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Xarkly

Creative Wizard
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Everything posted by Xarkly

  1. CT should not be a spot for RP, it should be a place that sets the scene for the map in terms of lore and story and serve to captivate players as their literal first step into the world and in some cases first glimpse of the server. See the CT section of my post for more: https://www.lordofthecraft.net/forums/topic/216732-asharren-fan-made-map-design/?tab=comments#comment-1936990
  2. a. epic b. why did 4 people write 1 paragraph
  3. @The60th @Llir Cheers for leaving your thoughts, really appreciate the engagement. The nutshell and main thing I wanted to push for was improvements to our server in a lot of different ways. As I said in the post and Kowa seems to affirm, the server, as is, doesn't seem to make enough money to fund all the improvements that could really push LotC's quality (like lore/history video series, promotional art, etc.), so a Patreon seems like the natural solution. Then, since we have a lot of people on the server capable of producing high-quality content (again, namely art and code), it makes sense that we should invest and utilise our own while also improving the server. And yeah I get the whole thing of keeping LotC a volunteer passion project. I'm not proposing that we try to become for-profit or anything, but I, like everyone, would love to see our server improve with things like a better media presence. That, however, means acknowledging that pure volunteerism won't always take us the distance. It's great that we do have people who make us free videos and plugins, but there's a reason so much of our content is inconsistent and infrequent. LotC, through it's ten years of history, has so much potential for stuff like art and video series that would undoubtedly promote the server and increase recruitment, but I think some kind of Patreon initiative is necessary to get us there.
  4. I had a few people mention that this seems like it should be handled 'internally', but a look at Tythus Ltd.'s company filings suggests that the server (in the last two years, at least) doesn't have the resources for that. Now, like I said in the post, we don't have the full story of finances and can just go off what the financial statements tell us, which isn't a lot, but it seems like enough to conclude that - at an initial glance - the server doesn't have a lot of resources to provide monetary incentives to our creators. As for professional services, I don't think we can really brush aside coding and go "well, aside from this" when this is a major point of a Patreon that seek to enable the players of our server to reward people who dedicate their skills that have real-world value to improving the server. Outside of that, though, you're right in that other professional services are inconsistent in frequency and quality, but that's sort of what this hopes to change - a lot of artists, video-makers, etc. could be incentivised to help produce much higher-quality content for the server (see the list in the post). Obviously, you or I aren't in a position to give a mandate of projects we'd like to see funded. We're not Admins, nor any kind of staff. All we can do, at this point, is just spitball and point to the various benefits that could be possible, which is what this thread ultimately aims to do. It's meant to be a discussion, and none of us bar Admins could really ever provide anything beyond "ill-defined" by way of example.
  5. Afaik EULA relates to direct in-game purchased benefits, which Patreon perks don't pertain to, they're strictly out-of-server benefits (except for tags, which are EULA-safe).
  6. The Patreon Petition howdy do So, most of you will be familiar with the Patreon platform, which, in a nutshell, is a website that facilitates content-creators producing exclusive content to fans who donate (called Patrons) via monthly commitments/pledges (usually, it's very small, like 1-5 dollars per month for the basic package). In pretty much every case, creators use Patreon to build on a pre-existing platform and allow particularly devoted fans to give extra support in exchange for some exclusive benefits. For example, a YouTuber could receive additional support on Patreon from some of their best fans in exchange for exclusive videos, early access to videos that will be uploaded to their YouTube later, or let their Patrons vote for what kind of videos they will produce next. In a lot of cases, the main draw of Patreon isn't always these exclusive benefits -- rather, it's an extra mile fans can go for their favourite creators. Okay, so what does this have to do with LotC? To some of you, the 'LotC Patreon' discussion isn't new (and it most certainly isn't my idea), but it's been something variously mentioned in Discord from year to year without a serious discussion ever being had about it (in public, at least). The gist of this idea is that our server would operate a Patreon to generate additional revenue (more on the details of this below) in exchange for some additional (and mostly minor) perks. As I'll stress a bit later in this thread, the driving force behind an LotC Patreon wouldn't be exclusive perks (which are ultimately much better incorporated into VIP packages), but rather to enable members of our community to offer a small monthly pledge that has the potential to drastically improve our sever and its content. Now, we're talking real money, so specifics are going to be important. Throughout this thread, I'll touch on what I think are the most important aspects of this discussion: Does LotC need a Patron? -- The Financial Context How would we invest our Patreon proceeds? What Patreon benefits could we offer (in contrast with VIP)? How would we regulate our Patreon? I DOES LOTC NEED A PATREON -- THE FINANCIAL CONTEXT Money has always been an interesting and obscure topic for our server. Most of you will have heard all sorts of claims, from the server going bankrupt and closing down imminently, to various players offering staggering sums to purchase the server. As only our Admins (and ex-Admins, I guess) have an actual indication of what the real day-to-day server finances are like, it's naturally very difficult for us, as average players, to discuss it. We can glean a basic understanding of what kind of figures the server operates on via the company reports of Tythus Ltd., who is the legal entity operating the server and is owned by the server's illusive creator, Tythus. You can look up this information yourself (I won't share the source directly - though it's not doxxing since the information is publicly available, I'll err on the side of courtesy), but, to tell a long story short, Tythus Ltd. seems to operate within relatively unremarkable financial margins. It's hard to contextualise its assets and liabilities absent a specific insight into how much the server generates and spends (since this isn't specified on company reports), and Tythus Ltd. does not include profit-and-loss-statements in its reports. What we can conclude is that Tythus Ltd. has filed its financial statements with 300-2,000 pounds in equity, but it's impossible to say if that's from pure revenue generated by the server or otherwise supplemented. Okay, so those two paragraphs said a lot of financial jargon without actually saying a lot, but it does let us conclude with relative certainty that, through one means or another, LotC (or Tythus Ltd., at least) pays for itself and, unless Tythus is personally investing fairly substantial sums (in excess of 7k in 2021), that it makes some money. So, on that basis, it does not appear as if LotC needs a Patreon. So why are we having this conversation, then? As the old addage goes, there's always room for improvement. Although the running of our server is exclusively done via volunteering, we make use of a lot of professional services. The most notable of these is, of course, coding and plugin development -- as a lot of you will no doubt know, any qualified coder can expect a starting salary 50-100% higher than their peers in other industries (take it from me -- despite graduating 2nd in my law undergrad and having a masters, two of my best friends who did computer science earn over double my current salary). Although coding is the most lucrative and critical example of our reliance on volunteer professional services, it's definitely not the only one: art (in all forms), video production, editing, community management, music compositions, voice-acting, social media management, and recruitment are all examples of services that can and do have real monetary value. While we'll discuss where Patreon money could go in more detail in the next section, the point here is that we can both encourage professional services provided to our server and reinvest in our community with monetary incentive/reward. Important to note here is that I'm not saying we should start individually commissioning freelancers to do work our necessarily pay full prices, but rather that we should, where we can, pay homage to our own players who, out of passion, invest their professional skills into improving the quality of our server while they could be using said skill to make real money. II HOW WOULD WE INVEST PATREON PROCEEDS? Irrespective of the amount we'd incur through Patreon, a big question is how we go about investing it back into the server. I mentioned some of the professional talents our server enjoys for free from its passionate players in the previous section, so here I want to go into a bit more detail as to how we could use Patreon revenue to both reward good-faith professional contributions to our server, and encourage higher-quality contributions. I want to flag here, and I'll echo it later, that I absolutely would never want to see Patreon proceeds claimed by upper Staff/Admins for their role of running and managing the overall server. All proceeds should specifically go to rewarding established professional contributions (such as coding, art, etc.). With that said, here are some basic examples of what Patreon proceeds could go towards: Coding & Plugins: As I've said, tech-based contributions are effectively the poster-boy of any Patreon initiative on the server. As skilled people with very high real-world earning potentials, and as an area that most people are not proficient in whatsoever, coders are very important to the functioning and improvement of our server. We've seen a lot of cool plugins in the last year (big props to the60th), but plugins are usually very and tedious to make, especially on a volunteer basis. Offering a financial reward as a "thank you" to our coders could go a long way in terms of helping coders justifying spending time on server development (a lot of you will no doubt remember how, in the past, proficient coders simply could not justify doing free work). Art: Obviously, art can take many forms (from traditional artwork, to graphics, to skinning), and consequently art has a lot of promotional value. I've always thought it would be incredibly cool to promote LotC via artworks celebrating and advertising various events on the server, from massive eventlines like the Inferi or the Scyfling Invasion, to even bigger inter-player conflicts, like the War of the Two Emperors or the Sinner's War. Picture how cool it would be to make a post on our various social medias with a movie-tier-looking poster promoting some upcoming/ongoing event, generating hype and interest from current, returning, and prospective players alike. Building off this, it could even feed into official LotC merchandise (an entirely new source of revenue) whereby artists could produce super high-quality server pieces that could be purchased things like posters. Some smart YouTubers have started doing this for some of their flagship series -- see the below example of YouTuber 'Swampletics' producing a movie poster for the finale of one of his RuneScape YouTube series: Videos: We've had a couple of media content produced over the years - like the Nation Spotlights, and the Damnable Horde & Outer Nether eventline trailers - but they've been really inconsistent in both frequency and quality. A financial-backing to rectify both these issues to create an active video presence across all of our social media platforms. While we should continue spotlight videos for nations and trailers, I feel like a massive missed opportunity for our server is the lack of lore videos we should be making VaatiVidya-style to explore, simplify, and theatrically portray our server's rich lore and history. 'Videos' in this regard is an umbrella term for shooting, editing, and voice-acting, all of which are deserving of some kind of remuneration. Server Costs/Upgrades: This is a bit different from the others, and an exception to the idea that we should be reinvesting in server talent, but the idea is that, should it ever be required, Patreon funds could be used to offset some server expenses and facilitate upgrades, such as the box/server/hosting, and this could be an especially pertinent consideration if it is indeed the case that there are any personal funds from Tythus being invested in the server. Like I detailed in the first section, these four aren't the only possible investment opportunities by a longshot, they're just the easiest to explain and lend themselves to a distinct final 'product' that could be rewarded upon completion. I think they perfectly make the point I'm trying to make in this section, it's just important to remember there's a lot more we could do with Patreon proceeds such as community management, social media management (though this ties in very strongly with videos), original soundtracks (which would be perfect for videos), recruitment, and writing. Okay, but how do we actually decide who gets paid what? Right, this is an extremely important question for putting this debate into perspective - we've established some of the various overall initiatives we can invest in, but how do we determine what funds are allocated where? I think there are three main options: Patreon-Manager Discretion: Simply put, it would be the responsibility of the staff managing the LotC Patreon to distribute proceeds at their discretion. I think this is a bad idea, for the reasons I'll expand upon in Part IV, but include a lack of oversight and transperancy that risk undermining the integrity of the Patreon as a whole. I just think it's worth acknowledging it's a general option, albeit not a good one. Proportion Poll: The idea here would be that Patrons vote (via Patreon itself, see the next section) in advance as to what projects they'd like to fund, based either on a monthly basis or project basis. This could have a few different variations, from Patrons choosing where their monthly commitment goes to (i.e., coding) to Patreon Polls listing various ongoing projects (such as a (a) a plugin, (b) a video project, (c) an original soundtrack, or (d) an official artwork. I think this sytsem works best if a larger approximation of proceeds are given to the project with the most votes, while a smaller approximation to the runner-up, etc. I think this idea works fine? -- it's just that it invites some nitty-gritty questions like how to divvy out proceeds in a project with multiple workers (such as videos if you have one person recording, one person scripting, one person editing, and one person voice-acting), but I think this could just be figured out down the line. 'Thank You' Model: Again in the form of a Patreon Poll, the difference with this from the Proportion Poll is that Patreons vote how to distribute a month's Patreon income retroactively. For example, at the end of a month, a Patreon Poll is put up listing the various projects done by the server that month. For example's sake, let's again say this consists of (a) a completed plugin, (b) a completed video project, (c) a completed original soundtrack, or (d) an official artpiece. With these projects completed and Patrons able to view/enjoy them, they can vote on that basis as to which project should be given remuneration (again via proportion of votes, but I think the scale should be a bit different here to give every project something if possible). The same concerns of disbursement within projects apply. III WHAT PATREON BENEFITS COULD WE OFFER? Instrumental to remember is that any LotC Patreon project (more than likely) would be driven by players' desire to support our projects rather than solely for benefits which is the case with most content-creator Patreons. That said, this doesn't mean that we can't provide some benefits to Patreons. Before we discuss that, though, let's draw a line in the sand between Patreon perks and VIP perks. VIP perks, in contrast with Patreon perks, are actually intended to be perks in exchange for fairly substantial once-off payments (with upper VIP packages costing hundreds, though most are purchased during holiday sales). These perks range from the tag colours, aesthetic effects, rename tags, to soulbind slots, but the point is that their selling point is the perks. That seems a bit redundant to say, but it sort of makes sense when we contrast it with Patreon perks, whose primary purpose is to support the server and any actual perks are just small incentives. It's also important to bear in mind that Patreon payments are monthly -- i.e., you sign-up for a monthly subscription of a few dollars, whereas the VIP packages are once-off expensive purchases. So, with that in mind, the goal of Patreon payments aren't to replace VIP perks, though the status and value of VIP packages are worthy of a debate of their own another day. This contextualises how we should go about Patreon benefits, as their inherently meant to be fairly minor, not only by design, but also by necessity so that the value of VIP packages aren't further undermined. Here are some of the various minor perks we could include for Patrons: Patreon Tag: Much like VIP packages, we could have a unique in-game/forum/Discord tag for active Patrons. The discussion of how this tag ranks in comparison to VIP ones is a valid, if mostly inconsequential one, and one that certainly doesn't need to be settled now. If you were to ask me, I would probably say that we should have a few different tags, such as a 1-month Patron tag, 3-months, 6-months, 1 year, etc. I believe we have five unused Minecraft colours left on the server, those being yellow, light red, dark blue, dark aqua, and black, and we can double this to 10 colours if we include bolding these tags (bear in mind dark blue and black are very hard to see). Patreon Polls: As discussed in the previous section, Patrons could access Patreon Polls that direct how their Patreon donations are distributed. These Polls could be expanded to include stuff like voting on which plugins (out of a list of several the techs are actually interested in making) are developed or artworks produced/commissioned. Patreon Raffles: While it would be unrealistic to try reward every Patron this way, we could do raffles where Patreons have a chance to win prizes that could range from Steam games to art commissions. Patreon Skins: Every month, a unique skin could be released for Patreon use. While a non-tailored skin might seem strange, I think it would be cool to passively hand out skins produced by server artists (who could be in turn given remuneration via these Patreon donations) that are inspired by various factions throughout server history, such as a skin replicating the armour used by characters in various periods of LotC lore - for example, one month could feature an armour skin based on Horenic soldiers in the 30 Year War, while another month could imitate the robes supposedly worn by the earliest followers of Larihei. All-in-all, it's essential to remember that Patreon pledges are ultimately driven by a desire to support the server and those who volunteer professional services, so any perks (and the above list should be far from exhaustive) are not intended to be overly compelling in their own right, but it obviously doesn't hurt to give some incentive where we can. IV HOW WOULD WE REGULATE OUR PATREON? Now, this one is a bit complicated. Who controls/manages the funds received on Patreon, and who even runs the account itself? While the natural answer is the Admins, again I think it's important to contextualise things a bit before we get into more detail. First of all, LotC is owned/operated by Tythus Ltd., like I said in Part I. Despite Telanir/Llir's tags on the forums/Discord, Tythus Ltd. only has one registered employee - Tythus himself (unless there's some kind of legal arrangement we're unaware of, but this seems unlikely since early LotC did actually have Admins serve as company directors). While this again depends on the specificities of the relationship and any legal agreements between Tythus and the server Admins, a basic reading of the server's Terms of Service and Tythus Ltd. company information lends to the understanding that only Tythus himself has any legal rights to the LotC server, its actions, and any revenue generated, whether through VIP or Patreon. Issue is, this obviously isn't the case as management of the server is delegated to volunteer Admins who are not employees of Tythus Ltd., this relationship is a bit murky and it's impossible to understand how it works. We could simply say that the financial management/diligence aspect ought to be handled in the same way as revenue from VIP/crown purchases, however that is (though it is very important to note the added complication that the Patreon project involves funds actually being reinvested into players). Despite the above paragraph being complex and inconclusive, I felt it nonetheless worthwhile to touch on some of the legal elements at play here so that we have some minimal insight into the technical aspects that may affect a Patreon project. Ultimately, it is a complex technical question that can't really be given a good-faith answer without Tythus or the senior admins (namely Telanir and Llir, who seemingly purport to be Tythus' direct agents but are not employees or directors of Tythus Ltd. and therefore seemingly have no actual rights or legal responsibilities), but I felt that because "well, who's going to manage the Patreon and distribute the actual real-world money?" is such an important question, it was necessary to break it down like this. At the end of the day, failing legal specifications, transparancy should be king. Monthly posts that break-down the distribution of Patreon assets would be great in this regard, but it's important to acknowledge this question is just difficult to answer because our lack of information about how financial aspects of the server have been handled in the past. Good to bear this in mind for the sake of our discussion, and it feel like if the idea did gain traction among senior Admins it could be handled down the line. So that's that! As a final remark, I think that a Patreon and the revenue it could bring via passionate players who just want to donate a small monthly sum (as low as $1, even) to support the server could go a long way to incentivizing and rewarding the seriously impressive and legitimately valuable services that people provide for this server, such as coding and artwork. Please comment with your own thoughts and suggestions, and have a nice day.
  7. Xarkly

    Art Commissions

    she draws like really good pictures
  8. Whoever you guys are, it's pretty obvious you know what you're talking about and your takes are fairly accurate. I especially agree with the Recruitment/Media stuff - it's actually unbelievable how shit our recruitment is. Did you post this on an alt because of how Staff would react?
  9. Were it not for the girl with the crab, the sword would have shaken in his hand. Were it for not for the woman with that heart, the Crown would have crushed his head. Were it not for the Queen that she was, the struggle would have never been worthwhile. But of course, he was not there to tell her that. He knew she remembered, though. ___________________________
  10. Oh yeah this is probably just a result of me not figuring out Inkarnate had way more grass brushes until I was like 70% done (which is where I started putting more detail on grasslands in the south). I know Mapdev Team has said they're planning to include more verticality in 9.0, so that's great, and I feel like a plateau is great way to do that too. This was one of two areas I took inspiration from Shotbow's MineZ (a 2013 map, of all things), take a look: https://gyazo.com/17642dd5f7e888a635bc6aec0a5cdc1f Obviously it shows its age, but I remember when traversing this area (I loved this map), there was a very tangible feel of verticality between wandering around at the bottom than the top, and finding ways up/down was a cool objective. Yeah to be honest, I left the Scars until the very end because I struggled with the concept a bit. I know what I wanted to do in theory, but wasn't sure how to go about it. The idea was (and this ties in with your next point about the ST) it would be a semi-sufficient event location, wherein the event itself was trying to descend into these treacherous ravines and explore whatever was down there. 'If done right' is pretty much the caveat for all these regions, but it definitely applies to places like the Scars, the Plumes, and the Rykenwall, as these regions completely lose their point (event/exploration) if not done right. Obviously you're right, but as I talk about in the introduction, we generally just don't have the resources for the ST or within the ST to pull that off. Sure, they can keep doing what their doing, but I tried to design a lot of this map with environmental storytelling and in-built engagement -- so, like with the Scars, that comes with the puzzles involved in descending down these massive ravines and maybe learning lore/secrets from eventsites there, or the Plumes which is meant to be a gauntlet of environmental challenges - withering effect caused by smoke putting players on a timer, and scaling the lava to the Forge of Ashka, or the same theory for the Rykenwalls with potential PvE mobs. All this serves to make these specific regions an engaging challenge and a sort of event in and of itself without the need for constant ST involvement. That's probably my bad for the insufficient description, but the idea is that the area would have had some eventsites relating to the namesake plague. I totally get what you mean, though, in that it's not like the other 3 road regions that could have some interest to nations. Maybe that one could be tailored to be smaller, but I definitely see your point. Lastly, I noticed this a little bit before posting, so I mentioned in the introduction that readers should assume the nation sites to be all be relatively equal in size, just because I didn't pay enough attention when sizing Yaksha's Table in comparison to, say, the Vale of Aargad. If I were to adjust it, I'd just expand it down into the northern part of the Plumes before the volcanoes actually start.
  11. In particular, I hope they don't continue the previous policy of secrecy, as if the details of the next map need to be kept mostly hidden for the purposes of hype or something. Mapdev Team has said they plan on doing a lot more Your Views, so that's good as long as they stick to that. From what I hear, there's a current draft that's been painted, so I hope we get some community input before Mapdev Team decides to stick with a particular design.
  12. To be honest, I have no concept of physical map sizes, otherwise I would have included something. I can't remember how big Almaris is or any previous maps. To give some kind of idea, though, I think it should be a good bit smaller than Almaris. We don't need fringe regions like the Rimeveld, mountains behind Norland, and basically most of the border areas down south since no one uses them, they don't look great, and they're massive, making the map look big and feel empty.
  13. A Fan-Made Map Design ASHARREN View my other mapdev posts here: Map Narratives | Region Design _____________________________________ Hello! Most of you will know that our server's next map - and it's next big step - is being developed after two years, and I think that, in this formative phase of creating 9.0, community input and discussion is really important. As 9.0 is a map for the community at large, not only should this communal consensus be a foundation of the new map's design, but it should also feature a lot of ideas and things that we want to see. And so, that's more or less the point of this post -- unlike my previous two posts, linked above, it's not so much a suggestion per se as it is a demonstration of the region design philosophy discussed in my last post, and also a general creative project that I've enjoyed chipping away at over the last two weeks. OK, so a few quick notes before we get into the meat and potatoes of this post. What actually is this post?: This is creative project of a fan-made map, but in design only (I didn't actually build a Minecraft map). You can see the image above the map in full, but the rest of this post is devoted to breaking down the design philosophy for each individual region. Like I set out in my Region Design Post, I think one of the biggest things 9.0 Mapdev needs to focus on is intent when designing regions (i.e., is a given region intended for nation settlement, events, travel, etc.) instead of just creating regions to fill up the map that inevitably ends up in an abundance of dead space, like on Almaris. So, in the rest of this post, I discuss the design for each individual region named in the above map. The Ringroad Design: A few of you might see from the map itself, proposed nation placements are set out in distinct ring around Cloud Temple. I think the old fashioned ringroad - i.e., a singular main road that connects all nations/major regions in a circle - is a huge step back in the right direction in terms of reducing dead space. It also think it just shapes the map really nicely, in terms of it revolving around this ringroad connecting nations, and keeps nations equidistant to reduce the need to **** around with hubs etc. Hubs Are Bad: In relation to the above, I disagree with the use of Hubs, because I think they're indicative of poor map design. Your map becomes fractured with 4 travel nexuses instead of 1 (Cloud Temple), and so the space between these becomes dead space (like it has on Almaris). If your map is too difficult to travel, then that is a problem that should be addressed in mapdev, and therefore I just think Hubs are a bandaid solution and an open admission to poorly-thought out region design and nation placement. Lore/Backstory: As you'll see below, I briefly divulge some backstory for the regions. This is purely demonstrative - I think that, when designing regions for a map, it's important that they're relatively informed by the history of the area, and the map as a whole. This helps give each region a sense of character and uniqueness - an idea that there's something to see/learn/experience in this region rather than just another generic real-world region, and, like I explain below, it's a massive boon for environmental storytelling. So, throughout the rest of this thread, I use a demonstrative backstory to give these regions some of these bonuses. Key word is demonstrative. Environmental Storytelling: The reality is that we don't have enough ET staff to always give various regions the life they're meant to have. We can design a region to be dangerous and chock-full of monsters, but in practicality, this is never going to be the case if a group of players wander into the region and see none of this. So, not only can be design regions to tell a story unto themselves through specific design - like remains of a battlefield with various visual clues as to some great war that transpired here, for example - but we can also take this a step further an utilise Minecraft mechanics like effects or even mobs to help afford regions certain characteristics. Obviously, this needs to be done within reason and certain limitations, like only where it makes sense and with ample warnings for players so as not to obstruct RP. For example, you'll get a warning if you wander into a dangerous regions with an ambient message like: "You hear the howl of hunting wolves growing closer ... [[This region contains hostile PvE mobs.]]. I know concepts like this can be a turn-off to some RP purists, but I think, if you consider that we use Minecraft mechanics all the time to enhance the player experience (farming, crafting, etc.) then I fail to see how ideas like this fall outside of our established norms. Tiles: Just as a quick note, it should be assumed that this map uses a tile system and that each of the regions labelled on the map are made up of several tiles. Space/Size: The space and size of my map here isn't exact. For example, both the Vale and Aargad and Yaksha's Table are meant to be nation sites, but they don't look equal in size. This is just a consequence of how I drew the map, and you should assume that all nation spots should be relatively equal in size. Fantasy Regions: As part of LotC's identity as a fantasy server, I always thought it was a shame that we model our map nearly entirely off generic real-world regions without much to alleviate the boringness or engage players and prompt them to explore. I include a lot more 'fantastical' touches in this map design, but this also works in tandem with region backstories to help give each region a unique identity and characteristics that make it worth exploring. Cradle of Souls THE CLOUD TEMPLE Pilgrim's Rest LAKE VARRIA The North Road RAEDWULF'S FRONTIER The East Road THE ARCHWOOD OF BELESIS The South Road THE CLOUD PILGRIMAGE The West Road THE PLAGUED PATH The Silverlands THE VALE OF AARGAD The Astral Peninsula MOONFALL HEAD Brigandsmarch THE FELLWINDS The Last Bastion THE RYKENWALL The Eternal Autumn THE AMBERWOOD Belesis' Shame THE STUMPS The Wild God's Slumber KRANNA'S VIGIL The Garden of Oni THE ISLES OF OKARIA Conqueror's Plateau YAKSHA'S TABLE The Infernal Sands ROKAR'S TOMB The Hammer's Ascent THE PLUMES The Deep Gate THE SCARS The Ruin-Yard THE SCHOLARS' STEPPE The Tyranny of the Sky THE AETHER IMPERIA
  14. For sure, I don't think anyone's suggesting that this is the easier route. On the contrary, doing things better usually does take some more effort. Ultimately, there's a lot of factors involved in making regions like this, from map size, to timelines, to manpower, and it's not much use for us to discuss those things given that that information isn't really freely available. While accounting for feasibility, the goal here really is to just generate discussion on these ideas in general. If talks like this can lead to even a few cooler regions next map, I think that's a net-gain. Anyway, I appreciate you commenting as a member of the Map Dev Team and taking it outside of your Discord.
  15. Yeah, this is essentially what I say a few times in the thread. While I definitely would love to see more fantasy biomes, I also recognise that there's nothing inherently wrong with generic real-world biomes -- I just think that, as you say, they should be made to be a bit more engaging, rather than variations of plains throughout the majority of the map (by that, I mean a lot of different biomes attempt to differentiate themselves through only minor detail, like some sparse trees off the road). Likewise, I agree that Map Dev Teams have, for many maps now, greatly struggled to implement unique biomes. Whether this is the fault of the World Painters, or just map builders not having the time or inspiration, I'm not sure, but this map has ample examples. The volcanoes and the Rimeveld, for instance, were initially written to have a lot of unique details that lent themselves to environmental storytelling and event potential, but instead we just got some mountains without really anything at all to see within them.
  16. Yeah, obviously a lot of the suggestions here demand some more work. However, I disagree that these things are hindered by deadlines. There is no deadline for an LotC map other than social demand - this isn't an insignificant factor, but it's not a decisive one either. We've been on Almaris for, what, two years now? And 9.0 development has only just began. While timeframes are certainly something to keep in mind, I don't think there's any real time pressure, and Staff certainly doesn't think so either based on the time it's taken to start developing this next map. I think that narrative/interesting regions should definitely be finished before map launch -- I've seen it happen twice now where Map Dev Teams say "Oh, we'll build the event stuff after launch", and then momentum/energy is completely lost and it never gets done (Arcas being a prime example).
  17. LotC 9.0 REGION DESIGN Music ________________________________ Welcome to another schizopost. With early development of our ninth official map in the works, I wanted to take this opportunity to build off my last post - on map storylines, which you can read here - and talk about our philosophy of how we design regions for 9.0. Obviously, a physical map is the product of all the various regions put together, but regions themselves serve more than just being something to be looked at or travelled through. A region, as most of us know, can be anything from a generic plains biome meant for players to build their settlements on, to stunning fantasy vistas primed for exploration and events. Region design can appear deceptively simple at an initial glance, but I think practical experience has taught us there are ample footfalls when it comes to designing regions/biomes for a new map, and we sometimes find ourselves mired in repeating the same mistakes when it comes to region design, leaving us with a lot of dead space and impractical or just plain bad designs. So, today, I wanted to talk a bit about all this, and specifically advocate some lessons I think we can learn when it comes to designing regions for 9.0. In particular, I hope some of the approaches suggested by this thread can lead to more creative/fantasy biomes. I'll break this post down into three parts: firstly, let's talk about the mechanical purposes that serve as the driving force behind region design, and some of the problems we can observe through this categorical lens; secondly, I'll share a few of my ideas that I think could really benefit region design for the next map; and, thirdly, I'll spitball a few examples of how I think better region design should be done. So, bear with me, and please do leave your own thoughts in a reply below. I PURPOSES & PROBLEMS ________________________________ So, how do we actually design regions? Regions aren’t (or at least shouldn’t) be built for pure aesthetics. Instead, aside from looking great, they should always serve a particular purpose in the overall map design. I think we can generally classify three mechanical categories of region design - settlement regions, secondary regions, and narrative regions: Settlement Regions: Usually, the majority of map space (especially on Almaris) is dedicated to acting as land upon which player settlements, from nations to villages, are built and expanded. The primary focus of this land is not intended to be the land or the biome itself, but the towns and cities built upon them. Because of this, these settlement regions tend to mirror very generic, real-world biomes like plains, fields, etc. with very few remarkable details, because these best facilitate settlement building. Contrary to the main point of this post, this is actually fine -- like I said, the focus of these regions is the settlements built upon them, and not the actual region itself. Secondary Regions: What I mean by this are regions that tend not to have an explicit purpose -- they’re normally wilderness or connecting space between various nations or settlements. They could be called travel regions, characterised by roads that go through these regions on their way to settlements, but Almaris’ Hubs negate the need for that. Instead, these secondary regions usually act as backup space for small non-nation settlements. The problem is that most of these secondary regions also tend to be generic and unremarkable, and this usually isn’t offset by the presence of a player build, so we’re left with a bland landscape not worth a second glance. Narrative Regions: By this, I mean regions built with a very specific purpose in mind, like for a specific storyline (i.e., the flooded ruins of Lost Balian) or for exploration and events (like the Rimeveld and volcano were intended for, but botched upon implementation). Unlike the other regions, the core focus of these regions are the land and how they are built, in a way that entices exploration and helps tell the map narrative in a “show, don’t tell” way (through things like ruins). While the theory here works, these maps have been horrifically implemented historically. Take the volcanoes out west -- these were meant to be the lands of a ruined Dwarven civilization that harvested their wealth and power from the volcanoes, traversing the magma upon special ships and exhibiting a fire-based culture (not too unlike ATLA’s Fire Nation), but instead we were left with a smear of mountains utterly uninteresting to explore (before players stepped in to build on it). The Problems With the above breakdown in mind, I already mentioned some of the practical problems we have with our current region design, so let’s analyse them in a bit more detail. Dead Space: This is probably one of the most prevalent issues in current map design. I always find it weird how we’ve made such a big discussion about what size to make the next map without mentioning the fact that so much of our current map (more so than maps that came before it) is dead and useless space. Whether it’s the northern mountains, or the stretch of deserts in the south, there’s a huge amount of land on this map that serves utterly no purpose. They’re not settled on, there’s no narrative purpose to them, and, more often than not, they’re not even interesting to look at. Why do we build space that has no purpose? Unremarkable is the Norm: I mentioned that generic real-world biomes with little engaging detail like plains were fine for settlement regions -- this is because the settlement is the engaging detail, and the focal point of the landscape is whatever city is in the vicinity. However, when this same design philosophy is extended to secondary regions, the near entirety of the map (outside the fringe dead space mentioned above) is reduced to mostly fields, hills, and sparse woodlands without settlements serving as the main attraction. This also contributes to dead space, and makes most of the map just … uninteresting. Watered-Down Biomes: There’s nothing necessarily wrong with using real-world or generic biomes, but I think, if you look at a lot of these biomes critically, they’re not so much an array of real-world biomes, but just small variations on boring old plains (especially in the north and east of the map). Our forests, for the most part … aren’t really forests. They’re just roads flanked with occasional trees that don’t really offer any real different experience in terms of traversal. Overall, our use of real-world/generic biomes is generally lacking, too, especially outside of settlement regions (again, where there is no other focus to the land so it becomes almost dead space). Creativity is not Compromise: I’ve mentioned a lot how these generic plain biomes are best for settlement building, and that this is fine, but I think it’s also worth flagging that this isn’t always 100% true. You can have settlements built on regions that do not conform to the normal unremarkable plain terrain -- it just takes a bit of common sense in the design process, and not making the terrain utterly inhospitable (like the Rimeveld, for example). You can have settlements built even on floating islands, and coordinate with certain races pre-launch -- for example, we could design a great-tree forest (think Attack on Titan’s forest of giant trees) for them to build their settlement in. Nothing to Explore: These next two points feed into each other, and they essentially amount to the fact that maps like Almaris aren’t worth exploring, as there is practically nothing to find. Now, I need to preface this by saying I’m talking about how the regions are designed for launch, and not if they’re modified by eventsites after the fact. This sort of builds off the issue of dead space, in that a very clear message has been sent to players that there is no real incentive to explore the map, given there’s nothing to find. The ‘Show Don’t Tell’ Approach: In my previous 9.0 thread, I spoke about map narratives - which you can read here - and I talked about how LotC’s best storytelling tool is the map itself. On a server where, unlike a book or show, people can’t start on episode 1 at their own pace, a map that conveys narrative is an invaluable resource. From ruined cities that help tell the tale of the current map, to ancient murals that divulge the server’s wider lore, things like these (which I’ll give an example of in the region section) are just missed opportunities. Corner Syndrome: For some reason, there’s a persisting trend of map philosophy of trying to shove some regions in a corner of the map where they’ll rarely be accessed by anyone. This has often been done throughout most maps in recent memory. Why would we take the regions that might arguably take the most amount of work and be the most interesting to explore, and relegate them to a place on the map that is far from optimised? I take the view that interesting regions should be actively woven into the well-travelled roads of our map. Verticality: This is just a short point, but our maps have neglected to explore verticality in our region designs. I’m not talking about some hills and mountains for the Dwarves, but regions with actual depth - like a canyon, for example, with explorable and traversable land both above and below. Interest & Identity: Lastly, a map like Almaris - with its abundance of generic, watered-down regions, extremely poorly-implemented narrative regions, and its colossal expanse of dead space - isn’t interesting, and doesn’t infuse it with a sense of identity. This is probably more just a personal thing, but I think a map should have a memorable design and, as I’ll speak about below, have features that actually stand out (in a good way). II LESSONS & SOLUTIONS ________________________________ So, what can we learn from all this? I think there’s a few major solutions we could explore for better region design in a way that allows us to minimise dead space, create regions that entice exploration and help tell the map narrative, and overall make for a better player experience. I’m going to talk about three lessons I think could benefit 9.0 region design: (1) the memorable model; (2) the specific purpose model; and (3) interweaving. 1: The Memorable Model So, the idea here is that each region should be designed to be individually memorable. If you drop players in any given part of the map, they (assuming they’re not a noob) should be able to look at their surroundings and go “oh, I’m here”. The logic with this one is that a region memorable for the right reasons makes for a better one, and a better experience, no matter whether it's for settlement, secondary uses, or narrative ones. What do I actually mean by memorable, though? There’s not a set definition, but the gist is that each region should be designed to be interesting - whether to facilitate settlements or otherwise. We should not paint the entire map with the same generic fields with some trees and lakes and hills here and there, because this does not make for interesting design and it’s silly to think that the entire map should be reserved for settlement (because this is never the reality). Instead, we should plug the gap between settlement regions with this ‘memorable’ design approach (bearing in mind these regions can be settled, too). This was the approach me and Julius took when we drafted some early designs for Almaris (well over two years ago), and even this much time later I still think they convey the point I’m trying to make here, so if you want to know more feel free to check out those ideas by clicking here. 2: The Specific Purpose Model I spoke a lot in the previous section about Almaris, and many maps before it, having a ton of dead space with quite literally nothing in them. We can fix this by designing regions with specific purposes that I spoke about in the last part, namely settlement, secondary, and narrative. Settlement regions, like I said, should generally try to facilitate player factions building their stuff, and so it shouldn’t have untraversable terrain that makes building very difficult. Remember, though, a region doesn’t have to be a flat plain for players to inhabit, and I think many communities might welcome more varied biomes for a change. The only rule is that they shouldn’t be like the Rimeveld, the western volcanoes, or Swiss-cheese mountains. For obvious reasons, regions like these make building impossible (and generally are badly designed). Secondary regions are, as mentioned, a bit harder to place, because they’re secondary by virtue of the fact that they fall outside of settlement and narrative regions (though generally are kind of treated as lite settlement regions that are seldom used). I think we should stop the practice of just filling in the blanks between nation land with more of the same generic biomes, and instead adopt what I mentioned above (the memorable model) to create more unique and interesting biomes that span between settlement landscapes. Whether these are creative high fantasy concepts or more low-fantasy regions but fleshed out with the memorable concept, these connecting regions should be interesting to explore and travel through, and leave a lasting impression. Remember, these don’t prevent settlements or narrative uses. As a TLDR for this one, if we’re making a region that specifically connects one settlement region to another, the idea should be to make it an interesting travel route. Lastly, narrative regions mostly speak for themselves -- we just need more of them. 3: Interweaving Lastly, and this mostly ties in with the existing points already. I think we have another problematic habit where any interesting features we do have are usually side-pieces, usually off in a part that is seldom seen when instead we should be interweaving these features into parts of the map that are actually used (which help create more compact maps/reduce dead space). It's been quite commonplace that Map Dev teams might design something like - for example - an enchanted forest biome, in stark contrast with the rest of the map's generic regions, but then put it out of view in an isolated corner of the map Why would we put one of the few creative regions (the enchanted forest) off in the corner of the map like this? Instead, I think it’s much more compelling if we interweave a cool region idea like this in the more travelled parts of the map. Why not make this enchanted forest a cool secondary or narrative region that spans between, for example, the Dwarven and Elven lands? It makes so much more sense to have this interwoven with the central map, so that players can actually experience it, and Staff can use it for events. The philosophy of leaving some regions in the middle of nowhere is redundant. III SOME EXAMPLES ________________________________ Lastly, I just want to feature some examples that might fit the bill for some of the criteria I’ve described for new region design. These are purely examples - the placement, design, and narrative basis are purely made up for the sake of demonstrating some of the stuff discussed earlier, so don’t read too much into the practicalities. ________________________________ THE CLOUD TEMPLE ________________________________ THE OLD IMPERIUM ________________________________ THE FLOODWOOD ________________________________ THE PLAGUED PATH ________________________________ THE VALE OF AARGAD ________________________________ THE MOONTEARS
  18. This doesn't really feel like a question we can answer with this little information, like where CT is (please do not do hubs). Do not delay any important roads till post-launch: whenever Map Dev have delayed anything till post-launch, it almost always takes x10 times as long. Edit: I believe Staff have made roads for any settlements upon request anyway. I'm really confused what this post is actually asking for thoughts on.
  19. frymark please no one's going to admit to that
  20. A historical account of the Dukes' War is featured in the Black Banner, under the Vailor period:
  21. SONG OF THE BLACK CHAPTER VI: THE SHADOW OF DULES A Lord of the Craft novella set in ancient Ruskan lore. Previous Chapters: Chapter I: Osyenia Chapter II: Lahy Chapter III: Mejen Chapter IV: Soul & Sword Chapter V: The Eyes of Ruska As the Karovic and Nzechovich forces plan their next move after the Battle of Mejen, a new foe for both sides emerge in the form of the wealthy trade-city of Dules, which seeks to take advantage of the political chaos to claim independence from the Ruskan crown. As Szitibor reunites with his cousin Vladrik, commander of an army of 30,000 soldiers besieging Dules, he agrees to help his cousin take the city in exchange for his aid in rescuing Mylah, who remains a prisoner of the Karovic Princes. Meanwhile, inside Dules, the mercenary captains known as Josef Tideborn and Dragan Skullsplitter prepare to fulfil their contract to defend the city. Music - Play & Loop All The Nzechovich siege camp was like a city unto itself. Broad, muddy streets - trodden by thousands of boots, hooves, and wheels - ran between endless rows of tents, where merchants and craftsmen called out their prices and plied their services, from cobbling, to sowing, to brewing. Even in the day’s rainy drizzle, Nzech soldiers and camp workers moved leisurely between the streets, wearing their mail and livery proudly, and little sign of hardship on their faces. Aside from the drone of countless voices in the air, the echo of blacksmiths’ hammers at work mingled with snatches of music and singing from mess-tents and bonfires. As Szitibor led his broken army through the camp, he found it all strangely comforting. Despite the rain, the place felt more like a festival than a siege encampment, with all the vendors and music, and that quelled his feelings of shame for his defeat and Mejen alongside the otherwise all-encompassing worry for the fate of Mylah. Upon arriving in the camp, soaked and exhausted from their retreat from Mejen, Szitibor had learned that Vladrik had set up his command quarters in one of the tourney grounds outside of Dules, in the south-western quadrant of the camp. As he made his way there, wordless and stoney-faced beneath his wet cloak, his band of defeated soldiers - some of whom still had blood splashed across their mail - attracted no small amount of looks, but Szitibor barely noticed any of it. He did not even object when he noticed some of his soldiers peel off from their column, and vanish into the larger camp. They’re not my concern anymore. No matter where in the camp he went, the walls of Dules were always visible in the distance. Fifty feet of pale stone, topped with crenelations, watchtowers, and even fresh hoardings that had been erected for the siege. From the peak of slate-roofed watchtowers, it was not the black-and-red banner of the Karovic dynasty or the green-and-red of Nzechovich that flew, but the gold-and-aqua flag of Dules itself. As far as Szitibor could tell, there had been no fighting; in the no-man’s-land between the camp and those pale walls, there was no sign of even arrows jutting out of the dirt, much less any blood or bodies. It’s not surprising Vladrik hasn’t attacked yet, Szitibor found himself thinking as he watched those gold-and-aqua banners snap in the wind, but what is Dules holding out for? Unlike every other holding in Ruska, Dules had always been ruled by the Prince of Dules, a leader chosen by a council of wealthy families known as the Electors, and the trade-city had become part of Ruska when King Nestor III, several generations ago, had been elected as Prince. Since then, the custom of electing the reigning monarch of Ruska as Prince of the city had been unbroken, and governance of the city was left to the Electors themselves. While Dules often tried to remain apart from the politics of greater Ruska, they were at worst a nuisance, and never a threat. Szitibor, like many others, had assumed that the city would capitulate and agree to elect Nestor V as Prince, once Vladrik arrived with his army … but that had been weeks ago, now. Why is the city still resisting? He supposed he would find out soon enough. Szitibor marched his troops through makeshift plazas and marketplaces, past cordoned-off fields where engineers tinkered with trebuchets and half-built siege towers, and by squadrons of soldiers being drilled in formations by shouting sergeants. Finally, the stands and arenas of the tourney grounds came into view above the sea of tents, beneath flapping Nzechovich banners. A fresh palisade, coated in damp sawdust, had been erected around the grounds, and so it took a few minutes of criss-crossing through the surrounding streets before he located a solitary gate, manned by two Nzech elites in feathered helmets and bearskin cloaks. After motioning his soldiers to remain in the adjoining plaza, Szitibor approached the gate with squelching boots, and he found himself unsure of what to expect when he came face-to-face with Vladrik - the two of them were cousins, but they had never been very close, and they had certainly never been friends. Vladrik was his senior by a few years, and he was simultaneously the most insecure and arrogant man Szitibor had ever met, prone to utter defeatism when things did not go his way, and his ego inflated beyond belief when he succeeded at anything. Despite that, no one - perhaps except Mylah - would deny that Vladrik was a capable soldier and leader who had distinguished himself in skirmishes on the Carnatian frontier before King Karl had raised him to the rank of Bogatyr. One of the two guards raised a forestalling hand as Szitibor neared. “This is the command district,” he barked gruffly, “move along.” Szitibor narrowed his eyes at the soldier. “I’m here to see my lord cousin, Vladrik.” “Your cousin? And who does that make you?” Szitibor’s eye twitched, but he kept his patience. “I am Szitibor Nzechovich, of Karinov.” The guards’ helmets creaked as they exchanged looks, before one asked, “Nzechovich? You look as if you just crawled out of the Huns.” The twitching intensified. “I have returned from battle at Mejen. I have news of the Karovic Princes down south, and it’s important that I share it urgently with my lord cousin.” “The Karovic? Are they still down in the south? Huh.” The guard tapped a gloved finger on his chin. “I’d heard they fled to Waldenia.” “Ai, bent the knee to some chieftain down there, or something like that,” his fellow added. “They have not,” Szitibor snapped. “They are at Mejen, three days south of us, and they could be on their way here already!” How is it these idiots don’t know where the Karovic are? Has Vladrik told his army anything? Does he even know?! “No need to fret,” one of the guards said, raising a hand defensively. “I’m sure Lord Vladrik will hear you out, if he has a mind to. Come, I’ll take you to him. Just make sure your rabble in the square don’t cause any trouble, ai? I’ve no patience for rabble, and Lord Vladrik has less.” As the guard turned to lead him into the grounds, Szitibor contemplated challenging him to a duel right then and there. He might have lacked the martial prestige of Vladrik or a strong claim to the throne, but he was a blooded Nzechovich. Not only did these guards seem to doubt that, but they treated him like some kind of lowly petitioner. If I had any doubts as to whether this was your personal retinue, Vladrik, they’re well and truly gone. The prospect of using Vladrik’s army to rescue Mylah was the only thing that kept his sword in its sheath as he followed the guard inside. Vladrik had turned the tourney grounds into a defensive compound, with log towers erected between spacious tents, atop which stood crossbowmen scrying for tents within the camp, and Szitibor spied more archers and sentries atop the roofs and stands of the arena. Vladrik’s elites seemed to have taken the ground’s smaller buildings - taverns, tack-rooms, and smithys - as their barracks, while luxurious tents, most of which were larger than those buildings, were adorned with the banners of various Boyars and Bogatyr who inhabited them. It was the jousting arena - a large, hollow ring of stands in the heart of the grounds - that Szitibor was to. The tune of a domra’s strings greeted Szitibor as he neared, followed by singing voices. “... shave your beards and wash your spears, so she told the soldiers! Once war is done, come home my son, but don’t track any mud!” Szitibor knew the song - it was about a mother who followed her son into battle to make sure that he behaved himself, but it sounded as if some of the singers were drunk. As the hoarse lyrics grew louder, Szitibor was guided through the stands, past more guards, until they came to a multi-roomed tent in the middle of the arena. “Wait here,” his escort instructed as he pushed through the door-flaps, leaving Szitibor under the watchful eyes of two silent and heavily-armoured soldiers. The singing lulled for a moment, but thankfully, he was not left standing outside for long as a loud voice called out inside the tent. “COUSIN SZITTY? SEND HIM IN, RIGHT THIS INSTANCE!” As the guard held open the door for Szitibor to enter, letting the fumes of incense and food waft out, Szitibor braced himself, and stepped inside. Vladrik’s tent - or this part of the massive tent, at least - seemed to function as a parlour. Richly-embroidered rugs and cushions and dark-wood furnishings decorated the specious area, in the middle of which was a lit fire-pit, from which smoke drifted up through a hole in the canvas roof. The sweet incense mingled the smell of smoke, food, and strong drink, and the air was uncomfortably warm to Szitibor. Five people sat around the fire-pit; three of them were women, all young, and clearly the daughters or sisters of Boyars judging by their opulent travelling-dresses and jewellery, and they sat on cushions with red-hues to their cheeks and porcelain cups in their hands alongside a young man in silk shirtsleeves. Szitibor recognised the young man as a Boyar loyal to the Nzechovich, though his name escaped him, and some of the women seemed vaguely familiar, too. It was not them Szitibor paid attention to, though. Lounging atop a purple-cushioned armchair and an ashwood domra slung across his lap was Vladrik Nzechovich. Szitibor’s cousin wore a vest of chainmail, unlaced at the neck and arms, like it was a shirt, and he grinned broadly at Szitibor through a chiselled face. Everyone had always said Szitibor and Vladrik looked alike, only Vladrik’s jaw was squarer, and where Szitibor kept his head shaved, Vladrik’s head was topped with a neat crop of dark hair. As his sparkling eyes settled on Szitibor, he spread his hands. “Strike me down if it isn't so! Cousin Szitty!” Vladrik’s companions laughed in surprise, and Szitibor clenched his jaw. ‘Szitty’ had been his pet name used by some of the older Nzechovich when he was a child, and he had always despised it. Good to know you’re still a prick, cousin. Not that I ever doubted it. I, at least, won’t abandon etiquette. Drawing in a sharp breath to quell his agitation, he dipped his head. “Lord cousin,” he began stiffly, “I am returned from Mejen, where -” “Oh, oh!” Vladrik strummed the domra urgently. “I forgot all about that! That’s right, Mejen!” He slapped the shoulder of the closest woman. “Cousin Szitty here was off fighting what was left of the Karovic! He’s our little hero, riding out to his first proper battle to finish off the Princes! Did you bring their heads, Szitty?” Szitibor’s jaw tightened further. “Vladrik, I …” “Because I have a great spot for them,” his cousin went on with theatrical gestures. “I was thinking, right, of putting Barbov’s head in the rally ground, but as for Kosav’s … oh, ho!” he chortled, wagging a finger. “I want his head here in my camp, just as a little memento! Well, only after we show their heads to the Dulesmen first, of course.” “Vladrik,” Szitibor began again, but he couldn’t get a word in edgewise. “Oh, oh, and did you get any of the rebel Boyars’ heads, too? What about their Bogatyr? Now, Stanislaw Horselegs? That would be an impressive one to have! Skysent’s head, too, on the ruins of the nearest Canonist shrine!” As Vladrik laughed again, aimlessly plucking on the domra, his companions laughed too. “Now, if we -” “Vladrik, we lost at Mejen,” Szitibor cut in harshly, and the laughter and the domra fell silent. The courtiers exchanged uncertain looks, while Vladrik only stared silently at Szitibor, as if only really seeing him there for the first time. The silence dragged on for an uncomfortably long moment, broken only by the patter of the rain on the roof and the cackle of the fire, before Szitibor dared to speak up. “The Princes -” “Give us the room.” At those quiet words from Vladrik, his courtiers stood smoothly, setting down their cups, and bowed in acquiescence as if Vladrik was a king himself, before they filed out of the tent, giving Szitibor askance looks as he stepped aside for them. Even after the tent door closed, tense silence gripped the room. Szitibor did not take his eyes off Vladrik, nor unball his fist, until his cousin burst into laughter. “You lost!?” he chortled, slapping his knee. “How in the Skies did you manage that?” Szitibor’s temper slipped. “You think this is funny? The Princes could be amassing their forces to come north, here to Dules, or worse, cross the Huns and go for Lahy while we’re occupied!” “Well, it isn’t not funny,” Vladrik answered as he picked up a silver cup by the fire and drank from it. “You and Mylah used to talk such a big game about becoming the next Nzechovich top-dogs, rise to the rank of Bogatyr and even Boyar, and all that. Ah … to tell you the truth, Szitty, it’s a good thing the Princes humbled you.” “You’re glad?! Our best opportunity to kill the Princes is gone, over two-thousand of our troops are dead, and we now have a growing enemy directly south of us!” “Over two-thousand of your troops are dead,” Vladrik corrected with an infuriating smirk. “I have lost thirteen soldiers. Seven of those died in three separate brawls, two in duels that had something to do with Boyar Veltka’s sister, and four to a very, very suspect serving of chicken sarma in the cavalry camp. Oh, Szitty, you should have seen what those four did to the latrines, it -” Szitibor cut him off with a sneer. “So, what, you’re glad Mylah and I lost? Because we’re not a threat to your position anymore?” Vladrik snorted. “Come on, Szitty, don’t be ridiculous. No,” he paused to drink, and then smiled a touch more sincerely. “I’m glad because now you and Mylah can stop trying to chase your own fame, and work with the rest of the family to secure our throne.” “I wasn’t chasing glory,” he retorted coldly. “Well, maybe you weren’t, but Mylah certainly was, and you just do whatever she says.” The rage that sparked inside Szitibor died as quickly as it came. He’s right, he knew. But … without Mylah, without her cunning and courage, I never would have stepped up to do anything. “ … That’s just how it is,” he said tersely instead. “The Nzechovich dynasty has always favoured those who prove themselves over their kin.” Vladrik spread his arms, sploshing some wine out of his cup. “True enough! Since the days of Nestor I, our dynasty’s been defined by competition between the family to lead the biggest armies, capture the greatest cities, and defeat the strongest foe … and that competition has been the downfall of more than a few kings and chieftains. When siblings and cousins work against each other rather than cooperate, it’s hardly surprising, right?” Szitibor narrowed his eyes suspiciously. “What are you saying?” “Only this, cousin: if we get caught-up trying to out-do each other, if we focus more on competing for glory or positions within the Ruskan court, then that is the only way the Karovic, or anyone else for that matter, can defeat us. Whether it’s you, me, or cousin Letzan up north or Ausla out east, or even Uncle Msitovic in Lahy -- if we treat each other like rivals, then the Karovic will exploit that.” Vladrik stood, setting down his cup, and trudged over to lay a hand on Szitibor’s shoulder. “Point is, we have to work together, Szitty. Because, if we lose, the Karovic will kill every last Nzechovich they lay their hands on. I can help you, and Mylah. We can help each other!” Szitibor stared back at his cousin uncertainly. Despite the smell of wine on Vladrik’s breath, something about the look in his eyes and the way he spoke told Szitibor that he was sincere. He had predicted the ridicule he would receive for his folley at Dules, but he did not expect Vladrik to be so … well, not quite welcoming, but he was certainly not unfriendly. For a long moment, he was not sure what to say. “Speaking of your darling sister,” Vladrik drawled after a moment, “where is she? Dead?” Szitibor’s boiling blood turned to ice, and his throat grew thick as he answered, “... captured, I-I think. She got stranded behind the Karovic when we retreated at Mejen, but … they wouldn’t kill her. She’s a valuable hostage. They … they wouldn’t.” “So, you don’t even know for sure,” Vladrik rolled his eyes as he returned to his seat to pick up his cup. “Well, this reminds me of when I was a young squire, when we used to patrol the Carnatian hinterlands. There was this other squire, the daughter of the Boyar of some hovel down by Bretzenov, and I had quite the fancy for her. We fought some Carnatian raiders one day, and we were forced to retreat, but this poor girl was too slow to disengage and got captured.” A flicker of hope swelled in Szitibor. “And … you were able to save her?” “What? Oh, no. She was brutally dismembered when we found her.” “Why would you-” Szitibor stopped himself, and pinched the bridge of his nose. “Vladrik, I came to you to ask for help to rescue Mylah, and defeat the Princes. That would be working together, right?” “Hmph. Well, if she is alive, then chances are you’re right - the Princes won’t kill her. Not yet, anyway. Not until they try to use her as a hostage.” “So, you’ll help?” Vladrik arched an eyebrow. “I don’t suppose I have much choice, do I? Someone has to finish off the Princes, now that you’ve botched it. But I want help from you, too.” “From me?” “Yes, from you. Cooperation goes two ways, Szitty.” “How am I supposed to help you?” Vladrik drained the last of his wine, and frowned as he lowered the cup. “I need to take Dules. The siege is taking too long, and the Electors aren’t budging.” He trudged away from the fire-pit, and gestured Szitibor to a long table in the west wing of the tent, where a large map of Ruska was spread out and weighed down by various figurines representing armies in motion. Szitibor frowned thoughtfully as he followed, and watched as his cousin plucked a sleek white-marble figure of a soldier off of Mejen, and slapped down a crude wooden carving of an obese man in a jester’s cap in its place. He did know me and Mylah were in Mejen. He didn’t forget at all. “I … meant to ask what was going on with Dules. I expected the city to have surrendered to you by now, and elected Nestor as Prince.” “So did I,” Vladrik said sourly. “Uncle Msitovic has offered them more autonomy, tax-liens, trading rights … but the Electors won’t go for any of it.” “What is it they want, then? When I arrived, I saw the banners on the walls. Not Karovic, but …” “The Dules’ banner, yes. They want independence.” Vladrik’s lips twisted the word disdainfully as he stared down at the map. “Have they gone mad?” Szitibor baulked. “Hmph. According to the Electors, they’re tired of the feuding between the Nzechovich and Karov. When King Karl overthrew Nestor IV forty years ago, the fighting dried up trade in Dules for almost a year, and same with the last three succession wars before that. On top of that, they say that they pay far too much tax to the Ruskan crown, for very little in return.” “They’re digging their own grave, then,” Szitibor snorted. “The Dulen Guard is a peacekeeping force, not an army. Your army could crush them.” “I know that.” “Then why not leave them under siege here, and send a few thousand of your soldiers south to wipe out the Princes?” “Because, Szitty, there’s more to it than that. The Dulen Guard number maybe twelve or thirteen thousand, but it’s not them I’m worried about.” He jabbed a finger on the Huns River on the map, and trailed it upwards towards Dules. “Just before my army laid siege, the Electors of Dules summoned boatloads of mercenaries to bolster the city’s defence. Tarcharmen, Waldenians, even some Rhenyari … around four-thousand, I think, but it’s been hard to estimate.” Szitibor blinked at the number. “Dules must have prepared for this in advance. They must be paying a fortune, too.” “They are, which just goes to show they’re committed to opposing us and the Karovic, which means they’ll be a blight on our control and influence until they capitulate. Worse than their numbers, though, is their expertise. These sellswords are born and bred in war, and I've even recognised some of the names. The Stagbreaker Company, the Burnt Banner, the Freemens’ League … the Dulen Guard might quake in their boots at the sight of us, but not these sellswords.” Szitibor shifted uncomfortably. Some of those names were familiar to him, too - factions of professional warriors who earned their coin fighting in tribal feuds and civil wars in the lands south of Ruska. “Still, your army has the numerical advantage. You can still fight the Princes while starving out Dules.” “You’re missing the point, Szitty,” Vladrik said impatiently. “I can’t afford to risk any troops fighting the Karovic right now. Yes, we have the advantage, and yes, we would win, but we would still sustain casualties, and that would permanently weaken us in an assault on Dules. And before you say it,” he raised a finger, silencing Szitibor before he could object, “we do have to assault them. We can’t afford to starve them into surrender, and I’m confident the Electors know that. The longer Dules resists us, the longer the rest of Ruska will resist us. They’ll see Dules as a sign of weakness, and a sign that we don’t have the wealth and power to stabilise the country. To secure Nzechovich control of the realm, we have to bring Dules back into the fold as quickly as possible.” Begrudgingly, Szitibor admitted he saw the sense in what Vladrik said, though admitting that meant leaving Mylah stuck in Karovic clutches. “What about the Princes, then?” “They’ll just have to wait until we deal with Dules. There’s no other way around it. But, I promise, Szitty,” Vladrik turned to face him, his expression oddly sombre now. “When the time comes, we will crush them, and save Mylah.” “... Thank you, Vladrik.” That was not something Szitibor ever imagined himself saying, but there was a reassuring decisiveness in the way his cousin spoke. “But what help could I possibly be to you in taking Dules? My army is mostly gone.” “An advisor and commander I can trust will do. Say what you will about rivalry within Nzechovich, but the Boyars and Bogatyr around me are all self-centred sycophants, trying to ingratiate themselves as much as possible with the new King and his family. I know I can trust you, so long as that means rescuing Mylah after we’re done here. Am I right?” In Szitibor’s experience, Vladrik would have loved a band of sycophants to constantly keep his ego inflated, but he was not wrong - Szitibor was prepared to trust him if it meant saving Mylah. It’s not like I have any other choice. “... You are, Vladrik. You have my word, I’ll help however I can.” “Good!” He slapped Szitibor on the back, and moved away from the table. “You can start by taking a bath. You smell like sweat and piss. After that, you and I are going to pay a little visit to the gates of Dules.” “You mean a parley? What for?” “Well, someone has let the Karovic crawl up our asses,” Vladrik grunted as he grabbed a cloak from a peg by the door, and draped it around his shoulders. “So, we need to speed up things at Dules before the Princes become a real problem. The Electors haven’t deigned to meet with me themselves yet; instead, any communication I’ve had with Dules has been through two mercenary captains in charge of defence of the walls. It’s about time I gave them an ultimatum.” “And who are these captains?” Vladrik flashed him a wry smile. “Maybe you’ve heard of them. Josef Tideborn, and Dragan Skullsplitter.” Szitibor felt a shiver run down his spine. He had heard of them. Vladrik Nzechovich _____________ Josef of Vledyon dreamt of the water. Not the stormy seas on which he had lived most of his life, nor the bloodied coasts where he had earned his fortune, but of the still waters of the Upper Huns River where he had been born. Although far in the north of Ruska, late-spring was always a peaceful season, when the air was crisp and the sunlight painted a vivid landscape of rolling fields, blue water, and the cloud-capped mountains of Carnatia to the north. Josef found himself alone, reclined back on a rowboat as the gentle current sloshed against the hull, and a deep blue sky, unmarred by any clouds, stretched out infinitely above him. As if it were water, for some reason he could see his own rippling reflection in the sky; his pale-blonde hair, his short beard, the lines of age on his face, and a thin scar on his right cheek where a Tarchary spear had once grazed him. “I should come back one day,” he found himself muttering as he trailed his fingers in the water. “I wonder if the war has touched this place.” The prospect did not bother him; he knew better than most that war could destroy towns, fields, and forests, but lakes, hills, and mountains would endure forever. There was something reassuring about that, but at the same time, he sighed, as he knew the dream would end soon. It always lasted only a few moments, whether he slept for fifteen minutes, or fifteen hours. He could almost sense an unseen presence, rousing his real body, and his dream of the water began to fade. “Josef! Wake up!” His eyes fluttered open. The blue sky was replaced with the wood-panelled ceiling of the barracks bedroom, a pale lifeless grey filled the room instead of the spring sun, and, of course, he was no longer Josef of Vledyon. In the waking world, he was Josef Tideborn, captain of the Stagbreaker Company, and he was in Dules, many miles south of the Upper Huns. He was not alone anymore, either. As he blinked away his grogginess, Dragan came into view looming above him. Josef’s co-captain of the Stagbreakers, and his oldest friend, was easily the largest man Josef had ever seen; his bald and scar-pocked head was just a few feet short of the ceiling, and the man was so broad that it was as if he was carved from rock. In his youth, Dragan’s flat-features and massive stature had earned him monikers like the Stoneman and the Waldenian Giant, but today, most knew him by only one - Dragan Skullsplitter. Despite his reputation, he did not look like a world-renowned killer with the toothy grin he flashed at Josef. “Rise and shine!” “Something the matter?” Josef grumbled sleepily as he straightened up in the armchair. He had dozed off in one of the officer rooms in a Dulen Guard barracks, which had been given to the Stagbreaker Company under their contract with the city, but it was not like any barracks room Josef had ever seen before with its hardwood furnishings and lavish curtains, rugs, duvets, and seats. “The little Nzech is back.” “Which one? Vladrik?” “Ai, that’s the one.” “And what does he want?” “Not sure, but he’s being more of a nuisance than usual, by the sounds of it. That’s why I thought you ought to speak with him.” “Hmph,” Josef grunted as he rolled his shoulders and neck with a creak of bone. I’m really getting too old to be falling asleep sitting up like that, he thought, then wistfully added, I’m too old to still be a sellsword. He found himself thinking that a lot lately. He thought that at this point of his life - with his forty-third birthday nearing - that he would have retired to some lavish estate, with some king deeply in debt to him for winning him his crown in some war, and nothing to worry about for the rest of his days. While he had earned plenty of gold as leader of the Stagbreakers over the last two decades, something still felt … unfinished to Josef. Something big. Yes, that’s it. I need to win a war that makes the world a better place, and then I’ll finally be done. I’ll hang up my sword, sell my ship, and go back to Vledyon to die a rich man. He glanced back to Dragan. One step at a time, though. “What do you mean by ‘more than usual’?” “Oh, he’s whining about how he’s going to attack in a few days.” “That is a bit more of a nuisance than usual,” Josef bristled as he stood. “Before it was all pleasantries about how the city would flourish under Nzechovich rule, and now he’s resorting to threats? Huh. Something must have changed.” “Like what?” Josef pulled his cross-hatched cloak, embroidered with the broken-antler crest of the Stagbreaker Company, off the bed. “Let’s go and find out.” Together, the two of them made their way out of the room and down through the three-storey barracks. All throughout the building, Stagbreaker mercenaries lounged about idly between their patrol shifts, reading in window-sills, drinking in the common areas, or playing Ur or other board games. The only common feature of most of the soldiers were the broken-antler pendants they wore; otherwise, their mails were mismatched, varying from light jerkins to plated vests, and even their features greatly differed, for Josef had recruited men from all across the land. He passed several dark-skinned Rhenyari, and fiery-haired Adunians alike. All of them, however, were dreadfully bored - the siege had already dragged on for weeks already, and fighting men and women like these did not take well to sitting around doing nothing all day. “Who’s speaking to the Nzech now?” Josef asked as they descended the final flight of stairs. “Who else?” Dragan grunted. “Him and Pinky are having a shouting match.” “Captain Vranna, you mean.” Josef was not sure if Dragan meant it as mocking or if his memory was truly so poor, but Josef was practically the only person he called by their real name. The names he used for others were mostly insulting, but someone would have to be insane or very drunk to pick a fight with Dragan Skullsplitter. “Best we intervene before Vranna pisses him off too much.” They strode through the open doorways of the barracks, and out into rainy Dules. The barracks was built on a cliff that adjoined the city’s south wall, and so the barracks led directly out onto the ramparts. From here, Josef had a view of both the city behind him, with its gleaming towers, spires, and domes, and the massive ring of tents encircling the city on the other side of the wall. “You really think they’ll attack?” Dragan asked as he stared down at the siege camp with a frown. “Good question,” Josef grumbled. “Why? You getting cold feet?” Much to Josef’s amusement, Dragan, who himself was over forty now, had lost his love for fighting long ago. He was still exceedingly good at it - even aside from his size, Dragan was fast and skilled with a weapon - but he no longer relished in it like he once had. “No,” the hulking Waldenian answered gruffly, “I’d just prefer to get paid without having to kill anyone.” “Fat chance of that, old friend.” No, there will be killing, Josef mulled as he watched the Nzechovich banners flap above the camp. It’s just a critical question of when. “When it’s done, we can finally think about retiring somewhere to raise sheep and farm turnips.” Josef wasn’t sure if he believed this war would truly be his last, but he felt like Dragan needed the reassurance. “Come on.” They started along the ramparts, where braziers burned periodically and Stagbreakers trudged along the battlements in thick cloaks and crossbows in hand. Under their contract with the Electors of Dules, the Stagbreaker Company, as the largest and most prestigious of the mercenary groups, had been tasked with warding off any attacks on the city’s walls, while the Dulen Guard had mostly been pulled back to defend the Electors’ Palace, in the heart of the city. That was more than fine with Josef - he had no need for the pompous children of merchants who had never war telling him what to do. There was, however, one small annoyance: the city’s gates were still manned by a squadron of Dulen Guards, who the mercenaries were meant to report to, but they were nearly entirely ignored. At the south gate, Captain Vranna - a young woman who Josef had no doubt owed her rank to her family’s wealth - held ‘command’. Troubled thoughts weighed on Josef as they walked. It’s far too soon for Vladrik to attack. His eyes glossed over the enormous camp beyond the walls again. If his full army attacks, there’s no guarantee we’ll be able to hold them off. Damnit, where are the Karovic? When he had agreed to take charge of defending the walls, Josef had gambled on the exiled Karovic Princes posing a distraction for the Nzechovich. Even if the Karovic were smashed in battle - which seemed likely to be their fate - all Josef needed them to do was whittle down the Nzechovich by a few thousand soldiers. If that came to pass, Josef was confident that the mercenaries and the Dulen Guard could withstand an assault from the weakened Nzehovich. All I need is for the damned Princes to earn Vladrik’s attention. Already, Josef could hear a woman yelling from the walls ahead the towers of the southern gatehouse as they neared. “SO TAKE YOUR NZECH AROUND, MARCH BACK TO LAHY, AND THE ELECTORS WILL TREAT YOU AS CORDIAL ALLIES! YOU SHALL HAVE NO QUARTER NOR COURTESY AS LONG AS YOUR ARMY IS CAMPED HERE!” “Skies,” Dragan sighed. “Even when she’s yelling, Pinky still sounds like a little girl.” They drew closer to the gatehouse, and the source of the shouting. Instead of Stagbreakers patrolling in differing garb, the Dulen Guard stood along the battlements here, all of them uniformed in blue-gold jackets over their cuirasses and sallet helmets, with crossbows loaded and aimed at the drawbridge below them. More than a few of them gave Josef and Dragan a sidelong look of disdain as they passed, but that was nothing new; the Dulesmen were openly bitter about their reliance on the mercenaries to defend their city. “Looking good as usual, friends!” Dragan chimed as they passed. “Good thing you’re all dressed up like that to send the Nzech running!” None of the Dulesmen dared invoke Dragan’s ire - though Josef knew there was not much ire to invoke in the first place - and so the pair of them chuckled as they passed through the first of the twin towers topping the gatehouse, passed more crossbowmen, and out onto the battlements that overlooked the drawbridge. Captain Vranna stood in decorated mail and a gold-frilled jacket, with her visor lifted to expose her chubby pink cheeks as a row of crossbowmen stood ready at her side. Below the gates, a wide drawbridge spanned some two-hundred feet past the gate, and it was on that bridge that the Nzechovich delegation sat on horseback. As always Vladrik Nzehovich was at the head of the retinue, the green-and-red plumes of his helmet whipping in the wind and his gilded scale-mail glistening in the rain. His usual companions were arrayed just behind him - standard-bearers, some high-ranking Boyars, and a selection of Bogatyr - but this time, there was a new addition that Josef did not recognise: a lithe, young man with a shaved head and a dark scowl. “YOU’VE WASTED ENOUGH OF MY TIME, WOMAN!” Vladrik hollered back up. “I TIRE OF OFFERING YOU EVERY PLEASANTRY, ONLY FOR YOU TO SPIT IN MY FACE WHILE MY ARMY IS NEEDED ELSEWHERE!” “THEN TAKE IT ELSEWHERE, NZECH, BEFORE -” Vranna cut off with a surprised yelp as Josef laid a hand on her shoulder. “Perhaps I should take it from here, Captain,” he said softly. She slapped his hand away. “Perhaps, Tideborn, you should keep to your own business and man the walls.” “I yearn to, Captain, yet I fear part of defending your walls is careful diplomacy. I shall speak to the Nzech now, but if you object, Dragan here will happily hear you out.” The two of them had played this act many times, and so Dragan grinned down at Vranna - who’s head barely reached Dragan’s chest - and the colour left the woman’s cheeks. “Don’t worry, Captain!” Dragan slapped a firm hand on her shoulder, and did not let go. “You’ll not find a man or woman living more cunning and clever than Josef Tideborn! Don’t you agree, Captain?” Vranna wet her lips as the massive man looked down at her. “I … ah … yes, of course.” Dragan’s smile widened. “And don’t you think he’s very handsome, too?” “Cut it out, Dragan,” Josef snorted as he took Vranna’s place at the battlements, and stared down at the Nzechovich as his thinning hair tossed in the wind. He cleared his throat. “GREETINGS, LORD VLADRIK!” The Nzech lord grimaced. “YOU AGAIN? I TIRE OF DEALING WITH SELLSWORDS. BRING ME THE ELECTORS!” “AS I TOLD YOU BEFORE, MY LORD, I’M AFRAID I CANNOT!” Josef yelled back, and his throat already began to ache from the yelling. “I WILL CARRY ANY MESSAGE TO THEM THAT YOU WISH, BUT THEY WILL NOT COME TO YOU!” The Electors would barely meet with Josef himself -- they had been holed up in their Palace for weeks, now. “THEN TELL THEM THIS: IF THE ELECTORS DO NOT ELECT NESTOR V, KING OF RUSKA, AS PRINCE OF DULES AND ACCEPT HIM AS THEIR LIEGE, THEN I WILL LEAD MY ARMY OF THIRTY-THOUSAND AND MAKE THEM DO IT AT SWORD-POINT!” “IS THAT SO?” Josef paused for a moment. He narrowed his eyes, and scanned Vladrik’s retinue. Every time the lordling has come to parley, he’s brought the same people … He squinted at the new member of the retinue, with the shaved head. So, who is this one? “HAS SOMETHING CHANGED, LORD VLADRIK? YOU DID NOT SEEM TO BE IN SUCH A HURRY LAST TIME WE SPOKE!” “I’VE NO MIND TO HUMOUR YOUR QUESTIONS, SELLSWORD! TAKE MY WARNING TO THE ELECTORS! IF THIS CITY DOES NOT SUBMIT TO NZECHOVICH RULE IN THREE DAYS, THEN I WILL TAKE MAKE IT SO BY FORCE!” Something has changed. It must have. There’s something urgent about the lordling now. Again, Josef found his eyes drifting back to the shaved-headed man that had appeared in Vladrik’s retinue. “...TELL ME, MY LORD. HAVE YOU HEARD OF WHAT HAS BECOME OF THE KAROVIC PRINCES? LAST I KNEW, THEY WERE LURKING SOMEWHERE NEAR THE HANSETIAN BORDER.” As Vladrik’s face tightened, Josef grinned. That’s it. That must be it. The Karovic are finally getting on their nerves. “UNLESS YOU WISH TO SHARE THEIR FATED DEFEAT, SELLSWORD, YOU NEEDN’T WORRY! ALL YOU NEED TO DO IS HEED MY WARNING, AND YIELD THIS CITY!” Three days, eh? Josef scratched his beard. Even if the Karovic were finally on the move, it would still not help him if Vladrik attacked the city with his unscathed army before the Princes could do anything. “AS YOU WISH, THEN, MY LORD! YOUR WARNING WILL BE PASSED TO THE ELECTORS!” “YOU ARE A WISE MAN, TIDEBORN!” Vladrik began to turn his horse, and the rest of his retinue followed suit. “DO NOT FORGET! IF YOU DO NOT YIELD IN THREE DAYS, THIS CITY WILL DROWN IN BLOOD AND IRON!” As the sound of horse hooves clattering on the drawbridge faded after the Nzechovich withdrew to their camp, Josef sighed again. Three days. Hm. “You have no right to speak for the Electors,” Vranna hissed behind him. She seemed to have forgotten about Dragan’s hand on her shoulder until the Waldenian gave her a gentle squeeze. “Relax, Captain. I’m simply playing for time.” “Three days isn’t much time, Josef. Do you think he’s bluffing?” “Bluffing?” Josef looked east, to where the grey waters of the Lower Huns River churned in the rain. “No, old friend. I’m sorry, old friend, but there’s going to be a fight.” “A … big one?” Josef laughed. In this business, very little was ever certain, but he knew it for a fact that it would be a big fight. Perhaps one of the biggest in his career. Maybe this will be my last war after all.
  22. It's great to hear this clarification, but I think what had most people up in arms was the indication that you, as Mod Admin, did not see a problem with selling off contested territory in war-time. While it was clearly deferred to an Admin meeting, I think it's understandable that people would be very concerned for the Mod Admin to say "I don't see it getting shot down", which is what compelled the Acre players to take their concerns public like this. As we've all noticed, rules like Internal Conflicts are very sparse on detail, leaving a lot to be inferred based on the spirit of the rules rather than their text (or lack thereof). This is, after all, the basis on which the Moderation Team ruled on some the recent stuff in the war, such as removing participants from raids based on their lack of involvement in the wider conflict even though this isn't mentioned anywhere in the rules. In the same vein, a prohibition on selling tiles is not only clearly within the spirit of the rules to prevent a losing side from completely nullify the effect of the warclaim, but it's also a fairly established precedent of something you cannot do on this server. The Krugmar/Oren/Haelun'or situation is the most recent example of this, and this has been a relatively steadfast policy for Staff post-Johannesburg. If done at all it completely undermines most of the war rules irreparably. Consider this: Nation X warclaims a tile of Nation Y. Because they own 13 tiles, Nation X has to pay 19,500 mina as a base cost to declare war, before they pay any additional costs such as allies or siege equipment (so the total cost, depending on ally locations, could be upwards of 30,000). Tldr, it's an incredible amount of money for a nation to invest. (Note, most nations don't make more than 1,000 a week in tax) Nation X fights the war, and through pure martial prowess or diplomacy that secures them more allies, they rightfully gain the upper-hand and are headed towards victory. Nation Y, fearing defeat, sells off the targetted tile to another nation. Nation X's 20,000+ mina investment, but also all their roleplay investment, is completely and utterly thrown down the drain. "Well we'll refund the mina" isn't really a sufficient excuse either, because Nation X has still probably spent 2+ weeks fighting, much longer planning, and have taken a diplomatic gamble to declare any war. Staff have historically recognised the above as a terrible system, and it should stay that way. There shouldn't be an easy way out of warclaims, at least when you have such high costs in the current rules.
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