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This game has begun, and is no longer accepting start-ups
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'. Note that the D1 and D2 orders are not prohibited by the 'Spirit Based' King's Peace, so you are allowed to issue these two orders without concern.
7 day turnaround until 3 productions have passed. Then 10 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 'remove MAR' special action is allowed - within one month of game start you may remove the MAR shell from your starting location if you are Mercenary or Overlord.
The new rulebook shows likely data for weapons, armour, spells and training types.
'Premier' setups for this game may be submitted between now and 12.00pm February 16th (GMT).
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 12.00pm February 16th (GMT) 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.
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
2009 10th April First Production 10th May King's Peace Ends Revolts 10th June Change to 10 day turnaround 10th July High Priest nominations end. Send your nominations to the GM by email before this date to be a candidate. Do not use the internal message system. Revolts 10th August 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. 10th September Dragonrider clashes. Dragonherder gets an additional +3 to STR, DEX and CON. Revolts 10th November Solaran Parliament of rooks Revolts 10th December Chaos Lord activates 2010 10th January High Priest nominations end Revolts 10th February 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. 10th March Dragonrider Clashes. Dragonherder gets an addition +3 to STR, DEX and CON. revolts 10th June Revolts 10th July High Priest nominations end Revolts 10th August High Priest clashes Troll King bash occurs 10th September 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.
Your position may have members of several religions, but they must all be of the same alignment.
Faction Set-ups
Updated: 19/02/09
Allied to faction Positions Elvish (max. 8) 8 Alveran (max. 8) 8 Solaran (max. 8) 8 Saurian (max. 8) 4 Wyldwood (max. 5) 5 Troll King (max. 8) 8 Other 15
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 above table. 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 GM will manually unequip any contenders for the Pugilist clash and unload their spells run the clash and then restore their equipment and spells.
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 get in touch with us if you are about to do one of these adventures to make sure it all goes smoothly. Trolls must get in touch with us 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. 8 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 (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.