https://wiki.battlemaster.org/api.php?action=feedcontributions&user=Gosen5111&feedformat=atomBattleMaster Wiki - User contributions [en]2024-03-29T13:32:53ZUser contributionsMediaWiki 1.33.0https://wiki.battlemaster.org/index.php?title=Obsidian_Islands/Lands_Under_Claim_by_Obsidian_Islands&diff=143473Obsidian Islands/Lands Under Claim by Obsidian Islands2010-09-08T17:04:19Z<p>Gosen5111: /* Chaos Island */</p>
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<div>{{RightTOC}}<br />
==Regions Claimed by Obisidan Islands by His Royal Majesty King Shady:==<br />
=Bastad Island=<br />
*[[Bastad]] - Mountains - Obsidian Islands - Duke Sielo Arrassum<br />
*[[Lundel]] - Badlands - Obsidian Islands - Duke Sielo Arrassum<br />
*[[Venas]] - Badlands - Obsidian Islands - Duke Sielo Arrassum<br />
<br />
=Chaos Island=<br />
*[[Chaos Temple]] - Stronghold - Obsidian Islands - Duke Sielo Arrassum<br />
*[[Wasteland]] - Badlands - Obsidian Islands - Duke Sielo Arrassum<br />
<br />
=Kalmar Island=<br />
*[[Alvaret]] - Badlands - Obsidian Islands<br />
*[[Kalmar]] - City - Obsidian Islands<br />
*[[Stora]] - Badlands - Obsidian Islands<br />
<br />
=Mainland=<br />
*[[Gadlock]] - Badlands - Sultanate of Asena<br />
*[[Kazakh]] - City - Sultanate of Asena<br />
*[[Kazan]] - Badlands -Sultanate of Asena<br />
<br />
Back to [[Obsidian Islands]] Realm Page</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Obsidian_Islands/Lands_Under_Claim_by_Obsidian_Islands&diff=143472Obsidian Islands/Lands Under Claim by Obsidian Islands2010-09-08T17:03:40Z<p>Gosen5111: /* Bastad Island - Regions under claim by Duke Sielo Arrassum */</p>
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<div>{{RightTOC}}<br />
==Regions Claimed by Obisidan Islands by His Royal Majesty King Shady:==<br />
=Bastad Island=<br />
*[[Bastad]] - Mountains - Obsidian Islands - Duke Sielo Arrassum<br />
*[[Lundel]] - Badlands - Obsidian Islands - Duke Sielo Arrassum<br />
*[[Venas]] - Badlands - Obsidian Islands - Duke Sielo Arrassum<br />
<br />
=Chaos Island=<br />
*[[Chaos Temple]] - Stronghold - Obsidian Islands<br />
*[[Wasteland]] - Badlands - Obsidian Islands<br />
<br />
=Kalmar Island=<br />
*[[Alvaret]] - Badlands - Obsidian Islands<br />
*[[Kalmar]] - City - Obsidian Islands<br />
*[[Stora]] - Badlands - Obsidian Islands<br />
<br />
=Mainland=<br />
*[[Gadlock]] - Badlands - Sultanate of Asena<br />
*[[Kazakh]] - City - Sultanate of Asena<br />
*[[Kazan]] - Badlands -Sultanate of Asena<br />
<br />
Back to [[Obsidian Islands]] Realm Page</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Obsidian_Islands/Lands_Under_Claim_by_Obsidian_Islands&diff=143471Obsidian Islands/Lands Under Claim by Obsidian Islands2010-09-08T17:02:32Z<p>Gosen5111: /* Bastad Island */</p>
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<div>{{RightTOC}}<br />
==Regions Claimed by Obisidan Islands by His Royal Majesty King Shady:==<br />
=Bastad Island - Regions under claim by Duke Sielo Arrassum=<br />
*[[Bastad]] - Mountains - Obsidian Islands<br />
*[[Lundel]] - Badlands - Obsidian Islands<br />
*[[Venas]] - Badlands - Obsidian Islands<br />
<br />
=Chaos Island=<br />
*[[Chaos Temple]] - Stronghold - Obsidian Islands<br />
*[[Wasteland]] - Badlands - Obsidian Islands<br />
<br />
=Kalmar Island=<br />
*[[Alvaret]] - Badlands - Obsidian Islands<br />
*[[Kalmar]] - City - Obsidian Islands<br />
*[[Stora]] - Badlands - Obsidian Islands<br />
<br />
=Mainland=<br />
*[[Gadlock]] - Badlands - Sultanate of Asena<br />
*[[Kazakh]] - City - Sultanate of Asena<br />
*[[Kazan]] - Badlands -Sultanate of Asena<br />
<br />
Back to [[Obsidian Islands]] Realm Page</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Doomed_Gauntlets_of_the_Maiden&diff=142771Doomed Gauntlets of the Maiden2010-08-17T07:33:59Z<p>Gosen5111: Created page with 'The legends have it that the Gauntlets once belonged to a Martyred young Warrior Maiden possessed as she fought against undead and monsters all the same and died in the region of…'</p>
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<div>The legends have it that the Gauntlets once belonged to a Martyred young Warrior Maiden possessed as she fought against undead and monsters all the same and died in the region of Nark to be possessed by an Alpha Monster deep in his lair. The brave Adventurer Corrid of Oderstaat found this Armor of the legends in the region of Nark near the realm of Oderstaat.<br />
<br />
Orginal Region: Nark<br />
<br />
Items to repair: (''None'')</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Warhammer_of_Destruction&diff=141437Warhammer of Destruction2010-07-16T11:30:00Z<p>Gosen5111: Created page with 'This Warhammer was found in the lair of an Alpha Monster in Rettlewood on Dwilight by Corrid Arrassum. It is repaired by Crystal Fragments. Category: Unique Items'</p>
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<div>This Warhammer was found in the lair of an Alpha Monster in Rettlewood on Dwilight by Corrid Arrassum.<br />
<br />
It is repaired by Crystal Fragments.<br />
<br />
[[Category: Unique Items]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Doomed_Tome_of_Good_and_Evil&diff=135929Doomed Tome of Good and Evil2010-01-31T22:20:26Z<p>Gosen5111: </p>
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<div>= Information on the Item =<br />
===About The Item===<br />
<table cellpadding=20><br />
<tr><td valign='top'><br />
*Item Name: Doomed Tome of Good and Evil<br />
*Item Type: Book<br />
*Item Abilities: +1 Prestige<br />
*Found By: Ovidius Slossius<br />
*Current Owner: Sielo Arrassum<br />
*Location Found: Lissambar, Sirion, EC<br />
*Enemy Type: Undead<br />
</td><br />
<td></td><td></td><td></td><td></td><td></td><br />
<td><br />
<br />
</td><br />
</tr><br />
</table><br />
=== Background Story ===<br />
<br />
= Stories =<br />
<br />
=== The Acquisition ===<br />
<br />
<br />
=== The First Trade ===<br />
<br />
Was between Sielo Arrassum and Ovidius Slossius in the Obsidian Islands. The deal was a trade for 50 gold and a recommendation for the Doomed Tome of Good and Evil.<br />
<br />
[[Category: Unique Items]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Caqueta&diff=130716Caqueta2009-10-15T22:25:25Z<p>Gosen5111: </p>
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<div>{{Infobox RegionData|1|56}}<br />
Caqueta is badlands region on the north coast of the [[East Island]]. It has seen many of the battles of the War between the [[Sultanate of Asena]] and [[Sirion]], as it is one the regions that lies upon the front lines.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Virish/Mentoring&diff=130706Arrassum Family/Virish/Mentoring2009-10-15T15:10:02Z<p>Gosen5111: /* Important Orders */</p>
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<div>=Welcome to [[Papania]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Papania! I am Virish Arrassum and I am the General of the realm.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Military Advisory group if you have diplomatic problem please take it up with the realm [[council]] or the Lords of Papania. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here are the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behavior be drawn. <br />
* Playing where you want - If you're banned from your favorite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain and your oath that you swear to a Lord or Duke.<br />
<br />
This is a situation that was in the realm of Terran.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A <- Senator Noah (Lord) <- Senator Vigilans(Duke) <- Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B <- Senator Teniel(Duke) <- Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C <- Senator Edith(Lord) <- Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble or they have been elected to be the ruler over a City or Stronghold<br />
*[[Lord]] - The Ruler or the Duke has appointed the noble or they were elected to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
This is another scenario that was once present in the Realm of Terran on Dwilight.<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better against other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and the enemy army has lots of archers. But if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Virish/Mentoring&diff=130705Arrassum Family/Virish/Mentoring2009-10-15T15:08:08Z<p>Gosen5111: New page: =Welcome to Papania= Greetings Noble XXXXXXXXX, Welcome to the realm of Papania! I am Virish Arrassum and I am the General of the realm. We are a republic, this means that you a...</p>
<hr />
<div>=Welcome to [[Papania]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Papania! I am Virish Arrassum and I am the General of the realm.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Military Advisory group if you have diplomatic problem please take it up with the realm [[council]] or the Lords of Papania. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here are the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behavior be drawn. <br />
* Playing where you want - If you're banned from your favorite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain and your oath that you swear to a Lord or Duke.<br />
<br />
This is a situation that was in the realm of Terran.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A <- Senator Noah (Lord) <- Senator Vigilans(Duke) <- Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B <- Senator Teniel(Duke) <- Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C <- Senator Edith(Lord) <- Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble or they have been elected to be the ruler over a City or Stronghold<br />
*[[Lord]] - The Ruler or the Duke has appointed the noble or they were elected to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
This is another scenario that was once present in the Realm of Terran on Dwilight.<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better against other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and the enemy army has lots of archers. But if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=130704Arrassum Family2009-10-15T14:58:14Z<p>Gosen5111: /* Sielo - Sultanate of Asena */</p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]] - [[Madina]]===<br />
<br />
===[[/Stephanie|Stephanie]] - Retired===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]] - Retired===<br />
<br />
===[[/Sielo|Sielo]] - [[Sultanate of Asena]]===<br />
<br />
*[[Flow of the Balance]]<br />
<br />
===[[/Virish|Virish]] - [[Papania]]===<br />
<br />
[[/Virish/Mentoring|Virish's Mentoring Book]]<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=130703Arrassum Family2009-10-15T14:56:45Z<p>Gosen5111: /* Sielo - Sultanate of Asena */</p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]] - [[Madina]]===<br />
<br />
===[[/Stephanie|Stephanie]] - Retired===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]] - Retired===<br />
<br />
===[[/Sielo|Sielo]] - [[Sultanate of Asena]]===<br />
<br />
*[[Flow of Balance]]<br />
<br />
===[[/Virish|Virish]] - [[Papania]]===<br />
<br />
[[/Virish/Mentoring|Virish's Mentoring Book]]<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=130702Arrassum Family2009-10-15T14:56:09Z<p>Gosen5111: /* Shiro - Terran */</p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]] - [[Madina]]===<br />
<br />
===[[/Stephanie|Stephanie]] - Retired===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]] - Retired===<br />
<br />
===[[/Sielo|Sielo]] - [[Sultanate of Asena]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]] - [[Papania]]===<br />
<br />
[[/Virish/Mentoring|Virish's Mentoring Book]]<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=130701Arrassum Family2009-10-15T14:55:22Z<p>Gosen5111: /* Virish - Talerium */</p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]] - [[Terran]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]] - Retired===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]] - Retired===<br />
<br />
===[[/Sielo|Sielo]] - [[Sultanate of Asena]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]] - [[Papania]]===<br />
<br />
[[/Virish/Mentoring|Virish's Mentoring Book]]<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Help:Armies&diff=130239Help:Armies2009-10-05T22:29:17Z<p>Gosen5111: </p>
<hr />
<div>{{help-page}}<br />
<br />
{{cleanup|<br />
* Check for possible duplications of text with other pages and do appropriate page merges.<br />
* The contents are probably outdated in parts, update as needed}}<br />
<br />
{{RightTOC}}<br />
<br />
Armies are the backbone of the military organisation. They allow better command and communications structures, and a realm should strive to use the army system as best as possible, if it wants to be successful on the battlefield.<br />
<br />
==Army Sponsors==<br />
In a medieval world, every army is sponsored by a noble, usually a lord or government member. New armies can be created at any time, for a small sum of gold.<br />
The army sponsor can choose the army marshal (and change him at any time), and he can dissolve the army if he so chooses. He is also the only one who can put money into the army war chest.<br />
<br />
<br />
==Marshal==<br />
The marshal is in charge of the army, but serves underneath the general of the realm. He can choose offensive and defensive automatic deployment formations (A.K.A. Marshal Settings) to use in battle, and can update the standing orders. Along with these things he has the most direct authority over that army.<br />
<br />
==Second in Command==<br />
The Second in Command (AKA SiC) can not do anything that the Marshal can do, such as use Marshal settings or set standing orders. However they do have some direct authority over the army to issue orders if the Marshal is in prison wounded or otherwise incapacitated.<br />
<br />
==War Chest==<br />
Every army has a war chest, (hopefully) filled with gold. The function of the war chest is to allow the army to operate better, by sharing the financial burden of troop maintenance. As long as there is gold in the war chest, half of what members of the army pay for training and repairs will be paid out of the war chest.<br />
<br />
<br />
==Communications==<br />
In addition to the standing orders, every knight who is assigned to an army also has additional messaging options in his normal Messages page, to contact all or some members of his army.<br />
<br />
<br />
==Assignment==<br />
The liege lord of every knight decides which army to dispatch him or her to. While this might sound weird at first, it is actually very logical - after all, the knight has pledged his services to the liege, and assignment to an army is simply military service.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Help:Armies&diff=130238Help:Armies2009-10-05T22:20:22Z<p>Gosen5111: /* Marshal */</p>
<hr />
<div>{{help-page}}<br />
<br />
{{cleanup|<br />
* Check for possible duplications of text with other pages and do appropriate page merges.<br />
* The contents are probably outdated in parts, update as needed}}<br />
<br />
{{RightTOC}}<br />
<br />
Armies are the backbone of the military organisation. They allow better command and communications structures, and a realm should strive to use the army system as best as possible, if it wants to be successful on the battlefield.<br />
<br />
==Army Sponsors==<br />
In a medieval world, every army is sponsored by a noble, usually a lord or government member. New armies can be created at any time, for a small sum of gold.<br />
The army sponsor can choose the army marshal (and change him at any time), and he can dissolve the army if he so chooses. He is also the only one who can put money into the army war chest.<br />
<br />
<br />
==Marshal==<br />
The marshal is in charge of the army, but serves underneath the general of the realm. He can choose offensive and defensive automatic deployment formations (A.K.A. Marshal Settings) to use in battle, and can update the standing orders. Along with these things he has the most direct authority over that army.<br />
<br />
==War Chest==<br />
Every army has a war chest, (hopefully) filled with gold. The function of the war chest is to allow the army to operate better, by sharing the financial burden of troop maintenance. As long as there is gold in the war chest, half of what members of the army pay for training and repairs will be paid out of the war chest.<br />
<br />
<br />
==Communications==<br />
In addition to the standing orders, every knight who is assigned to an army also has additional messaging options in his normal Messages page, to contact all or some members of his army.<br />
<br />
<br />
==Assignment==<br />
The liege lord of every knight decides which army to dispatch him or her to. While this might sound weird at first, it is actually very logical - after all, the knight has pledged his services to the liege, and assignment to an army is simply military service.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro&diff=129349Arrassum Family/Shiro2009-09-12T11:41:26Z<p>Gosen5111: </p>
<hr />
<div>= Shiro Arrassum =<br />
<br />
==Beginnings==<br />
<br />
Shiro Arrassum is the oldest by 10 minutes and he has claimed the head of the family even some of the older family members look up to him. Shiro has Strategy skills along with high charisma in leading units into battle. Shiro has a sound mind for legal matters because of his logical thinking and he has long hours of studying to learn about how to manage finances. He has high aspirations and wishes to rise above the ranks of lowly Knights. <br />
<br />
==Shadovar==<br />
<br />
Shiro started in the realm of his families mansion after spending some time doing civil work and retaking region after region that Shadovar lost he gave up and went on a journey as a trader to purchase food. On his way there he got into the rebellion to meet people that wanted start a new colony after some time in the rebellions secret meetings he found someone else that wanted to start a new colony. He contacted the wrong person and after he returned from his trading expedition he was banned from Shadovar as they were extremely against the creation of a new colony on the main land.<br />
<br />
==Life as a Rouge==<br />
<br />
After he was banned from Shadovar he left the lands that he was born, raised and protected with his own blood. However not without trying to take a piece with of its land with him... he went to Rural Raviel and dueled the current lord of the region to loot his lands. He failed and then went to the mainland and fought a couple rounds at Paisly with uglies against Madina before continuing onward to join a new colony in Chateau Saffalore.<br />
<br />
==The Colony of Terran==<br />
<br />
The Colony that he had joined was later named Terran.<br />
<br />
The Colony slowly improved and took more and more regions.<br />
<br />
He was appointed Magistrate of Trade for sometime before he had to leave on some family business.<br />
<br />
==Terran Its Self==<br />
<br />
He then served in Terran as a mentor at the age of 29.<br />
<br />
[[/Mentoring|Shiro's Mentoring Book]]<br />
<br />
Upon return from this family business he began a military career. He served on the Strategium as an SiC and Marshal for every army in the history of the realm.<br />
<br />
He also at one point served as the Lord of Larur.<br />
<br />
==The Colony of Koshtmor==<br />
<br />
As the only mentor of Terran he began to discuss many things and after some time of doing this many of his students and himself decided to make a new colony. He used his military and political experience and influence to get Terran to allow this action.<br />
<br />
Shiro Stillgar Dallas Elias and Tharian were the original Colonists. They made two attempts before being forced to wait for a month before another attempt. <br />
<br />
==The Return==<br />
<br />
Shiro went on personal leave for about 6 weeks. Upon his return from personal leave he found that all the current colonists which included Shiro Stillgar Tharian Riana and Dallas were to disorganized poor and undermanned to successfully pull off a colonization. Because of this Shiro decided that they would wait until after Terran tookover and stabilized Shokalom.<br />
<br />
Shiro is currently serving as the SiC of the Pride of the Highlands army. He is also a Mentor and 34 years old.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro&diff=129348Arrassum Family/Shiro2009-09-12T11:21:30Z<p>Gosen5111: /* The Colony of Terran */</p>
<hr />
<div>= Shiro Arrassum =<br />
<br />
==Beginnings==<br />
<br />
Shiro Arrassum is the oldest by 10 minutes and he has claimed the head of the family even some of the older family members look up to him. Shiro has Strategy skills along with high charisma in leading units into battle. Shiro has a sound mind for legal matters because of his logical thinking and he has long hours of studying to learn about how to manage finances. He has high aspirations and wishes to rise above the ranks of lowly Knights. <br />
<br />
==Shadovar==<br />
<br />
Shiro started in the realm of his families mansion after spending some time doing civil work and retaking region after region that Shadovar lost he gave up and went on a journey as a trader to purchase food. On his way there he got into the rebellion to meet people that wanted start a new colony after some time in the rebellions secret meetings he found someone else that wanted to start a new colony. He contacted the wrong person and after he returned from his trading expedition he was banned from Shadovar as they were extremely against the creation of a new colony on the main land.<br />
<br />
==Life as a Rouge==<br />
<br />
After he was banned from Shadovar he left the lands that he was born, raised and protected with his own blood. However not without trying to take a piece with of its land with him... he went to Rural Raviel and dueled the current lord of the region to loot his lands. He failed and then went to the mainland and fought a couple rounds at Paisly with uglies against Madina before continuing onward to join a new colony in Chateau Saffalore.<br />
<br />
==The Colony of Terran==<br />
<br />
The Colony that he had joined was later named Terran.<br />
<br />
The Colony slowly improved and took more and more regions.<br />
<br />
He was appointed Magistrate of Trade for sometime before he had to leave on some family business.<br />
<br />
Upon return from this family business he began a military career. He served on the Strategium as an SiC and Marshal for every army in the history of the realm.<br />
<br />
==Terran Its Self==<br />
<br />
He then served in Terran as a mentor at the age of 29.<br />
<br />
[[/Mentoring|Shiro's Mentoring Book]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro&diff=124521Arrassum Family/Shiro2009-05-23T11:16:33Z<p>Gosen5111: </p>
<hr />
<div>= Shiro Arrassum =<br />
<br />
==Beginnings==<br />
<br />
Shiro Arrassum is the oldest by 10 minutes and he has claimed the head of the family even some of the older family members look up to him. Shiro has Strategy skills along with high charisma in leading units into battle. Shiro has a sound mind for legal matters because of his logical thinking and he has long hours of studying to learn about how to manage finances. He has high aspirations and wishes to rise above the ranks of lowly Knights. <br />
<br />
==Shadovar==<br />
<br />
Shiro started in the realm of his families mansion after spending some time doing civil work and retaking region after region that Shadovar lost he gave up and went on a journey as a trader to purchase food. On his way there he got into the rebellion to meet people that wanted start a new colony after some time in the rebellions secret meetings he found someone else that wanted to start a new colony. He contacted the wrong person and after he returned from his trading expedition he was banned from Shadovar as they were extremely against the creation of a new colony on the main land.<br />
<br />
==Life as a Rouge==<br />
<br />
After he was banned from Shadovar he left the lands that he was born, raised and protected with his own blood. However not without trying to take a piece with of its land with him... he went to Rural Raviel and dueled the current lord of the region to loot his lands. He failed and then went to the mainland and fought a couple rounds at Paisly with uglies against Madina before continuing onward to join a new colony in Chateau Saffalore.<br />
<br />
==The Colony of Terran==<br />
<br />
The Colony that he had joined was later named Terran.<br />
<br />
The Colony slowly improved and took more and more regions.<br />
<br />
He was appointed Magistrate of Trade for sometime before he had to leave on some family business.<br />
<br />
==Terran Its Self==<br />
<br />
He then served in Terran as a mentor at the age of 29.<br />
<br />
[[/Mentoring|Shiro's Mentoring Book]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=124472Arrassum Family2009-05-22T07:33:02Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]] - [[Terran]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]] - Retired===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]] - Retired===<br />
<br />
===[[/Sielo|Sielo]] - [[Sultanate of Asena]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]] - [[Talerium]]===<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Terran&diff=124471Terran2009-05-22T07:26:45Z<p>Gosen5111: </p>
<hr />
<div>=The Noble Republic of Terran=<br />
<br />
{{Infobox Terran}}<br />
<br />
__TOC__<br />
<br />
<br />
==The History of Terran==<br />
<br />
Terran is a realm on the island of [[Dwilight]]. The realm was formed as a colony of [[Caerwyn]] in the city of {{Reglink|DW|Chateau Saffalore}} on July 31, 2008. <br />
<br />
Risen from the ashes of glory, [[Terran]] is a realm led by young and promising nobles whom are both skilled and dedicated. The birth of [[Terran]] has brought about a new era for the people of Saffalore and word shall soon spread of the new realm being born from the flames of power.<br />
<br />
''(It was originally believed that the intended name of the realm was to be Highland. The confusion was caused when an entry of the realm was made in the library and they called themselves Highland while the legal documents stated they were still a colony. When the realm name was chosen, Terran appeared on the legal documents.)''<br />
<br />
A complete history of the Noble Republic of Terran can be found [[Terran/A complete History of Terran|here]]<br />
<br />
==The Lands and Lords of Terran==<br />
<br />
====The Duchy of the Chateau Saffalore====<br />
<br />
* The City of the Chateau Saffalore - Senator Vigilans Animus<br />
<i>Kenshi, Tharian, Vesna, Stillgar</i><br />
<br />
*Saffalore - Senator Labelle Enstance<br />
<i>Lothar, Victoria</i><br />
<br />
*Vashgew - Senator Jorge Keithson<br />
<i>Raina</i><br />
<br />
*Gretchew - Senator Kale Perth<br />
<i>Dallas, Sibyl</i><br />
<br />
====The Duchy of Chesney====<br />
<br />
*The City of Chesney - Senator Hireshmont Vellos<br />
<i>Katerana, Lachlan, Saffron, Teniel</i><br />
<br />
*Chesland - Senator Metis Highland<br />
<i>Elias, Widfara</i><br />
<br />
*Larur - Senator Glomac Wader<br />
<i>Shiro, Torvaldo</i><br />
<br />
<br />
==The Rulers of the Noble Republic of Terran==<br />
<br />
====Vesna Valentine====<br />
<br />
*Founder and the first ruler of [[Terran]]; elected with 100% of the vote. Styled as the ''Royal Magistrate of Terran'', he led [[Terran]] for the first 239 days of her existence. He oversaw the consolidation of the the lands surrounding the Chateau Saffalore, and the expansion into the Duchy of Chesney; and contained the initial incidences which surrounding the appearance of daimons on [[Terran]]'s borders. Along with Teniel Dell, Vigilans Animus and Labelle Enstance, he co-inspired the introduction of the Church of [[Sanguis Astroism]] to large parts of the realm. Leading admirably in the face of overwhelming odds, Magistrate Vesna was forced to step down as a result of a worsening diplomatic situation engulfing Terran.<br />
<br />
====Teniel Dell====<br />
<br />
*Second ruler of [[Terran]]; elected with 85% of the vote. Styled as the ''Chief Magistrate of Terran'', she rule continues to this day. During her first acts as the new ruler, she ended the war with [[Caerwyn]] which threatened to engulf the fledgling republic and instituted several reforms to its governmental systems. Oversaw the expansion of [[Terran]] beyond its traditional borders surrounding the Chateau Saffalore, and the Duchy of Chesney. Has also made progress in the acquisition of allies closer to home, particularly on the southern borders of Terran. Continued the promotion of [[Sanguis Astroism]] in [[Terran]], though oversaw the religious diversification of [[Terran]] with the appearance of [[Triunism]] in the Duchy of Chesney.<br />
<br />
==The Governmental Structure of Terran==<br />
<br />
Terran was formed as a Noble Republic, with the rights of the un-landed and landed nobility protected by law. <br />
<br />
===The Senate===<br />
<br />
The primary governing body within Terran is undoubtedly the Senate, through which the day-to-day affairs of all realm matters are discussed and decided upon. Typically, this council includes all members of the realm bearing Senatorial class or a title equivalent, therefore resulting in the inclusion of all High Council members and the landed nobility. However in extraordinary cases the Senate, with the approval of the Chief Magistrate, bears the authority to vest an untitled noble honorary Senatorial status in order to qualify them for a place in the Senate.<br />
<br />
The governmental structure of the Noble Republic of Terran provides for the institution of the Chief Magistrate as well as her High Council, all of which are directly elected by the Nobility to a four month term. Whilst being above the landed nobility of the realm in the strictest sense of the word, the High Council functions in tandem with the Senate in handling the day-to-day affairs of executive and legislative governance within the realm. The Chief Magistrate therefore is better termed, the First among equals and whilst retaining all the powers of the ruler, can also be termed appropriately as the leader of the Senate who directs the introduction and flow of issues concerning the governance of the realm, but respects and is often understood to make her decisions in consultation, and with the assent of the Senators. <br />
<br />
However, hierarchy in the Senate derives from position in the realm; therefore to maintain the line of succession the Senator of the Chateau Saffalore, as lord of the capital city, follows as the second in line of succession, and is in a position to rule the realm in the High Council's stead if all other council members are incapacitated. Below the lord of the Capital, follows the lord of the next largest city, while the rest of the House are assigned seniority by time served; they however, possess no determining rank apart from their seat within the Senate. Outside the High Council and the Senate, all nobles are protected by law to express their individual opinions concerning any governmental action, and should the direction of either the High Council or the Senate be disagreed with, a two-thirds majority may overturn the decision. The Senate also acts as the High Court of the realm. <br />
<br />
===The Strategium===<br />
<br />
The Strategium is a secondary and advisory body, tasked specifically with facilitating discussion on military affairs, tactics and strategy, to be recommended to the Magistrate of War and his Marshals. This body holds no executive authority however, and therefore is unlike the Senate in its purpose and direction. As a result, membership of the Strategium is far more open than the Senate, given that it contains the Magistrate of War, as well as the Chief Magistrate, the Marshals of the armies, their second-in-commands, and any other nobles whom the Magistrate of War deems to be conducive to the formulation of effective military discussion. Furthermore, the Chief Magistrate can be termed in this council as more of an observer, and the Magistrate of War holds seniority.<br />
<br />
==The General Diplomacy of Terran==<br />
<br />
Terran is at peace with the realms of [[Astrum]], [[Corsanctum]], [[Ordenstaat]] and [[Morek]].<br />
<br />
Terran holds and alliance with the realm of [[Virovene]].<br />
<br />
Terran is neutral with the realms of [[Aquilegia]], [[Caerwyn]], [[D'Hara]], [[Everguard]], [[Fissoa]], [[Madina]], [[Myern]], [[Pian en Luries]], [[Raivan Empire]], [[Summerdale]] and [[Thulsoma]].<br />
<br />
===Treaties===<br />
<br />
[[Caerwyn]] and [[Terran]] fought a brief war during the months of April and May, 1009; hostilies were concluded with the signing of [[Terran/Treaties of Terran/The Shokalom Accord|The Shokalom Accord]]. <br />
<br />
==The Military of Terran==<br />
<br />
The military of Terran has proven itself to be both determined and resourceful, having faced down many significant challenges during Terran's brief existence. Though typically the enemies of Terran have never been human, the military of Terran has been forced to defend the sovereignty of the realm against attack from a couple of human realms in the past. Divided into two armies, each sponsored by their patron Duchy and filled with Nobles to that effect, the military of Terran is headed by the Magistrate of War and his Marshals.<br />
<br />
As such, the Army of the Highlands is tasked with the defence of the Duchy of the Chateau Saffalore and all of Terran's lands north of the river. Conversely, the Army of the Lowlands is tasked with the defence of the Duchy of Chesney and all of Terran's lands south of the river.<br />
<br />
===Armies===<br />
<br />
*''The Army of the Highlands'', sponsored by the Senator of the Chateau Saffalore, Sir Vigilans Animus. Charged primarily with the military representation and protection of the Duchy of the Chateau Saffalore, and under the direct command of Marshal Shiro Arrassum. Seconded by Sir Vigilans Animus.<br />
<br />
*''The Army of the Lowlands'', sponsored by the Senator of Chesney, Sir Hireshmont Vellos. Charged primarily with the military representation and protection of the Duchy of Chesney, and under the direct command of Lady Saffron Recluse. Seconded by Senator Glomac Wader.<br />
<br />
==The Justice System of Terran==<br />
<br />
The justice system of Terran is focused upon the protection of the rights of the Nobility, the preservation of realm integrity, and the protection of the realm's sovereignty from rebellious elements. Headed by the Magistrate of Justice, justice in Terran is tempered by a combination of arbitrary punishment and reconciliation and rehabilitation. Typically, the Magistrate of Justice bears the responsibility for all decisions in regard to these matters, but in the case of an appeal against a judgement, or the impeachment of a Council member or other noble of Senatorial class, the Senate functions as the High Court of Terran whose majority rulings are final. Upon which time the Magistrate of Justice is tasked with carrying out the specifics of their judgment.<br />
<br />
===Laws===<br />
<br />
[[Terran/The Laws of Terran|Here]] is contained a copy of the Judge's bulletin on the matters of laws and customs in [[Terran]].<br />
<br />
==Religion in Terran==<br />
<br />
Due to the Republican nature of government and society which exists within [[Terran]] this forbids the formation, or endorsement, of a single state religion or favouritism of one over another. As a result, all nobles and Lords are given the right to practice whatever Faith they desire, as well as construct shrines or Temples to that effect, provided that the Faith in question does not act in a manner contrary to the interests of [[Terran]] and the majority of her Nobles.<br />
<br />
The principle Faiths in Terran are: The Church of [[Sanguis Astroism]] and the Church of [[Triunism]].<br />
<br />
==The Newspapers of Terran==<br />
<br />
==The Culture of Terran==<br />
<br />
==Holidays in Terran==<br />
<br />
<br />
[[Category: Dwilight]]<br />
[[Category: Realms]]<br />
[[Category: Terran]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/motion&diff=124470Arrassum Family/motion2009-05-22T07:24:33Z<p>Gosen5111: New page: This is an area for making Role plays about the Arrassum Family. Anyone that would like to suggest things is more than welcome I just ask you to only put it here and not on my family page ...</p>
<hr />
<div>This is an area for making Role plays about the Arrassum Family. Anyone that would like to suggest things is more than welcome I just ask you to only put it here and not on my family page unless I ask you to.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=124469Arrassum Family2009-05-22T07:18:37Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]]===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]]===<br />
<br />
===[[/Sielo|Sielo]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]]===<br />
<br />
===[[/motion|Stories in Motion]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=124451Arrassum Family2009-05-21T20:49:53Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a [[Marshal]] and [[Mentor]] for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26, he is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]]===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]]===<br />
<br />
===[[/Sielo|Sielo]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Virish&diff=124325Arrassum Family/Virish2009-05-20T02:47:56Z<p>Gosen5111: </p>
<hr />
<div>Virish Arrassum was adopted because [[Arrassum_Family/Shiro|Shiro]] [[Arrassum_Family|Arrassum]], the head of the family saw lots of potential in him as a military leader and some as a politician and Lord.<br />
<br />
He was tutored by Shiro for many years in [[Terran|Terran]] in [[Dwilight|Dwilight]] and extensively over the last 3 years while Shiro was at his family mansion helping his sister care of her new child.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Virish&diff=124324Arrassum Family/Virish2009-05-20T02:46:23Z<p>Gosen5111: New page: Virish Arrassum was adopted because Shiro Arrassum, the head of the family saw lots of potential in him as a military leader and some as a pol...</p>
<hr />
<div>Virish Arrassum was adopted because [[Arrassum_Family/Shiro|Shiro]] [[Arrassum_Family|Arrassum]], the head of the family saw lots of potential in him as a military leader and some as a politician and Lord.<br />
<br />
He was tutored by Shiro for many years in [[Dwilight/Terran|Terran]] in [[Dwilight|Dwilight]] and extensively over the last 3 years while Shiro was at his family mansion helping his sister care of her new child.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=124323Arrassum Family2009-05-20T02:33:55Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 32 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 32, Who retired after a long and interesting career to become a homemaker.<br />
<br />
Shale, also 32, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 26. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
Virish, new to the Nobility in the family, is a Knight in [[Talerium]]<br />
<br />
===[[/Shiro|Shiro]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]]===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]]===<br />
<br />
===[[/Sielo|Sielo]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
===[[/Virish|Virish]]===<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=112592Arrassum Family2009-02-07T04:24:06Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
===[[/Shiro|Shiro]]===<br />
<br />
*[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
<br />
===[[/Stephanie|Stephanie]]===<br />
<br />
*[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
<br />
*[[The Order of the Elders]]<br />
<br />
===[[/Shale|Shale]]===<br />
<br />
===[[/Sielo|Sielo]]===<br />
<br />
*[[Path of Asena]]<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=111919Arrassum Family2009-01-29T07:15:42Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
*[[/Shiro|Shiro]]<br />
**[[/Shiro/Mentoring|Mentoring]]<br />
**[[/Shiro/Mentoring/Class List|Class List]]<br />
*[[/Stephanie|Stephanie]]<br />
**[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/Stephanie/Mentoring/Class List|Class List]]<br />
*[[/Shale|Shale]]<br />
*[[/Sielo|Sielo]]<br />
**[[Path of Asena]]<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie/Mentoring/Class_List&diff=111800Arrassum Family/Stephanie/Mentoring/Class List2009-01-27T11:01:49Z<p>Gosen5111: </p>
<hr />
<div>This is the complete list of all the classes for any nobles that I offer(Some of these may be repeats from the actual mentoring page):<br />
<br />
=Characters=<br />
<br />
[[/classes|Character Classes]]<br />
<br />
=Combat=<br />
<br />
[[/basiccombat|Basic Combat Tactics]]<br />
<br />
[[/intermediatecombat|Intermediate Combat Tactics]]<br />
<br />
[[/advancedcombat|Advanced Combat Tactics]]<br />
<br />
<br />
[[/allcombat|All About Combat]]<br />
<br />
=Paraphernalia=<br />
<br />
[[/parahernalia|All about Parahernalia]]<br />
<br />
=Payment=<br />
<br />
[[paymenttips|How to Pay your Troops and Parahernalia]]<br />
<br />
=Command Chain=<br />
<br />
[[/militarychain|The Military Chain]]<br />
<br />
[[/diplomaticchain|The Diplomatic Chain]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie/Mentoring/Class_List&diff=111798Arrassum Family/Stephanie/Mentoring/Class List2009-01-27T11:00:09Z<p>Gosen5111: </p>
<hr />
<div>This is the complete list of all the classes for any nobles that I offer(Some of these may be repeats from the actual mentoring page):<br />
<br />
=Characters=<br />
<br />
[[/classes|Character Classes]]<br />
<br />
=Combat=<br />
<br />
[[/basiccombat|Basic Combat Tactics]]<br />
[[/intermediatecombat|Intermediate Combat Tactics]]<br />
[[/advancedcombat|Advanced Combat Tactics]]<br />
<br />
[[/allcombat|All About Combat]]<br />
<br />
=Paraphernalia=<br />
<br />
[[/parahernalia|All about Parahernalia]]<br />
<br />
=Payment=<br />
<br />
[[paymenttips|How to Pay your Troops and Parahernalia]]<br />
<br />
=Command Chain=<br />
<br />
[[/militarychain|The Military Chain]]<br />
[[/diplomaticchain|The Diplomatic Chain]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111796Arrassum Family/Shiro/Mentoring2009-01-27T10:03:29Z<p>Gosen5111: /* Combat tactics and Unit Settings */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better against other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and the enemy army has lots of archers. But if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111643Arrassum Family/Shiro/Mentoring2009-01-25T09:43:22Z<p>Gosen5111: /* Deploy Feild Position */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better against other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and the enemy army has lots of archers. But if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=111567Arrassum Family2009-01-23T13:41:49Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
*[[/Shiro|Shiro]]<br />
**[[/Shiro/Mentoring|Mentoring]]<br />
**[[/shiro/mentoring/classlist|Class List]]<br />
*[[/Stephanie|Stephanie]]<br />
**[[/Stephanie/Mentoring|Mentoring]]<br />
**[[/stephanie/mentoring/classlist|Class List]]<br />
*[[/Shale|Shale]]<br />
*[[/Sielo|Sielo]]<br />
*[[Path of Asena]]<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie/Mentoring&diff=111566Arrassum Family/Stephanie/Mentoring2009-01-23T13:40:01Z<p>Gosen5111: /* Box */</p>
<hr />
<div>=Welcome to [[Mosesadelphia]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Mosesadelphia! I am Stephanie Arrassum and I am the SiC(Second in Command) of the Preeminent Inquisitors Legions. being the SiC means that I act as the Marshal of the army when the Marshal sees fit or when the Marshal is unable to fulfill his duties. This army is the Doemestic defenders of the realm. <br />
<br />
We are a [[Tyranny]], this does mean that we are run by a Dictator, however you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a Tyranny the dictator has Ultimant authority. If you wish to share your opinion on a matter of strategy then bring it up with the your Marshal. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Forest, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
*Capo Tony(Ruler/Royal/Duke)<br />
Duchy of Azros - Capo(Also Duke) Tony<br />
*[[Far East/Azros|Azros]] - Capo(Also Duke) Tony<br />
*[[Far East/Arrmol|Arrmol]] - Count Justice<br />
*[[Far East/Edairn|Edairn]] - Countess Addrian<br />
Duchy of Haul - Duke Volvus<br />
*[[Far East/Haul|Haul]] - Duke of Volvus<br />
This is a Hypothetical scenrio and has no basis on fact, this is just an example. However this is the actual Countess.<br />
Imperial Regions<br />
*[[Far East/Razrpot|Razrpot]] - Countess Nina<br />
<br />
Knight A swears an oath to Lord B who has sworn Fealty to Duke C who answers to Ruler D. This scenrio is to show you the normal heirarchy system.<br />
<br />
Knight A -> Lord B -> Duke C -> Ruler D<br />
<br />
Knight B swears an oath to Count Justice who answers to Capo Tony. He actually answers directly to himself as the ruler of his realm. This makes the fealty system more like swearing a fealty to a Duke.<br />
<br />
Knight B -> Count Justice -> Capo Tony<br />
<br />
Knight C swears an oath to Duke Volvus who answers to Capo Tony.<br />
<br />
Knight C -> Duke Volvus -> Capo Tony<br />
<br />
Knight D swears an oath to Countess Nina who answers directly to Capo Tony. In this case the countess answers directly to the Capo because she doesnt have anyone else that she owes fealty to.<br />
<br />
Knight D -> Countess Nina -> Capo Tony<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Capo Tony<br />
* Czar Boromir<br />
The Preeminent Inquisitors Legions<br />
* Army Sponser - Capo Tony<br />
* Marshal Justice<br />
* SiC Stephanie<br />
* All knights of the army<br />
<br />
Capo Tony -> Czar Boromir -> Marshal Justice -> SiC Stephanie -> Knights of The Preeminent Inquisitors Legions<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and if the enemy army has lots of archers but if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111565Arrassum Family/Shiro/Mentoring2009-01-23T13:39:08Z<p>Gosen5111: /* Box */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in a battle where your army is on the offensive and if the enemy army has lots of archers but if they do not have lots of archers it is very wise to use as a unit formation.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111555Arrassum Family/Shiro/Mentoring2009-01-23T06:42:16Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111554Arrassum Family/Shiro/Mentoring2009-01-23T06:39:39Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
**[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
***[[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
***[[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
***[[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
**[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
***[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
**[[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army#Army_Sponsors|Army Sponsor]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Army#Second_in_Command_.28SiC.29|SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
==Difference Between In Character(IC) and Out of Character(OOC)==<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie/Mentoring&diff=111495Arrassum Family/Stephanie/Mentoring2009-01-22T13:47:08Z<p>Gosen5111: /* Diplomatic Chain */</p>
<hr />
<div>=Welcome to [[Mosesadelphia]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Mosesadelphia! I am Stephanie Arrassum and I am the SiC(Second in Command) of the Preeminent Inquisitors Legions. being the SiC means that I act as the Marshal of the army when the Marshal sees fit or when the Marshal is unable to fulfill his duties. This army is the Doemestic defenders of the realm. <br />
<br />
We are a [[Tyranny]], this does mean that we are run by a Dictator, however you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a Tyranny the dictator has Ultimant authority. If you wish to share your opinion on a matter of strategy then bring it up with the your Marshal. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Forest, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
*Capo Tony(Ruler/Royal/Duke)<br />
Duchy of Azros - Capo(Also Duke) Tony<br />
*[[Far East/Azros|Azros]] - Capo(Also Duke) Tony<br />
*[[Far East/Arrmol|Arrmol]] - Count Justice<br />
*[[Far East/Edairn|Edairn]] - Countess Addrian<br />
Duchy of Haul - Duke Volvus<br />
*[[Far East/Haul|Haul]] - Duke of Volvus<br />
This is a Hypothetical scenrio and has no basis on fact, this is just an example. However this is the actual Countess.<br />
Imperial Regions<br />
*[[Far East/Razrpot|Razrpot]] - Countess Nina<br />
<br />
Knight A swears an oath to Lord B who has sworn Fealty to Duke C who answers to Ruler D. This scenrio is to show you the normal heirarchy system.<br />
<br />
Knight A -> Lord B -> Duke C -> Ruler D<br />
<br />
Knight B swears an oath to Count Justice who answers to Capo Tony. He actually answers directly to himself as the ruler of his realm. This makes the fealty system more like swearing a fealty to a Duke.<br />
<br />
Knight B -> Count Justice -> Capo Tony<br />
<br />
Knight C swears an oath to Duke Volvus who answers to Capo Tony.<br />
<br />
Knight C -> Duke Volvus -> Capo Tony<br />
<br />
Knight D swears an oath to Countess Nina who answers directly to Capo Tony. In this case the countess answers directly to the Capo because she doesnt have anyone else that she owes fealty to.<br />
<br />
Knight D -> Countess Nina -> Capo Tony<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Capo Tony<br />
* Czar Boromir<br />
The Preeminent Inquisitors Legions<br />
* Army Sponser - Capo Tony<br />
* Marshal Justice<br />
* SiC Stephanie<br />
* All knights of the army<br />
<br />
Capo Tony -> Czar Boromir -> Marshal Justice -> SiC Stephanie -> Knights of The Preeminent Inquisitors Legions<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie/Mentoring&diff=111493Arrassum Family/Stephanie/Mentoring2009-01-22T12:44:52Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Mosesadelphia]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Mosesadelphia! I am Stephanie Arrassum and I am the SiC(Second in Command) of the Preeminent Inquisitors Legions. being the SiC means that I act as the Marshal of the army when the Marshal sees fit or when the Marshal is unable to fulfill his duties. This army is the Doemestic defenders of the realm. <br />
<br />
We are a [[Tyranny]], this does mean that we are run by a Dictator, however you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a Tyranny the dictator has Ultimant authority. If you wish to share your opinion on a matter of strategy then bring it up with the your Marshal. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Forest, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
*Capo Tony(Ruler/Royal/Duke)<br />
Duchy of Azros - Capo(Also Duke) Tony<br />
*Azros - Capo(Also Duke) Tony<br />
*Arrmol - Count Justice<br />
*Edairn - Countess Addrian<br />
Duchy of Haul - Duke Volvus<br />
*Haul - Duke of Volvus<br />
This is a Hypothetical scenrio and has no basis on fact, this is just an example. However this is the actual Countess.<br />
Imperial Regions<br />
*Razrpot - Countess Nina<br />
<br />
Knight A swears an oath to Lord B who has sworn Fealty to Duke C who answers to Ruler D. This scenrio is to show you the normal heirarchy system.<br />
<br />
Knight A -> Lord B -> Duke C -> Ruler D<br />
<br />
Knight B swears an oath to Count Justice who answers to Capo Tony. He actually answers directly to himself as the ruler of his realm. This makes the fealty system more like swearing a fealty to a Duke.<br />
<br />
Knight B -> Count Justice -> Capo Tony<br />
<br />
Knight C swears an oath to Duke Volvus who answers to Capo Tony.<br />
<br />
Knight C -> Duke Volvus -> Capo Tony<br />
<br />
Knight D swears an oath to Countess Nina who answers directly to Capo Tony. In this case the countess answers directly to the Capo because she doesnt have anyone else that she owes fealty to.<br />
<br />
Knight D -> Countess Nina -> Capo Tony<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Capo Tony<br />
* Czar Boromir<br />
The Preeminent Inquisitors Legions<br />
* Army Sponser - Capo Tony<br />
* Marshal Justice<br />
* SiC Stephanie<br />
* All knights of the army<br />
<br />
Capo Tony -> Czar Boromir -> Marshal Justice -> SiC Stephanie -> Knights of The Preeminent Inquisitors Legions<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111492Arrassum Family/Shiro/Mentoring2009-01-22T12:42:37Z<p>Gosen5111: /* Ranks */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 6 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[SiC]] - All knights/Nobles in the army except the marshal is underneath the SiC<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111491Arrassum Family/Shiro/Mentoring2009-01-22T12:38:04Z<p>Gosen5111: /* Military Chain */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
* Magistrate Teniel<br />
Pride of Terran<br />
* Army Sponser - Magistrate Vesna<br />
* Marshal Kale<br />
* (Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
* All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knights of Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111490Arrassum Family/Shiro/Mentoring2009-01-22T12:16:16Z<p>Gosen5111: /* Military Chain */</p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
*Magistrate Teniel<br />
*Marshal Kale<br />
*(Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
*All assigned to the Pride of Terran<br />
<br />
Magistrate Vesna -> Magistrate Teniel -> Marshal Kale -> Knight A<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Stephanie&diff=111489Arrassum Family/Stephanie2009-01-22T11:26:27Z<p>Gosen5111: </p>
<hr />
<div>== Stephanie Arrassum ==<br />
<br />
Stephanie Started her career in Cathay doing nothing unparticular she has skills in the military and in leading men she can easily inspire with her looks that extremely attractive. She also thinks of herself as someone fit to run a region or City, but sometimes others around her disagree. She joined Mosesadelphia after leaving to take care of undisclosed family business. She is now the Second in Command of The Preeminent Inquisitors Legions.<br />
<br />
[[/Arrassum Family/Stephanie/Mentoring|Mentoring]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=111488Arrassum Family2009-01-22T11:25:15Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
*[[/Shiro|Shiro]]<br />
[[/Shiro/Mentoring|Mentoring]]<br />
*[[/Stephanie|Stephanie]]<br />
[[/Stephanie/Mentoring|Mentoring]]<br />
*[[/Shale|Shale]]<br />
*[[/Sielo|Sielo]]<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=111487Arrassum Family2009-01-22T11:20:10Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
*[[/Shiro|Shiro]]<br />
[[/Shiro/Mentoring|Mentoring]]<br />
*[[/Stephanie|Stephanie]]<br />
[[/Stehanie/Mentoring|Mentoring]]<br />
*[[/Shale|Shale]]<br />
*[[/Sielo|Sielo]]<br />
<br />
[[Category: Families]]</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111485Arrassum Family/Shiro/Mentoring2009-01-22T11:06:56Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
*Magistrate Teniel<br />
*Marshal Kale<br />
*(Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
*All assigned to the Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
=Deploy Feild Position=<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
==Front==<br />
Attacking - 5 Defending - 7<br />
<br />
==Middle==<br />
Attacking - 4 Defending - 8<br />
<br />
==Back==<br />
Attacking - 3 Defending - 9<br />
<br />
==Reargaurd==<br />
Attacking - 2 Defending - 10<br />
<br />
==Empty Lines==<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111484Arrassum Family/Shiro/Mentoring2009-01-22T11:04:33Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
*Magistrate Teniel<br />
*Marshal Kale<br />
*(Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
*All assigned to the Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
==Letter Types==<br />
<br />
===Letter===<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
===Roleplay===<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
===Report===<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
===Orders===<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
===Important Orders===<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
===Out of Character(OOC)===<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
==Difference Between In Character(IC) and Out of Character(OOC)==<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
==Personal Notes==<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.<br />
<br />
Also if you have any questions or you dont understand anything please send me a personal message and I can explain it in another way.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111483Arrassum Family/Shiro/Mentoring2009-01-22T10:06:59Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
*Magistrate Teniel<br />
*Marshal Kale<br />
*(Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
*All assigned to the Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
==Letter Types==<br />
<br />
===Letter===<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
===Roleplay===<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
===Report===<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
===Orders===<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
===Important Orders===<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
===Out of Character(OOC)===<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
==Difference Between In Character(IC) and Out of Character(OOC)==<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
==Personal Notes==<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family/Shiro/Mentoring&diff=111480Arrassum Family/Shiro/Mentoring2009-01-22T08:52:02Z<p>Gosen5111: </p>
<hr />
<div>=Welcome to [[Terran]]=<br />
<br />
Greetings Noble XXXXXXXXX,<br />
<br />
Welcome to the realm of Terran! I am Shiro Arrassum and I part of the Strategium. As you might have deduced the Strategium are the Nobles that decide military Strategy.<br />
<br />
We are a [[republic]], this means that you are allowed to share your opinion openly just so long as you do so in a way that wont offend anyone else. However in a republic the [[Lord]]s have more say on matters than [[Knight]]s. Your Opinion does matter to us though. If you wish to share your opinion on a matter of strategy then bring it up with the Strategium if you have diplomatic problem please take it up with the realm [[council]] or the Senate. Just remember that we will respect your opinion just so long as you dont insult anyone.<br />
<br />
These are simply the bare minimum of what I think that you must know in order to get by in the game, there are(or will be) more advanced lessons that you will be able to find links to these lessons at the top of this page under the required topics, on this character's personal wiki page, or on my families wiki page.<br />
<br />
Here is the lessons you will have to study :<br />
* Inalienable Rights<br />
* Not Inalienable Rights<br />
* The Chain of Command - Realm [[Hierarchy]], [[General]], and [[Ruler]]<br />
* Recruitment and Maintenance of Units<br />
* Basic Combat Tactics<br />
* [[Unit]] Settings <br />
* Letter Types<br />
* Difference between In Character(IC) and Out Of Character([[OOC]])<br />
<br />
I would like you to remember that this is more of a Player training in my opinion than character training. So I will be training YOU not your characters in the game. Now anything that you ask me IC I will answer IC. So if you ask me about the difference between IC and OOC in a letter in character I will respond to you in OOC (which is a letter type) and explain it to you in a different way than it tells you in this "book".<br />
<br />
= [[Inalienable Rights]] =<br />
<br />
These are the rights that cannot be taken away from you. If anyone tries to take them away you should contact your realm ruler and then if they dont do anything to protect your rights you go to the [[Titans]].<br />
<br />
* Playing at your own speed, timing and activity level, i.e. logging in as often or seldom as you like, at whatever times you like. <br />
* Choosing which type of unit to command <br />
* Going to [[tournament]]s <br />
* Pausing your character(s) because you have a real life to attend to <br />
* Choosing your [[class]]<br />
<br />
<br />
== Not Inalienable Rights ==<br />
<br />
* Protesting - There is a "silent protest" option precisely for the reason that you can use it to remain anonymous and/or avoid repercussions <br />
* [[Duel]]s - Like in real life, duels can be made illegal, and yet you can still fight them. That is the way it was most of history in the real world, and we find it more interesting to keep it that way in BattleMaster. It also means that in many realms your honour has to have been wronged severely before you consider a duel, because it is not only dangerous but also illegal. <br />
* Voting - this used to be an inalienable right. We removed it in order to allow more politics to flourish. The right to vote is ensured by the fact that votes are anonymous and only in very extreme cases can reliable conclusions about voting behaviour be drawn. <br />
* Playing where you want - If you're banned from your favourite realm, or get deported from the only island you really like, that's simply part of the game. You don't have a right to play where you like or with whom you like. A ban or a deportation, even if underhanded and evil, is not an Inalienable Rights violation.<br />
<br />
= The Chain of Command =<br />
<br />
==Swearing an Oath of Featlty==<br />
<br />
You can swear Fealty to a Duke or Lord by being in the region or City of the Lord/Duke and press "Politics" button and then "Change Alligence" then highlight the circle of the Duke/Lord that you wish to swear Fealty to and type the percent of the Duke's/Lord's [[taxes]] and press make offer. They may or may not accept the offer, and they may offer a counterproposal that you may or may not accept. Most of the time the Duke/Lord will accept the offer though.<br />
<br />
===Recomended [[Tax]] Cuts===<br />
<br />
City - 3-10%<br />
Townsland, Rural, Wasteland, Mountains- 10-25%<br />
<br />
== Diplomatic Chain==<br />
<br />
Which Lord or [[Duke]] you are aligned to determines your diplomatic chain.<br />
<br />
Please note that in Terran all of the Lords and Dukes have the title of Senator.<br />
<br />
*Magistrate Vesna(Ruler/Royal)<br />
* Duchy of Chateau Saffalore<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Chateau Saffalore|Chateau Saffalore]] - Senator Vigilans(Duke)<br />
* [[Dwilight/Gretchew|Gretchew]] - Senator Hireshmont II(Lord)<br />
* [[Dwilight/Saffalore|Saffalore]] - Senator Noah(Lord)<br />
* [[Dwilight/Vashgew|Vashgew]] - Senator Mothman(Lord)<br />
* Duchy of Chesney <br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesney|Chesney]] - Senator Teniel(Duke)<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
This is now a hypothetical scenario as Chesland is now part of the Duchy of Chesland.<br />
*[[Imperial Region]]s<br />
* [[Dwilight/Chesland|Chesland]] - Senator Edith(Lord)<br />
<br />
So if Knight A swears a fealty to Senator Noah then Noble A answers to Senator Noah while Senator Noah answers to Senator Vigilans while Senator Vigilans answers to Magistrate Vesna.<br />
<br />
Knight A -> Senator Noah (Lord) -> Senator Vigilans(Duke) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
If Knight B swears a Fealty to Senator Teniel (who is a Duke) it takes a step out of the line and it means that Knight B answers to Senator Teniel who answers directly to Magistrate Vesna.<br />
<br />
Knight B -> Senator Teniel(Duke) -> Magistrate Vesna(Ruler/Royal) (Works the same way with Senator Vigilans)<br />
<br />
If Knight C swears a Fealty to Senator Edith then Knight C answers to Senator Edith who answers directly to Magistrate Vesna. This is because Senator Edith has decided not to Swear Fealty to a Duchy (or city) which means that she too answers directly to Magistrate Vesna.<br />
<br />
Knight C -> Senator Edith(Lord) -> Magistrate Vesna(Ruler/Royal)<br />
<br />
===Ranks===<br />
<br />
There are 5 classes of Ranks among Nobility they are as follows with what makes them as such.<br />
<br />
*[[Royal]] - Has been Elected as the Ruler of the realm or used to be the Ruler of the realm or in more extreme cases the Noble lead a successful Rebellion<br />
*[[Duke]] - The Ruler has appointed this Noble to be the rule over a City or Stronghold<br />
*[[Lord]] - The Ruler or in some situation the Duke has appointed the Noble to rule over a [[townsland]], [[rural]], [[wasteland]], or a [[Mountain]] region<br />
*[[Knight]] - A Noble that has sworn an oath to a Duke or a Lord<br />
*[[Noble]] - A Noble that has no oath to a City, region, and possibly no Fealty to a realm<br />
<br />
==Military Chain==<br />
<br />
* Magistrate Vesna<br />
*Magistrate Teniel<br />
*Marshal Kale<br />
*(Generally the Second in Command would fall here but she is Magistrate Teniel)<br />
*All assigned to the Pride of Terran<br />
<br />
===Ranks===<br />
<br />
There are 4 ranks in the military nobility:<br />
<br />
*[[Ruler]] - Elected as ruler and all answer to the ruler eventually in the Military Chain<br />
*[[General]] - Elected or appointed by the ruler<br />
*[[Army Sponser]] - Not really a Military rank but they do hold finaical leverage over the Marshal and army<br />
*[[Marshal]] - All Knights/Nobles in the army the marshal is over answers directly to the Marshal<br />
*[[Knight]]/[[Noble]] - The lowest nobilty rank in the military chain that controls the individual units<br />
<br />
=Recruitment and Payment=<br />
<br />
If you are recruiting a unit when you dont have a unit you can click on the "hints" link on the far right of each type of unit. You want to find a mix of an amount of men that will leave you with enough men that it will give you enough Combat Strength(CS) to be effective in battle. Generally 10 men or more, however you also want to have enough gold to pay them for atleast 1 week unless you know that you will be in a city to cash your [[bonds]] in for [[gold]](you can only do this in cities that your realm owns) with one week time. After seven to fourteen days your men will start deserting you due to Morale loss. If you are adding onto an exsisting unit then you need to account for the extra pay(this will require you to know how much you pay your men per week). You can bet on anywhere from 2-6 gold per 10 men, this will depend on how high the equipment armor and weapon percentages(the higher the more per week), how high the training(again the higher the more you should expect to pay per week). Finally in order to pay your men and your Paraphernalia you simply click "orders" then click on "Pay your<br />
<br />
==Money Savings Tips==<br />
<br />
===Pay Scouts===<br />
Every 8-9 days every scout will require 1 gold for every 9 days.<br />
<br />
===Pay Healers===<br />
Every 2 days you pay them 1 gold for every healer you have. This will make it 5 gold for every 10 days while it normally costs 5 gold for 7 days.<br />
<br />
===Pay Unit===<br />
Every 5 days you should pay them if your unit's morale is low.<br />
Every 7 days if your unit's morale is relativly high.<br />
Paying your men when they have low morale(below 70% typically) will raise your unit's morale.<br />
<br />
=Maintenance=<br />
<br />
Your men's equipment will accumulate damage to them over time. This can come from a variety of places, travel from region to region, battles, civil work and just sitting in a region will all cause damage to your men's equipment.<br />
<br />
==Prevention==<br />
If you are going to be in a region for quite some time and you can spare doing pretty much nothing for one turn you can dig in and this should bring down [[equipment damage]]([[ED]]) down to 1% at the highest every turn.<br />
<br />
==Repair==<br />
===Foraging===<br />
There are two ways to repair ED one is extremely uneffective, this would be Foraging the Battlefeild after your realm wins a battle. It can bring down ED 0-7%, it tends to be very random and unpredictable as far as I can tell. This will require 2 hours of your time for your men to forage the battlefeild.<br />
<br />
===Smiths===<br />
The other way is the orthadoxed way, that is going to the Armor/Weapon Smiths, however this will require some amount of gold on your part and some time as well. Most of the time your capital city will have one of these(this is the case with Terran) but Townsland, and Stronghold regions can get limited Smiths as well.<br />
<br />
<br />
=Combat Strength=<br />
<br />
==How to determine Combat Strength==<br />
<br />
===[[Training]]===<br />
Shows how experienced your troops are. The starting training will help determine how much you pay your men. You can bring this number up by training them click on "orders" then click on "training" then pick light normal or heavy training. Training your men will cost you money and time.<br />
<br />
===[[Cohesion]]===<br />
Shows how well your troops get along, this will start out lower for the more men you recruit. This number will also get lower if you recruit more men on top of what you already have. This number will go up with the more time your men spend together some types of entertainment that your men really like will bring up the cohesion and training will also bring it up.<br />
<br />
===[[Equipment Damage]]===<br />
The higher this number is the worse your equipment is, the worse your equipment is the the lower your Combat Strength is. The last section tells how to change this number.<br />
<br />
===[[Morale]]===<br />
Morale will determine if your men will fight til full withdrawl point or if they run away at the first hit of an enemy. If its low enough they could even rout when they get hit with archer fire. If the morale is lower than 20% your men will begin to desert you. Sometimes they will desert after a large battle in which the unit routs. You can raise morale by resting your men, buying them entertainment, or by paying them.<br />
<br />
=Combat tactics and Unit Settings=<br />
<br />
==Unit Types==<br />
<br />
===Regular Unit===<br />
This type of unit is used for Doemestic(home) fighting and Civil Work.<br />
<br />
===Police Unit===<br />
The only unit that can do Police work and help arrest suspects of rebellions. This unit loses lots of morale if it engages in battle, it is also much less effective in battle than other units. This is the set unit type for Buros.<br />
<br />
===Sentry Unit===<br />
Sentry units use there knowledge of the land around them to battle more effective. They are more effective in battle but they get paid 20% more than regular units.<br />
<br />
===Vangaurd Unit===<br />
These units move much faster from region to region and are much less effective in battle but they still require 20% more gold than regular units.<br />
<br />
===Mercanary Unit===<br />
These units move can move outside of your boarders without morale decrease but they wont feel attached to you at all. They also require 50% more gold than the regular unit.<br />
<br />
==Unit Behavior==<br />
<br />
===Evasive===<br />
In this Behavior type your men will avoid battle and route easily.<br />
<br />
===Defensive===<br />
With this Behavior your unit will aviod moving forward on the battlefeild (unless the enemy is far across the battlefeild). If your men are [[dug in]] or behind [[fortifications]] they will not move in front of these fortifications. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Normal===<br />
Your unit will move forward at the normal pace(for your unit) to engage the enemy. Combat occurs if two or more realms in the region are at war or have hatred towards each other.<br />
<br />
===Aggressive===<br />
Your unit will strive to be across the feild at the battle or firing on the enemy so they will move across the feild as fast as possible. Combat occurs if two or more realms in the region are neutral, at war, or have hatred towards each other.<br />
<br />
===Murderous===<br />
Your unit will strive to get across the feild at the fastest time they possibly can, and they will fight to the bitter end with feriousity of 10 men(thats an exageration they will however fight with extreme aggression). Combat occurs if two or more realms are in the same realm even if they are in federation with the other realm, this is unless you have an enemy realm in the region that you will unite to fight againest.<br />
<br />
<br />
==Unit Formations==<br />
<br />
===Line===<br />
In this line setting your men are in a wide line that is 2-3 men deep.<br />
<br />
===Box===<br />
Tight box formation. This formation will hold better againest other troops and will take longer to break your troops and make them scatter or retreat. However with they are far less effective in offensive battle.<br />
<br />
===Wedge===<br />
This formation is Shaped like a '''V''' it will break through enemy lines much easier than any other formation and does more damage than other formations. This formation will also make your men break and scatter or retreat much sooner.<br />
<br />
===Skirmish===<br />
This Formation will deploy your men in a formation that will deploy your men in a formation so they are no where near each other and thus archers are highly uneffective againest Skirmish formation. However any unit in Skirmish formation will be uneffective agianest any unit any good at close combat.<br />
<br />
<br />
==Deploy Feild Position==<br />
<br />
|1|2|3|4|5|6|7|8|9|10|11|<br><br />
| |R|B|M|F| |F|M|B| R| |<br />
<br />
===Front===<br />
Attacking - 5 Defending - 7<br />
<br />
===Middle===<br />
Attacking - 4 Defending - 8<br />
<br />
===Back===<br />
Attacking - 3 Defending - 9<br />
<br />
===Reargaurd===<br />
Attacking - 2 Defending - 10<br />
<br />
===Empty Lines===<br />
1, 6, and 11 These lines will always be empty at the beginning of the battle, they can be filled by units movement during battle.<br />
<br />
<br />
=Letter Types=<br />
<br />
==Letter==<br />
The basic letter has no important reason, its for everything from simple IC talking to politics and debates. No different background color.<br />
<br />
==Roleplay==<br />
Not really a letter type but it is for any IC roleplaying. Green background color.<br />
<br />
==Report==<br />
This for everything from scout reports, unit reports that your marshal wants, or to report something to your superior. Blue background color.<br />
<br />
==Orders==<br />
You will most likely only see this letter type from your superiors. If you ever become a superior over any other nobles you should receive this letter type. Dark red background color.<br />
<br />
==Important Orders==<br />
You will see this most likely see this letter type very rarely and only from superiors very high up on the chain of command. When you see this letter type you will should read it very carefully because there always a reason that a Superior this high up sends out Important Orders. Bright red background color.<br />
<br />
==Out of Character(OOC)==<br />
This is for any conversation that is from you as the player and from player. Just like how this mentoring page is OOC and directed at you the player so should anything in this type of letter should be. Grey background color.<br />
<br />
=Difference Between In Character(IC) and Out of Character(OOC)=<br />
<br />
IC is just that anything that your character would say. If you want to make the game more complicated and in my opinion more fun for you, try giving your character distintive(or subtle) characteristics or personality traits. To make it really interesting you should try to make these different from your own personal player characteristics or personality traits. You should take anything the character you are '''PLAYING''' personally or professionally from your characters perspective but objective from your players point.<br />
<br />
OOC is anything that you the player of the character would say. You should make anything said in OOC objective and not effect how you see the character even though you may hate the player behind the character.<br />
<br />
=Personal Notes=<br />
<br />
This entire mentoring page is in OOC, while I am supposed to mentor you the player I am also tasked with teaching your character, so I will send you some of the same information in different messages directly to your character so that your character can say that I did teach him this information you can say that you sent a letter to your relatives.</div>Gosen5111https://wiki.battlemaster.org/index.php?title=Arrassum_Family&diff=111479Arrassum Family2009-01-22T07:41:45Z<p>Gosen5111: </p>
<hr />
<div>== Family Beginnings ==<br />
The Arrassum Family started in [[Dwilight]]. They came from a war faring land and they learned at a young age the secrets of the battlefield from watching battles and reading books. There are 4 Arrassums in the first generation, Shiro, Shale, Stephanie, and Sielo (in that order). Shiro, Shale, and Stephanie are triplets, rare but it happened, Sielo is 6 years younger. These 4 are the first nobility in their family and they raised all the wealth and the individual prestige and honor to become nobles. The triplets then split there ways and the youngest stayed at the mansion that the four of them bought. Later, on Shale retired and returned to the family mansion; Sielo took his place among the active nobles in the Sultanate of Asena.<br />
<br />
== Current Situation ==<br />
Shiro, 29 years old, has become a Warrior and Mentor for [[Terran]].<br />
<br />
Stephanie, also 29, has made her home in [[Lands of Osai/Realms of the Far East|Mosesadelphia]]. She is a Warrior.<br />
<br />
Shale, also 29, is living at the family mansion retired in [[Dwilight/Nebel|Nebel]].<br />
<br />
Sielo is 23. He is a Martyr in the [[Sultanate of Asena]].<br />
<br />
*[[/Shiro|Shiro]]<br />
[[/Shiro/Mentoring|Mentoring]]<br />
*[[/Stephanie|Stephanie]]<br />
*[[/Shale|Shale]]<br />
*[[/Sielo|Sielo]]<br />
<br />
[[Category: Families]]</div>Gosen5111