This game has begun, and is no longer accepting start-ups
Game Details
Training Level: 12
SEI cap: 2000 (public works 6)
Tac cap: 100%
Tradegoods will weigh 5.
Thief Ruin penalty 280.
Kings Peace until 3 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 month.
Snapshot victory conditions are being used.
No Teleporting of TGs using adventures or item activation.
There is no restriction on the use of Character Rolling Thunder.
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.
Dragon Rider Clashes
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.
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."
Faction Sizes
The number of Faction members per Faction is restricted as follows:
Adventures 1100, 1200, 1300, 1400, and 1700 may be completed 8 times.
Adventure 1500 may be completed 5 times.
But Adventures 3101, 3102, 3103, 3104, 3105, and 3107 (below) may increase the faction size above these limits. Note these adventures are once only – unless special action 3308 (below) reopens them.
There is no limit on Chaos Lord and Dragon Rider setups.
Set-up Details
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.
Overlords get 5000 pop for Small, 4000 pop for Medium, 3000 pop for Large. Mercs get 2000, 1600, 1200. Troop amounts are always calculated based the amount of pop and position type. Troops for Mercenary setups are Knights, troops for Overlords are Guards.
Your position may have members of several religions, but they must all be of the same alignment.
Premier Set-ups
'Premier' setups for this game may be submitted between now and 12.00pm August 29th (GMT).
Anyone who submits precisely one version of their setup before then 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 August 29th (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.
Faction Pledges
Updated: 2/11/11
| Pledged to faction |
Positions |
| Elvish (max. 8) |
8 |
| Alveran (max. 8) |
8 |
| Solaran (max. 8) |
6 |
| Saurian (max. 8) |
8 |
| Wyldwood (max. 5) |
5 |
| Troll King (max. 8) |
8 |
| Other |
14 |
Anyone who makes such a pledge must join their faction within the first year.
Dragon Riders
At game start all players who pledge to join the dragon riders (ask on your setup sheet) gain the title '2710 Independent' (as will any player later completing an adventure to join the dragon riders faction). Various items found within the game – including the item #1500 Rekindle (gained through the adventures below) , give benefits restricted to characters with this title.
Adventures 1100, 1200, 1300, 1400, 1500 and 1700 may not be completed by characters with the title '2710 Independent'
Adventure 2222
Be a Dragon Rider with the title '2710 Independent', be any dead, lose 1 con, one item #1500 Rekindle and gain life, remove pox, black death, poison.
Special action 2223
Be a Dragon Rider with the title '2710 Independent' with item #1500 Rekindle, lose item #1500 Rekindle to get yourself freed from various predicaments, buried, stone, insanity, captured by NPCs etc (you may still remain dead).
Special action 3308
Be a Dragon Rider - reopen adventures 3101 - 3105, and 3107, only possible if all adventures 3101 - 3105, and 3107 have been closed.
'Independence' (limited turn sharing with Dragon Riders)
There is no restriction on the use of Character Rolling Thunder
Players whose main characters both have the title '2710 Independent' may work together and share turns.
Most players (whose Main character does NOT have the title '2710 Independent') may share information but may NOT share turns with players whose main characters do have the title '2710 Independent' (and vice versa).
Players whose Main characters do have the title '2710 Independent' may share information but NOT share turns with players whose main characters do not have the title '2710 Independent'.
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 lashes, in which only Dragonriders may compete.
After the final Dragon Rider Clash:
All diplomacy restrictions are lifted.
Any Dragon Rider who has completed all of adventures 3201-3205 and 3207 will automatically become a Chaos Lord faction member
Any Dragon Rider who is not a member of a non Dragon Rider faction at this point must immediately leave the game.
The Elves and The Dragon Riders
Adventure 1001
Be an Elf Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2701 Elf invite'. 10 times.
Adventure 3101
Be a Dragon Rider, with title '2701 Elf invite', title '2710 Independent', lose title '2710 Independent' and gain title '2991 Elven Imperialist' and in addition to their Dragon Rider faction membership get entered into the Elven faction. Once.
Adventure 3201
Be a Dragon Rider not '2991 Elven Imperialist' gain '2711 Pesky Elves' removes title '2701 Elf Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Elves except to trade insults. Once per character.
Special Action 3301
Be an Elf member - have no Dragon Rider 'Joined' to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Elf 'invite titles' are removed - adventure 3101 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
The Alverans and The Dragon Riders
Adventure 1002
Be an Alveran Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2702 Alveran invite'. 10 times.
Adventure 3102
Be a Dragon Rider, with title '2702 Alveran invite' and title '2710 Independent' , not title '2712 Pesky Alverans' lose title '2710 Independent' gain title '2992 Alveran Noble' and in addition to their Dragon Rider faction membership get entered into the Alveran faction. Once.
Adventure 3202
Be a Dragon Rider not 'Alveran Noble' gain '2712 Pesky Alverans' removes title '2702 Alveran Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Alverans except to trade insults. Once per character.
Special Action 3302
Be an Alveran member - have no Dragon Rider joined to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Alveran 'invite titles' are removed - adventure 3102 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
The Solarans and The Dragon Riders
Adventure 1003
Be a Solaran Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2703 Solaran invite' 10 times.
Adventure 3103
Be a Dragon Rider, with title '2703 Solaran invite' and title '2710 Independent' , not title '2713 Pesky Solarans' lose title '2710 Independent' and gain title '2993 Solaran Noble' and in addition to their Dragon Rider faction membership get entered into the Solaran faction. Once.
Adventure 3203
Be a Dragon Rider not 'Solaran Noble' gain '2713 Pesky Solarans' removes title '2703 Solaran Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Solarans except to trade insults. Once per character.
Special Action 3303
Be a Solaran member - have no Dragon Rider joined to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Solaran 'invite titles' are removed - adventure 3103 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
The Saurians and The Dragon Riders
Adventure 1004
Be an Saurian Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2704 Saurian invite'. 10 times.
Adventure 3104
Be a Dragon Rider, with title '2704 Saurian invite' , title '2710 Independent' , not title '2714 Pesky Saurians', lose title '2710 Independent' and gain title '2994 Saurian Star warrior' and in addition to their Dragon Rider faction membership get entered into the Saurian faction. Once.
Adventure 3204
Be a Dragon Rider not ' Saurian star warrior' gain '2714 Pesky Saurians' removes title '2704 Saurian Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Saurians except to trade insults. Once per character.
Special Action 3304
Be a Saurian member - have no Dragon Rider joined to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Saurian 'invite titles' are removed - adventure 3104 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
The Druids and The Dragon Riders
Adventure 1005
Be a Druid Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2705 Druid invite'. 10 times.
Adventure 3105
Be a Dragon Rider, with title '2705 Druid invite' , title '2710 Independent' , not title '2715 Pesky Druids', lose title '2710 Independent' and gain title '2995 Counciltori' and in addition to their Dragon Rider faction membership get entered into the Druid faction. Once.
Adventure 3205
Be a Dragon Rider not 'Councitori' gain '2715 Pesky Druids' removes title '2705 Druid Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Druids except to trade insults. Once per character.
Special Action 3305
Be a Druid member - have no Dragon Rider joined to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Druid 'invite titles' are removed - adventure 3105 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
The Trolls and The Dragon Riders
Adventure 1007
Be a Troll Member with 20 Base prestige, not '2718 Pesky Dragon Riders' - target a Dragon Rider - that character gains title '2705 Troll invite'. 10 times.
Adventure 3107
Be a Dragon Rider, with title '2707 Troll invite' , title '2710 Independent' , not title '2717 Pesky Trolls', lose title '2710 Independent' and gain title '2997 Troll Noble' and in addition to their Dragon Rider faction membership get entered into the Troll faction. Once.
Adventure 3207
Be a Dragon Rider not ' Troll Noble' gain '2717 Pesky Trolls' removes title '2707 Troll Invite' (if they have it) and gain item '#1500 Rekindle' - the Dragon Rider may no longer communicate with the Trolls except to trade insults. Once per character.
Special Action 3307
Be a Troll member - have no Dragon Rider joined to your faction.
An email will be sent to the rest of the faction - if there is no objection from the rest of the faction then the Sponsor Gains 10 prestige - and all faction members gain the title 2718 Pesky Dragon Riders (once).
All Troll 'invite titles' are removed - adventure 3107 is closed (and does not count toward the requirement for special action 3308 above)
The faction may no longer communicate with Dragon Riders except to trade insults.
Module Changes and Errata
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.
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.
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.
Legends 3 changes that apply for NIC 73
Besides lots of tiny bug fixes that should make everything more consistant, and just generally work nicely, here is a list of 10 specific changes that may differ from your previous experience – be careful with expectations of success/failure for the game.
1) Fixed various problems with Sighting and searching.
Forces containing only invisible charactere will not be sighted unless those
invisible characters are overburdened. Note - Mounts, wagons, population and ships in character possessions (not equipped) do not count toward their carry capacity for increasing this, they count as weight only.
Force sightings during movement are now done before encounter battles in each province. So all forces in a province have the same chance to sight another force entering that province, before encounter battle losses reduce its hiding sight value.
2) Fixed duel/battle spells being cast by people who can’t cast the spell.
Loaded battle/duel spells will no longer work if you don’t have some means to cast the spell when you reach combat.
The spell must be in your spell list, or on a familiar, or given by an equipped item.
This restriction doesn't affect auto-cast spells from items.
3) Completely revised battle code:
Fixed bugs for spell castings
Fixed many combat calculations
Fixed reserve options to work like the rules describe - and additionally countercharge will now activate against opportunity charge and countercharge.
All overall modifiers now affect a character's DF.
All equipment is validated before battle starts, anything of an inappropriate type or not usable by the soldiers or characters is ignored for the duration of the battle.
Overwhelming of character's by soldiers has been disabled as it only penalised inexperienced players.
4) there is a new PC/TAC increase formula for Combats.
It will take account of damage inflicted on the other side, as well as the
character's wounds/soldiers lead losses, in determining chance of an
increase.
- Walkovers give a low chance of gains
- Few wounds/damage on both sides gives a low chance of gains
- Dying reduces the chance of gains
- Chance of gains peak at around 90% wounds/losses on self/slot and 70%
wounds/losses on the enemy
5) Moving Overburdened through use of Encounter Orders, fixed.
Force carry capacity and burden is now re-calculated after each encounter battle.
Any change in movement rate during movement is dealt with proportionally i.e. a
force that had used 75% of its available movement before an encounter combat will have 25% of its available movement left when the movement rate is re-calculated.
So it is now possible for a force to start its movement flying but lose flying capacity, from battle losses (or by aquiring too many items from a successful raid). It will then continue the rest of its movement as land movement (assuming the force can still walk). A land force that was not overburdened may become overburdened as a result of losses (or by aquiring too many items from a successful raid), or it may merely pick up slower moving mounts in a raid.
Land based forces that gain flying carry capacity (and flying forces that are forced to land and then later regain flying carry capacity) will continue the move on foot.
6) T1 order calculations improved.
Optimised calculations for number of spell points needed for training soldiers with a status – to use the most free spell points, or to use affliction in preference to a spell.
Numbers trained are now reduced when there is insufficient equipment, it used to fail if the slot already had soldiers.
Numbers are now also reduced if a ‘per soldier item’ is required for a training type, and there are insufficient items, it used to fail if the slot already had soldiers.
7) Merging soldiers now retains fractions of the Training Level.
The fraction does not appear in the turn report. If the fraction is less then 0.9500 the level is rounded down, otherwise it rounds up for all purposes though the internal fraction is always retained.
8) Encounter order raids now work more reliably.
However they only work for players. NPC forces will not raid even if they have orders to do so, they will simply start an encounter battle instead.
9) Locations lose the benefit of their walls while blocking.
If a location blocks a force that has encounter orders to attack blockers, the location will not get the benefit of walls even though it is the defender in the battle that results.
10) The turn report has been tidied a little and had some typos fixed.
That probably means any player-written apps that process the turn report file will need revising.