow our ideas for your own LARP games.

Tuesday, September 6, 2022

Welcome to Elzwehn!

Welcome, adventurer, to Elzwehn!


What is Elzwehn, you ask?
It is a world, nay, worlds of thrilling adventures and epic quests.
Where heroes brave seemingly insurmountable dangers and triumph over monstrous foes.

Come with us, travel across space and time, and have the adventure of a lifetime.