Sorcerer's Corridor
Campaign HeadQuarters
KMA
Kerich Military Academy



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.






April 1025 ~~~~ Spring ~~~~ (March30) ~~~~ Turn One



Word from the Caravans
Plains of the Lotus Eaters... Accounts are spreading that a clan chieftan has managed to pull together the various factions of the Tribes under one banner. Several caravans that were passing through were chased out of the borders, after reporting massing warriors near the shore. Word is spreading that raids could be underway north or south soon, or that the warriors are merely massing to defend their lands against agressors.

Huron... War is spreading throughout the Valley as King LeElfolynn Thorin seeks to extend his control over the entire lands between the Teik Highlands and the Shield Mountains. Throughout the winter Ceothwyn has been under attack by the elves of Huron and considerably weakened... rumor says that those lands may not stand much longer, now that spring is in the air and a full scale invasion is reported to be underway soon..

CragRifts... Goblin sightings have increased tenfold along the southern ranges of the CrafRift mountains, and the northern Forests are no longer free of goblinoid and worse creatures roaming around. Rumor has spread that a new prescence has taken up residence in the dismal mountains where the old WitchKing once lived, and stirring the warlike orcs and goblins to a battle frenzy...







Selections

Rules The Rules...

This torch will light your way to the area of the Academy where players and interested parties may consult the general rules and regulations for taking part in the Corridor Wars. These rules are as a general referance only; the best way to fully learn the intracacies of the game is through play itself, although these will point the wise ruler in the proper direction.

Available Mercs and Units Mercenaries...

This torch will lead to the rosters of the various mercenary forces that roam the Corridor and that can be hired... for a price. Note that they are not always available; when one of these battle hardened elite wander into your country, and you can persuad them, they may sign up for temporary service under your banner.

Kingdoms of the Corridor The Map Room...

This torch lights the way towards the Map Room, where rulers can view the overall and general map of the Corridor, and where new rulers can oversee the lands that they would desire to one day control.

Calander of Events

April 7th---Rule Adjustment Anounced: Grain consumption for nations follows this format: during summer and fall seasons, there is no deductions from the Grain Trade good. During spring, (March April May) 1 unit of grain will be deducted per 3,000 civilian population. During winter,(Dec Jan Feb) 1 unit of grain will be deducted per 1,000 civilian population. Failure to feed your people will lead to mass immigrations from your countries. Keep this in mind.

April 7th---First turn results recieved: site update will be done by Friday the 10th. NEXT TURN DEADLINE***April 14th.

March 31st---The First Turn in the New Age commences. Seven new nations join the Elves of Huron and the Goblins of the Cragrifts in the Race to be crowned Emporer of the first Empire in the Corridor in over eight hundred years. Players Turns may be sent in anytime after Wednesday until the turn deadline which is April 7th.

March29th--- Burnok Vale assumes a new ruler and joins in the quest for the Emporers Crown.

March 29th---The Kerich Empires wargames are renamed the Kerich Military Academy as the new KMA joins forces with the MFB and EF to create the Knights Order of RolePlayers and Writers. Future interaction is planned for all parties involved... more details are forthcoming.




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The Word of the Kings
Other Information...
It may be that players may wish to consult other players, for secret negotitiations, alliances, trade treaties or any number of other reasons. And then again, some rulers may wish to remain isolated from other rulers.

Official Communication between the various Kings is possible through two means...

Direct communication is possible. For the players that express their permission or desire to be so listed, a partial listing of rulers will be listed in the future here. These kings may be contacted directly through e-mail. Keep in mind, that no player is bound to adhere to any agreements made privately if he or she does not wish to.

Some players may elect to refrain from giving their adresses for personal reasons. In this case, players should make arrangments in their monthly orders to have a messenger sent to the contact in question from the gamemaster, who will carry out communications as a go between.

Scenarios:

Sorcerer's Corridor
Current Status:

ACTIVE with 10 active kingdoms and 15 inactive kingdoms.
The above Scenario or campaign is the only one active at this time. Other areas exist on the Continent of Kerich where other campaigns can be played: at this time, none of them are active with any players. At some point in the future, with more players and as game events dictate, these areas may become involved with the overall campaign. At that time, appropriate maps and links will be added here.
Scenarios:

Duel
Current Status:

INACTIVE
Scenarios:

Kurditi Jungles
Current Status:

INACTIVE
Scenarios:

Black Coast
Current Status:

INACTIVE





The KMA is a charter member of
The Knights Order of RolePlayers and Writers




Sages Bards Kings

The Encyclopaedia Fantasia is a focused effort of creating and enhancing a fantasy world according to centralized guidelines, with it's members coordinating their writing to work together to flesh out a fantasy based world that will ultimatly be rich with lore, legend, and all manner of supporting material. Their writing is far less narrative and more instructive, to be used as a background for more creative and narrative storytelling, as well as providing information that can be used to play any number of fantasy role playing games. However, many of the tales and legends that this group creates and enhances are as enjoyable reading as any narrative writing, and in many ways, captures the imagination more than a single epic concerning an individual or group of individuals can as they are more dedicated to uncovering the overall scheme of a fantasy worlds every aspect. The Maederan Fellowship of Bards is an assortment of bards and storytellers that are currently busy compiling a series of anthologies that are based on individual characters that are presently based in the fantasy Free City of Alticus. Unlike the sages and scribes of the Encyclopaedia , the bards In the Fellowship are dedicated to transcribing tales and epics of singular characters or groups of characters that are their creations as they interact and sometimes compete against each other within an ongoing epic storyline. Like the Sages, however, the Bards seek to unify and coordinate their collective storylines so as to streamline their efforts into a smooth and believable creation; albeit a creation that more or less focuses on a far more localized setting than the Sages are concerned with. The Kerich Military Academy is a group of role players that compete in a play by e-mail venture that pits kingdom against kingdom in the wartorn lands of Sorcerer's Corridor, a region of the island continent of Kerich. Players assume command of a kingdom, where the ultimate goal is to dominate and otherwise enhance ones own kingdom over all neighbors and opponents to the point where one can assume the title of Emporer and unify the chaotic region of the Corridor under the banner of an Empire. Events from the roleplayers will and do have an effect on the guidelines that the Bards of the Fellowship follow in detailing the epic storylines of their characters, and there will undoutably be an abundance of information from the wars for Ascension that will interest many of the Sages of the Encyclopaedia as well.



















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