Legends  |   Middle Earth PBM  |   Exile
About Us  |   Join a Game  |   Contact Us
   
Current Games  |  Banned Tactics  |  Web Server  |  Rules  |  Mentors  |  Overview  |  Winners
Downloads  |  Add Credit  |  Email Lists  |  Articles  |  Modules  |  Tour  |  LPE

OR2

OR1

AIA24

TC4

SOP25

NIC71

IR4

TC3
 


This game has begun, and is no longer accepting start-ups




Contents

  • Crucial Information about GMs playing
  • Game Details
  • Calendar
  • Set-ups
  • Faction Set-ups
  • Module Changes and Errata


  • GMs playing

    The Elven faction is made up of GMs, coders and people who have helped Harlequin over the years. If you are not comfortable playing in a game which contains this faction, please don't join the game.

    Here are some of the ground rules that the GM team will work by:

    Ed is the ref of the game. He will rule more harshly against the GM team when there is any doubt.
  • We know things about the game engine which players don't, for example, Sam knows the Marks code, whilst Ross knows the battlecode. We will not avoid using this knowledge, but we will not share it with our teammates.
  • We know a lot about NIC, but so do many players. We will not look at the NIC71 database except where Ed requests us to for work.
  • We will play to win, which may include diplomatic spin and outright diplomatic lying. Sam will not be involved in this diplomacy.
  • If we discover some information about the game which we should not have access to, we will ignore it.
  • We will not cheat!






  • Game Details

    Training Level: 8
    SEI cap: 800
    Tac cap: 100%
    Tradegoods will weigh 5.
    Thief Ruin penalty 230.

    Kings Peace until 2 productions have passed. King's Peace will be 'Spirit Based'.

    10 day turnaround until 3 productions have passed. Then 14 day turnaround.

    Revolts every 2 months.

    No Teleporting of TGs using adventures or item activation.

    There is no restriction on the use of Character Rolling Thunder.

    The 'remove MAR' standard special action is allowed - it may be done within one month of recruiting a character and removes their MAR shield.

    The new rulebook shows likely data for weapons, armour, spells and training types.

    'Premier' setups for this game may be submitted between now and 26th January.

    Anyone who submits precisely one version of their setup during this period will be processed in the first batch of setups. These will all be given a random first turn process date, regardless of setup type. All these first batch are guaranteed to get the same number of turns before the first production.

    Anyone who needs to submit a revision, or who's setup arrives after 26th January will go into a second batch of setups, which will be processed after the first batch and will very likely get one less turn before the first production.

    First Production will be 17th March. Game start will be as soon as possible after the 26th January, probably around 1st February.

    Many items have had their names changed. You may find that an item required in an adventure has changed name; though its ID number will not have changed.

    Combat Clashes
    For all combat clashes you must provide me with an empty force ID. You must have set up the slot commanders and retreat percentage yourself.

    I will teleport characters in and out of the slots as appropriate.

    In team events the team leader is responsible for organising this and must send details in a clearly marked separate piece of paper/email.

    Defaults: Healing after rounds. Resurrection after clash. No curing of poison; stoning or insanity. Magic and mounts are permitted.

    Clash results are not quite final - to give players a chance to appeal if *I* have made an error. You will be told swiftly if there is a last minute change."

    Dragon Rider Clashes The Dragonrider clashes are open to all mains. However, no character may enter the pugilist and gladiator clash. This rule will be waived during the third and final set of clashes, which only Dragonriders may compete in.





    Calendar



    2007
    17th March First Production
    17th April King's Peace Ends
    Revolts
    17th May Change to 14 day turnaround
    17th June High Priest nominations end - send internal mail to everyone with your name and ID number before this date to be a candidate
    Revolts
    17th July Hight Priest votes and clashes
    Troll King bash occurs
    Make nominations for the Dragonrider clash before this date. A chracter may not nominate for both Pugilist and Gladiator clashes. Send your nominations to the GM by email. Do not use the internal message system.
    17th August Dragonrider clashes. Dragonherder gets an additional +3 to STR, DEX and CON.
    Revolts
    17th October Solaran Parliament of rooks
    Revolts
    17th November Chaos Lord activates
    17th December High Priest nominations end
    Revolts
    2008
    17th January High Priest votes and clashes
    Troll King Bash.
    Make nominations for Dragonrider clash before this date. A character may not nominate for both Pugilist and Gladiator clashes.
    17th February Dragonrider Clashes. Dragonherder gets an addition +3 to STR, DEX and CON.
    revolts
    17th April Revolts
    17th June High Priest nominations end
    Revolts
    17th July High Priest clashes
    Troll King bash occurs
    17th August Final Dragonrider only clashes. Dragonrider faction is closed. Dragonriders become Chaos Lords or leave the game.
    Revolts






    Set-ups

    The Elves, Alverans, Solarans, Saurians and Trollking may have 8 faction members.
    The Druids may have 5.
    There is no limit on Chaos Lord and Dragon Rider setups.
    Dragonriders may choose to have their starting guild in a non-module nearby location. We'll try and find the location with the closest racial harmony to the Dragon Rider. Put 'nearby non-module location' on the setup sheet.

    Overlord CBBAAA. 1 guild @ 16
    Mercenary DBBB. 1 guild @ 16
    Adventure Party DBBBBB. 1 guild @ 8
    Hero: EC 1 guild@ 8
    No Clans

    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.

    Overlords get 4000 pop. Mercs get 1600. Troop amounts are always calculated based the amount of pop and position type.





    Faction Set-ups

    Updated: 15/05/07
    Allied to faction Positions
    Elvish (max. 8) 8
    Alveran (max. 8) 7
    Solaran (max. 8) 8
    Saurian (max. 8) 8
    Wyldwood (max. 5) 5
    Troll King (max. 8) 8
    Other 19






    Module Changes and Errata

    Factions
    The main five factions may not have more than 8 members. I will keep track of players' pledges to join the factions in the below list. Anyone who makes such a pledge must join their faction within the first year.

    This will allow some to play for their faction without necessarily having their ID known.

    Dragonriders
    The Dragonriders must play for individual glory. They may ally with factions for mutual benefit but cannot win with that faction and should not play simply for the benefit of that faction. When the third Dragonrider clash is complete, all Dragonriders must either become Chaos Lords or leave the game.

    Any Dragonrider who wins one of the final clashes, but does not win the majority, will achieve a minor victory and receive a victory plaque.

    The Dragonrider pugilist competition is only open to standard races 201-270.

    The Dragonrider clashes are open to all mains however no character may enter the pugilist and gladiator clash. This rule will be waived during the third and final set of clashes - which only Dragonriders may compete in.

    Apprentices
    Apprentices are encouraged to work with experienced players and should be protected from aggression whilst they have the Apprentice 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!"

    Racial Quests 401-442
    These may now be completed once per faction. The exceptions are Chaos Lords and Dragonriders who may do the adventures once per character.

    All these adventures now target an empty slot in a force owned by the sponsor in the same province as the sponsor. They give an additional 500 level 12, statused, trained, equipped troops.
    Exception - Adventure 405 does not give a bonus slot of troops on first completion. Further completions give the title, troops, +2 actions and a Mark of Power but DO NOT give control of StarPort.
    Please contact Ed if you are about to do one of these adventures to make sure it all goes smoothly. Trolls must contact Ed to get their bonus 500 troops.

    Slot adventures
    These have not been changed, contrary to my previous assumptions that they would need to be fixed.

    Pomeroy Fields and Apprentices
    There will be no Pomeroy Fields. All adventures and SAs involving it will not function. Apprentices will be protected as normal, but a GM will keep track of new players and will gently suggest the right moment for them to lose their title and attempt to swim on their own. This moment will be much sooner if they choose to join a faction.

    Religions
    Gemidiah priests gain Spell 26 Teleport and Spell 43 Cause Insanity.
    Barosa priest gain Spell 21 Transfer Mana.
    Universal priests gain Spell 154 Eye of Scrying and Spell 58 Blur Illusion, losing Spell 176 Warding. Their holy symbol allows casting Spell 176 Warding, Spell 295 Heal Character and Spell 40 Erase Blood Enemy at 5 free mana.

    Saurians
    Saurians may start on Ur Rah. The active drone will be slightly improved.

    Parliament of Rooks
    Solarans must nominate active members with their votes.

    Cross Game Info
    Many items, spells and troop types will be manually tweaked to weaken well known paths to power and encourage players to find new ones.

    Astral Market
    The Astral Market will not be in this game.

    Garrison Troops Changed
    We'll use the recently standardised Urban and Caravan Militia type status and training types for the purposes of garrisons.

    Other
    This game has 'snapshot' victories. Module locations does not refer to cloud castles or nomad camps.

    Adventure 2500
    Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 201-240. Target the force with the adventure. Once per character.
    Gain - 24 towers, 8 gatehouse, 14 keep, 2 moat, 2 ditch and the title 'Military Architect'.

    Adventure 2501
    Be a Mercenary or an Overlord Main inside your own starting nomad camp during the first month. Be race 241-260. Once per character.
    Gain - 150 Wagons, 2400 Food, 300 Iron, 300 Lumber. Note that the adventure gives the Main character the goods. They are not placed into the Nomad Camp.

    Adventure 2502
    Be a Mercenary or an Overlord Main inside your own starting force during the first month. Target your pop-seg. Once per character.
    Gain 250 broadswords; 250 javelins; 250 small laminated; 175 medium laminated; 100 large laminated and 2000 crowns. Note that the goods are given to the Main character. The popseg will gain 250 unskilled.

    Adventure 1101 ~ Summon Reinforcements.
    Be a member. Be in your target force with a target empty slot. Once per character. 8 times. Not in May.
    Gain - The slot gains 150 Level 20 ‘Hahsandra Hewn’ Fey archers. The title ‘Hewn Summoner’ worth -5 prestige.

    Adventure 1200 ~ Membership
    Be a Main who is not from an Elven race, a Troll or a Saurian and who doesn't worship Hahsandra, GARM or the Temple of the Dead. 18 times.
    Gain ~ Membership of Alveran faction
    (+5 tactics from old NIC games not present in new NIC games)

    Adventure 1215 ~ Swordmaster
    Be a member with Swordmaster 45. Once per character.
    Gain ~ A Sword of Slicing

    Adventure 1216 ~ Axemaster
    Be a member with Axemaster 45. Once per character.
    Gain ~ An Axe of Slicing

    Adventure 1217 ~ Bowmaster
    Be a member with Bowmaster 45. Once per character.
    Gain ~ A Bow of Piercing

    Adventure 1300 ~ Membership
    Be a race other than Elf, Dark Elf, Saurian, Eastern Human, Troll, Orc. Main only.
    Gain ~ Membership of Solara faction, 3 Sorcery, 2 Stealth, 8 Rumourmonger, 3 Tactics.

    Adventure 1606 ~ Greater Ring Lord
    Gives a Mark of Evil

    Adventure 583 ~ Share the Power
    Wyldwood Priest only. 5 times. Once per character.
    Gain 1 Prestige.

    Adventure 504 ~ Necrology
    Priest of the Temple Level 15. Main only. Once per character.
    Gain ~ Acquire Greater Litch (ID 1874) status.

    Adventure 204 ~ Dwarves
    Gain ~ Mark of Wealth, 4 Merchant, 5 Axemaster.

    Adventure 207 ~ Saurian
    Gain ~ 2 Wizard, 2 PC

    Adventure 216 ~ Dark Elf
    Gain ~ 5 Stealth, Swordmaster, Bowmaster and 2 PC, Dex

    Adventure 226 ~ Maratasen
    Gain ~ 1 Action

    Adventure 404 ~ Grey Beard
    Be a Dwarven Main inside Hightower, with Axemaster 10, PC 10 and Marks of Power and Destiny. Lose 500 mithril, 500 gold, 500 silver and 500 precious gems. Once.
    Gain ~ 8 Prestige, 1 Action, a Mark of Glory, the title 'Grey Beard' worth 5 Influence towards Dwarves and the Ring of Greybeard - the item is linked to the title and has alchemical spells.

    Adventure 405 ~ Plumage Regina
    Be a Dak Main inside Star Port from August, year 11. Be a Wizard Level 30, Tactics 20, effective Prestige 30. Own a force with 5000 Dak population. Neither worship an evil deity, nor have an undead status. Once.
    Gain ~ Control of the city of Star Port, 6 Prestige and the title of 'Plumage Regina' worth 5 Influence towards Daks.

    Adventure 452 ~ Voice of the Herd
    Be a Centaur Main with Strength 20, Dexterity 15, Constitution 24, PC 25, Effective Prestige 20, and Marks of Power and Destiny. Own a Nomad Camp with 4000 Centaur population. Once.
    Gain ~ 1 Action, 5 Warlock. Learn the Troop Type Centaur Doomrider and gain the title 'Voice of the Herd' worth 8 Prestige and 5 Influence Centaurs.

    Adventure 1776 ~ Born Again
    Lose a Born Again scroll (ID 1776). Lose 2 constitution. Be not laid to rest.
    Gain ~ Life. Remove Blood Enemy, cure poison, pox and black death.

    Adventure 2001 ~ Fate's Puppet
    Main only, not Destiny's Stepchild. During the first month of play. Lose 1 Action. 200 times.
    Gain ~ Mark of Fate, 3 PC and the title Fate's Puppet.

    Adventure 2002 ~ Destiny's Stepchild
    Main only, not Fate's Puppet. During the first month of play. Lose 1 Action. 200 times.
    Gain ~ Mark of Destiny and the title Destiny's Stepchild.

    Adventure 2005 ~ Swordmaster
    Be a character ID 1-1000, Swordmaster 25. Once per character. May-August year 11 only. 18 times.
    Gain ~ 5 Swordmaster.

    Adventure 2006 ~ Axemaster
    Be a character ID 1-1000, Axemaster 25. Once per character. May-August year 11 only. 18 times.
    Gain ~ 5 Axemaster.

    Adventure 2007 ~ Bowmaster
    Be a character ID 1-1000, Bowmaster 25. Once per character. May-August year 11 only. 18 times
    Gain ~ 5 Bowmaster.

    Adventure 2008 ~ Rumourmonger
    Be a character ID 1-1000, Rumourmonger 10. Once per character. May-August year 11 only. 18 times
    Gain ~ 10 Rumourmonger.

    Adventure 2009 ~ Spy
    Be a character ID 1-1000, Spy 15. Once per character. May-August year 11 only. 18 times
    Gain ~ 5 Spy.

    P12, 2nd column, 4th para
    Replace 'None of the above may contain Elves, Dark Elves, Orcs or Trolls'
    with
    ' None of the above may contain population segments containing Elves, Dark Elves, Orcs or Trolls'

    P18, 1st column, 8th para
    Replace '30,000 Saurians with no other races allowed in the city'
    with
    '30,000 Saurians with no other races population segments in the city'

    Diplomacy mods
    E and W humans are only -25 to each other
    Dark Elves are only -25 to Elves
    Trolls hate all Elves

    Last page
    c1011 is a Western Human
    c1007 is a Western Human

    Universal Spells
    Spell 134 Rite of Closing has been removed and relpaced with 131 Darkforce summoning.

    Spell 144
    Spell 144 Read Events is now ranged. It costs +1 mana per province distance.

    Spell 499
    Spell 499 is deactivated.


    Copyright © 1994 - 2008 Harlequin Games