This game has begun, and is no longer accepting start-ups
Send in pledges by February 28th.
King's Peace: Until the 2nd production has passed.
First Production date will be announced when setups are sent out.
Turns: Every 7 days until King's Peace is over (the 2nd production), then every 10 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.
New XML Turn Results and GMs Playing - see later section for details (Click Here
The unplayed factions have now been determined, and are as follows:
- The Lords of Rock
- The Followers of the Nameless One
- The Arcane Coalition
- The Kingdom of Umbria.
Module city owning 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 February 28th).
- 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 March 14th).
- Game starts within two weeks of that.
The deadline for pledges for Immortals' Realm 6 has now passed. However, anyone wishing to submit a late pledge should send us an email, stating which factions they are not willing to play in (if any). They will then be assigned a faction with the intention of keeping the faction sizes balanced.
Factions are size 8.
Join as team or as individual.
Teams have a max size of 3 (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. Characters from those factions who own Module cities will lose their factional allegiances.
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 team or individual that end up playing The Guardians of Rok Tsgar, The Hand of Vol and The Holy Order of St. Raswen the Bold or the Lords of Rock will get an Extra 5 baubles for each player (as these factions were not played in the previous game)
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
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: 1000
Public Works: 6
Max Troop training levels: 16
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.
Work out your setup as normal and send that together with a list of extra Bauble purchases (with costs).
Everything added to ONE character only (normally your Main but you can specify a secondary if you prefer).
Destiny: 50 Baubles
Glory: 50 Baubles
Fate: 50 Baubles
Battle: 50 Baubles
Evil: 40 Baubles
Cruelty: 40 Baubles
Good: 40 Baubles
Honour: 40 Baubles
Wealth: 40 Baubles
35 Baubles per action, max +2 actions.
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
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
25 Baubles for first level in second skill
3 Baubles per point up to normal max, then above that normal max limit - cost 15 Baubles per +1, max +5 to the stat
2 Baubles per point up to normal max, then above that normal max limit - cost 10 Baubles per +1, max +5 to the stat
1 Bauble per point up to normal max, then above that normal max limit - cost 5 Baubles per +1, max +5 to the stat.
1 Bauble per 250 crowns, no limit.
Common spells (all non group spells in the base rulebook):
Lvl 1 spell 5 Baubles
Lvl 2 spell 10 Baubles
Lvl 3 spell 15 Baubles
Lvl 4 spell 32 Baubles
Lvl 5 spell 40 Baubles
Lvl 6 spell 48 Baubles
Out of discipline:
Lvl 1 spell 7 Baubles
Lvl 2 spell 14 Baubles
Lvl 3 spell 21 Baubles
Lvl 4 spell 40 Baubles
Lvl 5 spell 50 Baubles
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
Magic: 1 Bauble each
Pwr 1: 5 Baubles each
Pwr 2: 10 Baubles each
Dragon armour: 12 Baubles each
Warhorse/Warwolf/Warunicorn/Wargalloper/ War pony/ War salamander : 5 Baubles
Wargreathorse/Wartiger/Warcamel/Warbear 10 baubles
War elephant/War pteradactyl 25 baubles
WarGriffon/ Warhippogriff 50 baubles
Wardrake 75 baubles
1 Bauble per flora/special resource item no max to an individual item, but max of 3 types.
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
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
+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
Ship Construction Costs
The Immortals Realm module has a line in it saying that Ship Construction Costs have been halved. This is not the case.
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.
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;
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;
1311 Dark Assassins;
1312 Orb Guardians;
1313 City Guards;
1314 Star Knights
c1046 Lord Terrapon is part of the Arcane Coalition.
c1044 Cormiss is part of the St. Raswen faction.
Guilds g2825, the Order of Stars and g2826, the Order of ORAT have MAR of 99.
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.
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 does not give a mark as reward.
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.
New XML Turn Results and GMs Playing
We are very pleased to confirm that in IR6 each player will get an XML version of their turn results (included inside the normal turn).
If you are not a coder then IR6 having XML data packets will have almost zero impact on your play - your result files from the server will be a little larger but nothing else will change.
If you are a coder and want to know more about the XML then this game gives you an opportunity to see the data packet in a fresh game environment. If you want to get involved with making it work for any applications/utilities you may have in mind, then get in touch.
I will allow GMs and coders to play in IR6 (mostly to continue to test out the XML data packets), I don't think they will cause any problems, and if they do need a ruling I will rule more harshly against them - but if you are not comfortable playing in a game with them, please don't join the game.
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!