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This is the Kerich Military Academy play by mail headquarters for Kingdom Wargames that take place in the fantasy world of Kerich. This Campaign, the Sorcerer's Corridor Campaign, is presently the only scenario underway.
Players take part by assuming command of one of 20 or so kingdoms or nations, and as ruler handle the military, economic and administrative details of controlling a small kingdom in a drive to become powerful enough to be considered the ruling empire of this geographical area of the world. Foreign policy, trade, invasion and reclamation of wilderness into civilized lands are just a few of the things that the many player must consider as he or she forges a name for her kingdom with other nations around them. Capable generals and statesmen await their orders for any player that would be King.
Play takes place on a weekly basis, with players sending emailed orders for their kingdom to the GameMaster for resolution on each Wednesday, with each such week representing a month of game time. Decisions for such orders are based on responses from the GameMaster on previous turns, on information gathered from spies or servants, read from the general information at this site, or gained from each players private site for his or her kingdom. Resolution of orders are based on a host of variables and from the GameMasters information and a complicated system of variables and factors that are mostly hidden from players. A king gives his minions their orders; they more or less may or may not go as he has forseen...
Play is open to any that wish to participate. In time, players will learn that the game, for the most part, works as simple or as complicated as the player in question wishes it to be. There is virtually no limit to what can or can't be done, depending on common sense factors and on game resources that are currently available to any particular player.
At present, there are several kingdoms open for ruling. To take part, simply contact the Game Master at the provided link and declare your interest in joining in the race for the Crown of the Corridor. To see what kingdoms are available for new players, see links located elsewhere at this site. Good gaming, and good luck!

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From the Master
Greetings, players.
As you can see, the general layout of this site is changed somewhat to make things easier and more centralized. Some aditional information is also added.
This column will detail gaming information and rule adjustments in the future, as well as hints or other game mechanics information as it is deemed necessery.
A few general guidelines for starting players... there will be a period of time that your minions will perform almost without error. Advice, suggestions, and the success of orders as they are carried out will be the normal course for beginning players. Note, however, that all NPC's that serve a ruler will have their own loyalty, efficiency, and capabilities. These will determine what they can and can't or will or won't do later in the game, once the player gets comfortable with the format of the game. An NPC appointed governor will suddenly let his area slide into chaos, if he is not that adept at administration, and may not alert you to the fact that things are messed up at his location until it is almost too late. All summed up, never make any assumptions about your underlings. As play progresses, it may be that more than a few may wind up plotting against you, based on decisions that you make and how you treat them.
The Two most important resources in the game for a starting player: population and gold. You need peoples to get your kingdoms and armies to a healthy size; you need gold to finance your orders and your armies. At start, most kingdoms are generally isolated, with maybe one or two borders shared with another nation. Growth of land size is a consideration, by exploring and claiming stretches of wilderness along your borders. Your troops can carry this out with the Scout command and Control command , as detailed in the Rules Section. Take a long, thoughful look at the very general map that is provided; and determine where you think weaknesses or exposed areas are that could allow future enemies to get at you easily. Think strategically. Mountains and rivers are useful defenses; but open plains and large undefended regions of wilderness is an invitation to cross your borders. Begin planning where you think some fortresses should be built; keeping in mind that villages quiet often spring up around defenses. It would also be a very good idea to look at some of your closest neighbors, and try to imagine in which direction they are probably thinking of expanding, even as you are mulling over the same question.
Probably the most important thing to learn, and it will vary from situation to situation; when to fight, and when to retreat. It may be that this town on the border is vital in some way; but a prolonged war to protect it from a determined foe may not always be the wisest course of action. Or it may, depending on how important you have made that town to your overall nation, and to your future plans.
And speaking of the future, it is a good idea to look at what you have; where you are, and who your neighbors are, and determine at this point; am I going to be an agressor state? Or am I planning to be more of a defensive power? Do I plan to expand through military might? Or am I capable of growing quiet strong through economic means, and provoking no one? History shows that usually, a nation falls under one or the other of these catagories; seldom both.
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