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21.25 Enlisting newly mature city/guildsmen into legions.

Depending on the popularity and status of your guild or city, untrained but willing folks from the cities and the villages will reveal themselves to you as willing and waiting to be enlisted in either the military or the fieldworker legions of a particular city or guild. To enlist the youngster, take the fledgling enlistee to either a barracks or a special dormitory - often from some far-flung part of the land - and therein you may ENLIST MAN. It is sometimes time consuming to direct an enlistee to your city/guild barracks. It must either be done via ordering them to march location by location or utilising the enlistment passes explained in HELP BECKONING; a far more convenient, less laboursome method.

If you have gathered more than one suitable enlistable, type ENLIST ALL or ENLIST followed by the number you have with you, then MEN (e.g. ENLIST ALL MEN, or ENLIST 5 MEN). If you use ENLIST ALL it will automatically attempt to enlist the maximum possible. City enlistments are always to barracks, joining the soldiery. Guild enlistments can be into barracks (for guild armies) or into dormitories (for guild fieldworkers). In the city it is the Field Marshall, Colonels and their aides responsible for enlistments, while in guilds it is the Guildmaster and their captains or field-leaders. Do not leave a man unenlisted for ong in an army barracks. Doing so may lead to the poor fellow running away or coming to some harm if he is left all alone in such a brutish environment.

You may wish to bolster the size of your own military with men whose allegience has been sworn elsewhere. In order to do this you must capture the man and take him to your barracks. There, in the presence of the military of your guild or city, the man may be conscripted. To do this type CONSCRIPT followed by the man you wish to bring into the fold. Conscripting a man costs one thousand pieces of gold and once conscripted, the man will be ready to be enlisted into a legion.

There are two main ways to influence enlistable men who are not, by default, loyal to the city or guild whose army/fieldworkers you wish to expand: drugging and bribery.

Syntax: DRUG <man>.
Utilising the furglewort herb to befuddle the senses of the man whom you are targetting, this command can be used to bring enlistable men into your entourage and - while in a suggestable, stupefied state - allow you to lead the drugged man into barracks/dormitories of your choosing. Once taken into the destination barracks or dormitory it can be a much easier matter to persuade the impressionable enlistable young man to join your city/guild legions rather than whichever group the fellow had initially grown-up desiring. Furglewort used for drugging must be grown - not evoked - for the purity of the grown herb is necessary for the drugging to be effective. In your destination barracks you can use BRIBE (described below) to alter the man's loyalties or DRUG again while inside the barracks in the hope of persuading him to alter his enlistment hopes.

Syntax: BRIBE <man> WITH <gold coins/gems> FOR <city or guild name>/MY GUILD/MY CITY.
Bribery is an unpredictable affair but can be the most effective and comprehensive means of changing the mind of an impressionable young man of enlistable age. These lately matured young adults spring up all over the land, always with a preferred city or guild into whose legions/fieldworkers they wait to be enlisted. Bribery involves passing over sufficient gold coins/gems that the young man's allegience and future ideals are completely changed, totally won over to the new cause. Bear in mind it is usually impossible to bribe a young man to change his future plans from a place in a city army to become a guild specialist and visa versa.

The amount required for a successful bribe varies according to situation and circumstances, the proximity of the young man to his target home city/guild, and the broader perspective of the enlistable's birth village on the city or guild attempting the bribe. Your own state will also impact the bribe's success or failure, e.g. if you are unlucky, you will be less likely to prevail. Bribes, it is said, begin at two hundred gold coins/ten gems but seldom succeed at such a paltry level. Failed bribes are still taken by the intransigent young man; thus it is better to bribe successfully from the outset than waste hundreds of gold coins/gems on a number of failures before eventually hitting on a high enough figure to tempt the enlistable to change loyalty.

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