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Game Details
Send in pledges by January 13th
King's Peace: Until the 2nd production has passed.
First Production date will be announced when setups are sent out.
Turns: Every 10 days until King's Peace is over (the 2nd production), then every 14 days after that.
Revolts run every month.
Clashes every 6 months.
Prestige: Module cities may not be influenced until the 3rd production has occurred.
Snapshot victory conditions are being used. Factions may only have 8 members.
New Baubles system - see below for details.
The following 4 factions are not being played in this game:
The Guardians of Rok Tsgar, The Hand of Vol, The Holy Order of St. Raswen the Bold and the Lords of Rock.
Module characters from those factions will lose their factional allegiances.
The Set-up Process
- You all decide whether you want to team up or play individually.
- You decide which factions you would most like to play - or 'joker' if you are happy to play any faction.
- You tell me before the deadline (Noon January 13th).
- I work out which factions you are all playing in.
- I work out how many baubles you should have.
- I let you know which faction you (or your group) are in, how many baubles you can each spend, and the contact details of the others in your faction, and which factions are not played.
- You work out your setups and what you want to spend the extra baubles on, and let me know before a second deadline (Noon on January 25th).
- Game starts within two weeks of that.
Set-up Details
Factions are size 8.
Join as team or as individual.
Teams have a max size of 4 (who must all be named)
If you join as a team all named members will not be split up.
Teams and individuals must give a list of 3 factions in order of preference, or specify they are a Joker setup. A Joker setup is willing to play in any faction.
Players may also send a confidential list of players they do not wish to play with.
Whichever three factions don't get enough players wanting to play them will not be played.
New: These three factions have now been determined, and are The Guardians of Rok Tsgar, The Hand of Vol and The Holy Order of St. Raswen the Bold. Module characters from those factions will lose their factional allegiances.
New: A fourth faction, the Lords of Rock, will also not be played.
After the given due date all the preferences will be looked at and Factions assigned to all players and each player will be told how many baubles they can spend to improve their setup.
Everyone gets at least 100 baubles to spend on a few extra bits and pieces.
(See Baubles section below for details)
Anyone getting their first choice faction gains the default 100 baubles worth of stuff (they got the faction they wanted).
Anyone getting second choice get 5 extra baubles each (they got their second choice).
Anyone not getting first or second choice will get 20 extra baubles each (they didn't get what they wanted).
Any team or Individual choosing Joker; get 25 extra baubles each (to encourage Joker setups).
Any would be late joiners should contact the GMs to find out which factions are available to them. And will get 100 Baubles to spend if they express a preference or 125 Baubles if they allow the GM to allocate them to a faction.
I will (unless it causes problems with the setup) reserve 2 spaces in each faction for Joker players (this will introduce some new blood to teams).
Arcanists start with the spells detailed in the module, note that this is more than detailed in the rulebook.
Heroes EC 1 guild str 16
Adventurer Parties DBBBBB no guild
Overlords CBBAAA 1 guild str 16
Mercenaries DBBB 1 guild str 8
No Clans
No seafarer.
Guilds may be placed in module cities which contain the same race population as the guild sponsor. Overlords and Mercs may place their guild in the start location. No-one may place their guild in an ally's home location. Any Hero/AP/Nomad may choose to have their starting guild in a 'nearby' non module location.
Restrictions of religions for setups are correct in the module.
Game Limits and Restrictions
SEI cap: 800
Public Works: 6
Max Troop training levels: 20
Trade goods weigh: 5
Tactics Cap: 100%
Thief Ruin penalty 220
AA spells are functional.
No teleporting of Tradegoods via item activation or adventure.
Trading of turns between factions of different allegiances is not allowed.
CRT allowed.
Baubles
Work out your setup as normal and send that together with a list of extra Bauble purchases (with costs).
Character related
Everything added to ONE character only (normally your Main but you can specify a secondary if you prefer).
Marks:
Destiny: 50 Baubles
Glory: 50 Baubles
Fate: 50 Baubles
Battle: 50 Baubles
Evil: 45 Baubles
Cruelty: 45 Baubles
Good: 45 Baubles
Honour: 45 Baubles
Wealth: 45 Baubles
Character action:
30 Baubles per action, max +2 actions.
Base prestige:
5 Baubles per +1, max +10 base prestige.
Statistic increase (Str, Dex, Con, Bty):
1 Bauble per point increase - up to normal max (double of base), then just one stat can go above that normal max limit - cost 5 Baubles per +1, max +5 to the stat
Skill increase:
Same as set up point cost (up to normal max), then just one skill can go above that normal max limit - cost 5 Baubles per
+1, max +5 to the skill
Priest/Mage:
25 Baubles for first level in second skill
Influence:
3 Baubles per point up to normal max, then above that normal max limit - cost 15 Baubles per +1, max +5 to the stat
Tactics:
2 Baubles per point up to normal max, then above that normal max limit - cost 10 Baubles per +1, max +5 to the stat
Personal combat:
1 Bauble per point up to normal max, then above that normal max limit - cost 5 Baubles per +1, max +5 to the stat.
Crowns:
1 Bauble per 250 crowns, no limit.
Common spells (all non group spells in the base rulebook):
5 Baubles per spell level below level 3
8 Baubles per level for spell level 4 +
+2 Baubles per level if the spell is out of discipline.
No Ancient Arcane spells are available for Baubles except
Greater Find Item ID# 524 which costs only 20 Baubles
Weapon (includes wizard/druid/power staff):
Magic: 1 Bauble each
Pwr 1: 4 Baubles each
Pwr 2: 8 Baubles each
Pwr 3: 12 Baubles each
Pwr 4: 16 Baubles each
Pwr 5: 20 Baubles each
Pwr 6: 24 Baubles each
Armour/Shields:
Magic: 1 Bauble each
Pwr 1: 5 Baubles each
Pwr 2: 10 Baubles each
Dragon armour: 12 Baubles each
Extra Warmounts:
Cost Baubles equal to the CF of the mount divided by 3 for normal land based mounts, or Baubles equal to Mount CF for flying mounts.
Spell components:
1 Bauble per flora/special resource item no max to an individual item, but max of 3 types.
Generic Statuses:
Enchanted: 20 Baubles
Netherworld: 20 Baubles
Vampire: 35 Baubles
Morghoul: 20 Baubles
Spectre: 30 Baubles
Wraith: 25 Baubles
Any religious Blessed status 10 Baubles, except for religions 5 and 8 which cost 15 Baubles.
Any religious Favored status 20 Baubles, except for religions 5 and 8 which cost 25 Baubles.
Werewolf: 20 Baubles
Werebear: 25 Baubles
Unusual Statuses:
Greater Vampire: 50 Baubles
Lich: 40 Baubles
Weretiger: 25 Baubles
Werelion: 25 Baubles
Wererat: 20 Baubles
Skeleton: 5 Baubles
Zombie: 10 Baubles
Ghoul: 15 Baubles
Hero: 10 Baubles
Position related
+20 soldiers in a slot for each 5 baubles
+10% population for each 5 baubles
+10 to any province resource except mithril for 10 baubles
+10 province Mithril for 30 baubles
Ship cost: Each bauble buys 15 ship units worth of ship
SEI 10 per bauble
Upgrade to Legendary Walls for 20 baubles
Upgrade to Sanctuary for 5 baubles
Upgrade to Haven for 5 baubles
Module changes
Victory Items
There will be a spell letting players find victory items, and these will be moved around a bit more than usual.
The Avastro, Hasjarl and Tree of Peace adventures
These require 25 base prestige.
Training Types
For the following Training Types, positive terrain modifiers are doubled, guard rating is +10, MAR and SAR are +1:
385 Dark Servant;
386 Talthain Knight;
387 Pioneers;
1080 Vol's Destroyers;
1083 Lance Riders;
1301 Umbrian Knights;
1302 Mist Knights;
1303 Valandain Archers;
1304 Magical Lords;
1305 High Mages;
1306 Drakken Mercenaries;
1307 Desert Lords;
1308 Followers of the Axe;
1309 Wingmasters;
1310 Companions;
1311 Dark Assassins;
1312 Orb Guardians;
1313 City Guards;
1314 Star Knights
Characters
c1046 Lord Terrapon is part of the Arcane Coalition.
c1044 Cormiss is part of the St. Raswen faction.
Guilds
Guilds g2825, the Order of Stars and g2826, the Order of ORAT have MAR of 99.
Factions
Nameless Faction - Mains and secondaries can set up as priests.
Talthain Faction - May not set up with characters following Religion 9, The Nameless One.
Paverain Faction - May not set up with Maratsen characters.
Servants of Nagashun Faction -
a. May setup in Eastern Talthain (near the subjugated cities of Riftwatch Castle and Asterain)
b. C1017 Birna Dwarflord is now an Orc.
c. A new Orc character owns F3013 Rok Tathgar.
Vol Faction - May set up as Orc Mercenary anywhere from 1 to 5 provinces east of the Rift.
Religious Adventures
The religious adventures which resurrect now all cost 2 con. They are also once per character. This affects adventures 414,424,434,444,454,464,474,484.
Adventure 4
Adventure 4 does not give a mark as reward.
Adventure 707
Adventure 707 reward is Moor Monster, not Swamp Monster.
Spell Definition for Greater Find Item ID# 524
Discipline : Seer
Rating : 5
Spell Type : Strategic
Range Category : Short
Cost Type : Fixed
Minimum Cost : 30
+1 Conversion : 0
Target(s) : Self
Resources Needed : None
Group Spells : None
The following restrictions apply when casting this spell: NONE
This spell will locate matching Items.
The results will be the closest 16 provinces with a force, character, market or guild with the item. Use the S8/S9 qualifier to specify the Item ID#. The base range of this spell is fixed at 8.
Special Action ~ Restore VC Item
To restore 'accidentally' destroyed VC items or return them from other planes.
If your faction has over half its required victory items and believes that one of the other items may have been lost from the realm:
Contact the GMs who will check whether the item does exist in the main plane - if the item does not exist it is placed into a random NPC force on the map. If it does exist lose 1 con on your main character.
Apprentices
Players who have never played Legends before may set up as an Apprentice. They may perform the following adventure:
2400 Don't Hit Me!
Be a Main character (ID 1-200)
Gain - Apprentice Status (ID 2552), +1 Action, healing potions and poison cures.
May be done once per character and only by players in their first game of Legends.
The Apprentice Status has a very good first rung, including a good bonus to Influence. It morphs quite easily, but the improvements are not that impressive. Apprentices who get the hang of statuses may decide at some point to overwrite their Status with another. The Apprentice Status is very easy to overwrite.
Apprentices are encouraged to work with experienced players and should be protected from aggression whilst they have the Don't Hit Me! title. However, I want experienced players to be aware of the behaviour of any apprentice who is allied to them.
The title protects the apprentice because it is judged that they are not that important to the game victory and we can therefore afford to give them extra protection. We don't want the title and protection it affords to be abused, even if it is accidental by the apprentice (who won't know the relevance of his or her actions).
As such, an apprentice should not engage in player versus player (PVP) activities. Any experienced players who are working with an apprentice should contact me if the apprentices becomes interested in PVP, or seems to be doing well enough that they don't need the protection of the title. I will agree with the apprentice a time to remove the title, and will permit them to engage in PVP a few turns after that.
In cases where an apprentice is accidentally 'getting in the way' of a faction, I'd like all parties involved to contact me. It is almost always possible to sort it out to the benefit of the faction without spoiling the apprentice's first game!