This game has begun, but is still accepting Agitator start-ups
Introduction
The game is set in an updated version of The Throne of Chaos (the sub module at the back of the Crown of Chaos module). Thanks to the folk on Leg Help who helped tweak the design from a module I thought might be interesting into one that should actually be brilliant!
All players who want to play will need to send an email to
pbm@harlequingames.com saying what type of position they want to play.
Each player should choose
one from the following 6 options (full details on these below).
1) Duke
These will begin the game controlling a module location.
We will need 7 of these as they are effectively team captains.
2) Baron
These will begin the game controlling a module location.
Each Duke will be allied with 3 of these.
3) Duke/Baron
These will begin the game controlling a module location.
These gain a random Mark (Not Good/Evil/Power).
4) Citizen
These are aligned with a particular Dukedom.
Each Duke will be allied with an equal number of these.
5) Agitator
These may not win the game unless they join Dukedoms, which they can only do after game start (see below).
These gain a random Mark (Not Good/Evil/Power).
6) Chaos Lord
These may only win alone.
If you really want to play on the same team as particular players you should have one of you pick Duke, at least one pick Baron and at least one pick Citizen (the Duke can put the other two players at their first picks).
After teams are picked Titles will be created for each of the Dukedoms and players will be given those titles by the GM so that other players know which positions belong to which Dukedom.
Set-up and Game Configuration
Spirit based King's peace across the entire board for 2 months (influence not prohibited)
SEI limit 1200 (6 public works)
Tactics limit 100%
Troop training level 12
Revolts every month
Trade goods weigh 5
10 day turn around throughout
No Teleporting of TGs using adventures or item activation.
Tough module locations, high prestige owners
There is no restriction on the use of Character Rolling Thunder.
Carry capacity of flying mounts is quartered. CF of flying mounts is increased. Neither change affects flying warmounts. Stables give 5% growth modifier.
Victory
You are permitted to join any of the 'normal' and 'secret' Crown of Chaos factions - but the only victory conditions are those described below.
Normal Victories
Victory is snapshot and may be claimed if any Dukedom (including Baronial and Citizen positions) control sufficient Ducal capitals and associated baronies.
To win a Dukedom must either:
a) control 7 Ducal capitals
or
b) control 3 Ducal capitals (must include their own) and 10 Baronial capitals (may include their own).
There are no Special Events assailing Royal Haven, yet it is important for all players to defend it to prevent Chaos Lord victories.
Chaos Lord Victories
Chaos Lords may not attempt to influence Royal Haven.
A Chaos Lord may claim victory if they take Royal Haven militarily before Trekwill returns - and then that Chaos Lord (alone) wins, everyone else loses.
Trekwill returns
If after 24 months no victory has been declared Trekwill returns and the game ends. At this point game victory will be based on the module "Achievements" the Dukedom with the most (living, not captive) title holders being the winner.
Details for these will be uploaded shortly
Throne of Chaos Achievements
MASTERS OF MANA (Title 2802)
There is no Masters of Mana title, nor a Mana Clash.
THE ARCANE CHAMPIONS (Title 2803)
This title is held by the Arcane Master who won the last Arcane clash. This counts as an Achievement for the Dukedom that controls that character.
THE COVEN CHAMPIONS (Title 2804)
This title is held by the High Priest who won the last Coven clash. This counts as an Achievement for the Dukedom that controls that character.
THE WARRIOR CHAMPION (Title 2805)
This title is held by the character who won the Knight's clash.
If that character was in the range 1-1000, this counts as an Achievement for the Dukedom that controls that character.
THE RUNE WARRIOR (Title 2806)
This title is held by the character who won the Rune clash.
This counts as an Achievement for the Dukedom that controls that character.
PATHFINDER (Title 2807)
This title is held by the character who won the most recent Pathfinder clash. This counts as an Achievement for the Dukedom that controls that character.
THE PRIDE WARLORD (Title 2808)
Special Action 2808
Be a Tasen main character (races 206, 226, 246). Own Tosgard, Krosnogard and Tierkegaard for 3 consecutive productions. Once.
Gain - Title 2808.
This counts as an Achievement for the Dukedom that controls that character.
THE KING OF THE TROLLS (Title 2809)
Special Action 2809
Be a Trollish main character (races 207, 227, 247). Own Trollheim, Mannheim and Kinderheim for 3 consecutive productions. Once.
Gain - Title 2809.
This counts as an Achievement for the Dukedom that controls that character.
THE HIVE QUEEN (Title 1600)
Special Action 1600
Be a female main character who is of the Hive (races 209, 229, 249). Own Tric'Klic, Tri'Tic and Tric'Cla for 3 consecutive productions. Once.
Gain - Title 1600.
This counts as an Achievement for the Dukedom that controls that character.
THE KING OF THIEVES (Title 2810)
This title is held by the character who won the Thief clash.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF DEATH (Title 2811)
This title is held by the character who won the Assassin clash.
This counts as an Achievement for the Dukedom that controls that character.
THE RUNE LORD (Title 2812)
Special Action ???? or Adventure ????(Discovered in the course of play)
(For an Enchanter who is a Runemaster and attunes himself to the Great Runes: Rune Hammer, Rune Shield, Rune Armor, Rune Chariot, Rune Ring, and Rune Stone.)
If that character was in the range 1-1000, This counts as an Achievement for the Dukedom that controls that character.
THE MERCHANT PRINCE (Title 2813)
This title is held by the character who won the Merchant clash.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF THE DWARVES (Title 2815)
Special Action 2815
Be a Dwarven main character (races 204, 224, 244). Own the Duchy of Masaland and Rainbow City for 3 consecutive productions. Once.
Gain - Title 2815.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF CHAOS (Title 2816)
Special Action 2816
Be a Chaos main character (races 202, 207, 212, 222, 227, 232, 242, 247, 252). Own Blackpool and the same 3 Holds of Chaos for 3 consecutive productions. Once.
Gain - Title 2816.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF MAN (Title 2817)
Special Action 2817
Be a Human main character (races 201, 221, 241) with a Duke title (including Duke in exile). Own the same six cities out of the nine cities of the Baronies of Alsayce; Cerralean and Kalgary for 3 consecutive productions. Once.
Gain - Title 2817.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF ELVES: (Title 2814)
Special Action 2814
Be an Elven main character (races 203, 223, 243). Own the Duchy of Inglewood and Bow's End for 3 consecutive productions. Once.
Gain - Title 2814.
This counts as an Achievement for the Dukedom that controls that character.
THE PRINCE OF THE ORCS (Title 2818)
Special Action 2818
Be an Orcish main character (races 202, 212, 222, 232, 242, 252). Own St. Stanislas, Kinderheim and Strathmore for 3 consecutive productions. Once.
Gain - Title 2818.
This counts as an Achievement for the Dukedom that controls that character.
THE DIVINE FOUNDER (Title 2819)
Special Action 2819
Be a priest main character with Lesser or Demigod status. Be at the Godstone with The Rune (#2001), The Word (#2002), The Way (#2003) and The Divine Power #(2004).
Gain - Create your own religion - details from GM.
This counts as an Achievement for the Dukedom that controls that character.
LORD MAYOR'S TROPHY (Title 2820)
Special Action 2820
Be a Duke or Baron. Your starting location must have these stats minimum:
Legendary Walls: Size 100; Ditch 4; Moat 4; Gate 20; Keep 20; Towers: 50;
At least one of each type of guild (type 1 to 9) strength of 12; one church of each religion of the same alignment as the main character, strength 12; between them, these guilds must contain one of each type of facility (guild extension);
Province Fertility 5; Lumber 50; Stone 50; Iron 50 ; one of each type of flora;
Disease free Pop - 10,000 of one race in one Pop Seg; 5,000 of different race in one Pop Seg; 2,500 of a third race in one Pop Seg; 2,500 of a fourth race in one Pop Seg; 1000 level 12 troops in one slot as defenders; an SEI of 1000; a Marketplace.
Gain - Title 2820.
This counts as an Achievement for the Dukedom that controls that character.
THE DEMON SLAYERS (Title 2821)
Special Action 2821
Be the overall commander and a slot commander of the party which defeats the Demon Beast in combat. All combatants must have been either Knight 20 or Ranger 20 or Berserker 20 at the start of the fight.
Gain - All members of the party gain the title.
If every member of the party was in the same duchy, this counts as an Achievement for the Dukedom that controls that character.
Note: It is not legal to defeat the Demon Beast and then release it to create a new battle.
THE RESCUER (Title 2822)
Special Action 2822
Be a main character. Rescue the character described below and solve the mystery of who it is and its destiny:
"Before Trekwill fell into a coma he was planning to lead a rescue of a lost child believed to be a lost Princess or Prince or some obscure arcane title. Little is know of the character other than the number which will be announced upon Trekwill's death."
Gain - Title 2822.
This counts as an Achievement for the Dukedom that controls that character.
THE GRAND UNIFICATION LABEL (Title ????)
Special Action ????
Be a Signtist with Marks of Power and Destiny. Have the scrolls of the Grand Unification Label (#2330 to 2333), be in the 'Lab' and perform the Ritual of Unification as explained in the Scrolls.
Gain - ????
This counts as an Achievement for the Dukedom that controls that character.
The Pathfinder riddle clash is removed from C24.
Instead there will be a 'moveplot' clash on February 5th and every 6 months following that:
The Ranger who has the 'World Record' for moving the furthest in one land based 'move force' order will win the clash.
Nominate a character (ID1-1000) with base Ranger skill of 10. Email me their details, specify the turn in which they performed the movement and lastly include the start and end provinces of the moveplot. (The character must have had base Ranger 10 at the time of this turn.)
The World Record will rely on the turn printout of the force movement. Teleporting or any similar technique that avoids actually traversing the distance is not legal. Charm of Movement is not permitted.
Note that 'land based' denies the use of flying movement, or water based movement.
The start and end provinces of the World Record will be made public.
Set-up Restrictions
The 7 Dukes and 21 Barons
Each of the Dukes and Barons begin with characters CCBBBBBB, 1 guild (str 16) They also begin with control of a module location (for details of how these are balanced see below).
The Ducal (and Baron) Main characters must pick from the races in their city (below). Then they must use the table (on page 111 of the
paper module) to work out what races they may have as secondary characters.
Alsace 201 Human, 221 Southern Human
Bordan 221 Southern Human, 204 Dwarf, 243 Dark Elves
Dortmood 210 Half Elf, 221 Southern Human
Fangol 221 Southern Human
Cerralean: 201 Human, 203 Sea Elf
Henland: 243 Dark Elves, 214 Fangor (not normally an option as a main)
Jacora 201 Human, 254 Centaur, 244 Sand Folk
Lorraine 201 Human, 221 Southern Human
Ellisbourne 205 Seahwak, 225 Ariel
Norplat 243 Dark Elves, 215 Kraken (not normally an option as a main)
Ontoria 205 Seahawk, 241 Western Human
Palestone 201 Human, 244 Sand Folk, 203 Sea Elf
Gravestone 202 Goblin, 232 Redeye Orc, 224 Western Dwarf
Quentin 202 Goblin, 234 Hissingers (not normally an option as a main)
Rikers 232 Redeye Orc, 230 Man-Orc, 245 Vultura
Segoville 202 Goblin, 232 Redeye Orc, 208 Giant
Inglewood 203 Sea Elf, 223 Elf
Trenton 243 Dark Elf, 235 Saurian (not normally an option as a main)
Ulan 203 Sea Elf, 223 Elf, 254 Centaur
Ver'tak 223 Elf, 203 Sea Elf, 214 Fangor (not normally an option as a main)
Kalgary 241 Western Human, 224 Western Dwarf, 205 Seahawk
Westar 241 Western Human, 244 Sand Folk, 251 White Goran
Xeres 241 Western Human, 205 Seahawk
Yelston 241 Western Human, 245 Vultura, 254 Centaur
Masaland 204 Dwarf, 224 Western Dwarf
Zenawana 204 Dwarf, 224 Western Dwarf
Mehicali 204 Dwarf, 224 Western Dwarf
Cabo Cove 224 Western Dwarf, 204 Dwarf, 244 Sand Folk
The main fight might be seen as being between these Dukes and Barons but with small factions. I hope they will need citizens if they want mage/covert/bashing support.
Small tweaks from the normal Crown of Chaos module text which affect Dukes:
The adventure for becoming leader of the Empire Faction will not give an extra character action.
Dukes even "in Exile" do not lose their title. You may not move the Ducal Capital.
Citizens
Citizens may only set up in a province within the areas bounded by their ducal cities.
Citizens begin with no location, and 1 guild (str 8) which may be placed in their setup location (if they choose to start in a module location), or a Module location belonging to their Dukedom, or Torgau.
Characters ED
Main character race from a factional city (see the list above), secondary character race based on the Main character's race as normal.
Chaos Lords
Up to 7 players may play as 'Chaos Lords' - but these are limited to 1 per racial grouping.
If you wish to play Chaos Lord you should list from the following racial groups which you are willing to play in order of preference: Bug, Chaos, Tasen, Mutant, Amphibian, Half Breed, Enigma (yes, Amphibian and Enigma are allowed - though they will probably be tough until you find a race change item).
The race of the Main character must be from that racial grouping.
Chaos lords begin with no location, characters ED and 1 guild (str 8) which may be placed in their setup location or Torgau.
Setup placement for Chaos Lords is restricted to any area not within a Duchy, within a module location containing the Main character's Race.
Chaos Lord are meant to cause the Duke/Baron/Citizens some real problems and have a chance at winning if they play really well :)
In order to give them a chance there will be an adventure that they can complete (once each) to gain a title worth 10 prestige.
The good Chaos Lords will probably work with (or at least trade with) one or two factions the entire game. But inter-faction diplomacy will indeed be interesting - how far can the Dukes trust the Chaos Lords or even each other?
Of course Chaos lords may trade information between themselves - but should bear in mind that at some point they will be competing with each other for victory.
Agitators
Agitator must set up in Torgau or Royal Haven.
They begin with characters ED and 1 guild (str 8) which will be placed in their choice of Torgau/Royal Haven.
Main Characters for Agitators are restricted to Noble or Common Races - they gain a random Mark (Not Good/Evil/Power).
Recruiting Agitators
After game start - Dukes may - whenever no other Dukedom has less (active and inactive) members with the relevant title - (by Special Action) nominate 1 of these Agitators to their Dukedom - if the Agitator is willing I will then give them the relevant Citizen title.
Agitators cannot win alone, so must side with a Duke to win - which means they are defacto against the Chaos Lords - and competing with the other agitators for the approval of the Dukes (in order to get invites to the Dukedoms).
Balancing Module Locations
All module locations belonging to Dukes and Barons will have the amount of pop in the various pop segs changed as follows:
First popseg race
1000 pop + 5000/racial cf (for that pop seg)
Second popseg race
500 pop + 8000/racial cf
3rd popseg race
500 + 4000/racial cf
If any of the first three popsegs don't have races I will add that number of pop to the first popseg.
So if a module location only has one popseg which has a racial CF of 10 then it starts with 2000 + 17000/cf = 3700 pop
All of these module locations will have :
- 15000 crowns
- 100 suits laminated armour
- 100 shields
- 100 mithril swords/dwarf axes/elf bows
- 10 Wagons
- 100 horses
- 10000 food
- And a number equal to 10% of their pop as Urban Militia troops.
Political Bodies
The House of Barons, the Council of Claws and all such political bodies in the Crown of of Chaos module will work in the following manner.
Step 1
Send me an email saying you want to nominate someone for a post (give the character ID etc).
Step 2
At the next production I add a nomination to the messages at the end of the turn after which you may email me saying you are in favour (no comment required for a vote against)
Step 3
One production after that I count emails from eligible voters and if it is passed give the relevant title allowing them to complete the adventure.
Coven Clash
Guild Strength Comparisons
The High Priests submit a list of Church Guilds which are owned by the willing team members. The sum of the Base guild strength is used to determine the winners.
Rewards of the Coven Clash
All participants will receive 2 Base Prestige.
The winning team members will receive:
Mark of Divinity
Extra Character Action (max of 5)
2 Base Prestige
1 Holy Ring each (item 1220, 1221 or 1222 depending on religious alignment)
Holy Rings give
10 Mana recovery
5 Free Mana
2 spells of the religion at strength 3. High Priest's choice which 2 spells.
The Team that comes in Second will receive:
Mark of Glory
1 Base Prestige.
Adventure to increase any Guild by 5
The Team that comes in second to last may (GM's discretion) receive:
1 Base Prestige
5 Priest Skill levels
2 Influence.
Other Changes
I will double check that items 541 to 550 will be placed randomly at game setup - as these give troops which may be significant.
If an adventure is limited to 18 times, in some circumstances I may elect to allow 50 completions. The 18 point limit was enforced due to previous code restrictions which are now bypassed. If you fail an adventure due to it being done 18 times, get in touch and I may allow it to succeed.
The module names certain training types in adventures. Many of these will be changed due to the new list of Training Types.
The Crown of Chaos module is wrong concerning Riting and taking control of characters. Pagans, Deathwalkers and the non-religious may be the target of any kind of Rite spell; only Pagans and Deathwalkers may cast Rite spells. The issue of control of the target is explained in the Legends rules. The comments about control in the Crown module are in error.