This game has begun, and is no longer accepting start-ups
Game Details
Training Level: 10
SEI cap: 1000 (6 public works)
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'.
7 day turnaround until 3 productions have passed. Thereafter it will be a 10 day turnaround.
Revolts every 2 months.
No Teleporting of TGs using adventures or item activation.
Character Rolling Thunder BANNED in this game:
If a character fought in a force which initiated a military order combat in (or since) your most recent turn, that character may not fight in another player's force that initiates a military order combat. Encounter battles are not included in this ban. After 12 months this rule is relaxed only for player on player combats (they do not count towards the one per turn).
The 'remove MAR' standard special action is allowed - it may be done within one month of recruiting a character and removes their MAR shield.
New 'remove MAR' special action 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.
Many items have had their names changed. You may find that an item required in an adventure has had its name changed; though its ID number will not have changed.
Edward will be the Main GM for this game - Sam as his secondary ;).
GMs will not be playing in this game.
Cross Game Information
Many items, spells, statuses and troop types will be manually tweaked to weaken well known paths to power and encourage players to find new ones.
One specific note: Status trees previously seen as weak have all had their end status boosted significantly; some lower levels remain untouched.
Set Ups
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 their start location. No-one may place their guild in an ally's home location.
'Premier' setups for this game may be submitted between now and August 1st.
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 whose setup arrives after August 1st 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. Note that resending an identical setup is fine - however you must include the word resend in the title of your email or you may accidentally be treated as having sent in a revision.
Set Ups Received
Last updated: 11/12/07
Note: Competition for resources may prove problematic if many players send in setups for the same race - be warned.
| Main Character Race | Number of setups in |
| 201 (Humans) | 8 |
| 202 (Orcs) | 1 |
| 203 (Elves) | 2 |
| 204 (Dwarves) | 4 |
| 205 (Ariels) | 4 |
| 208 (Trolls) | 2 |
| 209 (Thunder Giants) | 2 |
| 210 (Half Elves) | 1 |
| 211 (Vecavian) | 1 |
| 212 (Ogres) | 1 |
| 213 (Draconians) | 4 |
| 214 (Aranconians) | 2 |
| 215 (Kr'Tassen) | 1 |
| 216 (Light Elves) | 3 |
| 217 (Goblins) | 1 |
| 220 (Eastern Humans) | 9 |
| 221 (Highlanders) | 1 |
| 223 (Sylvan Elves) | 3 |
| 224 (Gnomes) | 3 |
| 226 (Northern Maratasen) | 3 |
| 227 (Kraken) | 1 |
| 233 (Gargoyles) | 1 |
| 234 (Insects) | 1 |
| 236 (Dark Elves) | 5 |
| 239 (Skull Head Leapords) | 2 |
| 242 (Gremlins) | 1 |
| 245 (Bushmen) | 3 |
| 251 (Centaur Nomads) | 1 |
| 254 (Spider Folk) | 1 |
| 256 (Shadowlings) | 5 |
| 260 (Wazuri) | 3 |
Calendar
Some real time dates for your calendar.
Notes:
All special events happen before production occurs on the day of production.
Production is on the 25th of the month.
High Priesthood terms last only for 6 months - all references to yearly religion events/powers happen on a six monthly basis.
| 2007 |
| 25th August |
|
| 25th September |
First Production |
| 25th October |
King's Peace Ends |
| Revolts |
| High Priest nominations by email before this date |
| 25th November |
Change to 10 day turnaround. You must not have run a turn for at least 10 days to run on this date (be careful). |
High priesthoods go to nominees. Pantheon - Mains first - then (if no Mains are nominated) secondaries - highest Priest from candidates. Heathens - Main Priest/Beserker only - highest combined skill from candidates. Draco - combat clash - activate a force at (1,1) and assign slot and retreat %. The Shadow - highest (religion 11) priest lvl from nominees wins. |
| 25th December |
Knight's Championship Nominations by email before this date. Any character who has a membership title for a Knight Order may enter. Knights only represent one order and must specify which order they would like to represent. |
| Revolts |
| 2008 |
| 25th January |
Knight's Championship. Must have forces set up before this date. |
| 25th February |
Clash of the Pantheon. Combat clash - teams of 3 - only priests level 11+ with HP responsible for the empty force + slot leaders and retreat percentage. Winner of clash is declared Pope.
|
| Revolts |
| 25th March |
Shadowling Meld. Affects positions who begin the game with Main characters as Shadowlings (or who somehow join the Shadowling Faction at a later date). Does not occur if Shadow City has been destroyed. Otherwise ALL characters (except laid to rest) from affected positions (death and captivity are no barrier) are returned to Shadow City and meld.
|
| 25th April |
Priest nominations by email before this date |
Revolts |
| 25th May |
High priesthoods go to nominees. Pantheon - Mains first - then (if no Mains are nominated) secondaries - highest Priest from candidates. Heathens - Main Priest/Beserker only - highest combined skill from candidates. Draco - combat clash - activate a force at (1,1) and assign slot and retreat %. The Shadow - highest (religion 11) priest lvl from nominees wins. |
| 25th June |
Knight's Championship Nominations by email. Any character who has a membership title for a Knight Order may enter, knights may only represent one order and must specify which order they would like to represent. |
Revolts |
| 25th July |
Knight's Championship |
| 25th August |
Revolts |
Clash of the Pantheon. Combat clash - teams of 3 - only priests level 11+ with HP responsible for the empty force + slot leaders and retreat percentage. Winner of clash is declared Pope. |
| 25th September |
CRT Ban relaxed. Allowed for "Player on Player" attacks from this date. |
| 25th October |
Revolts |
| High Priest nominations by email before this date |
| 25th November |
High priesthoods go to nominees. Pantheon - Mains first - then (if no Mains are nominated) secondaries - highest Priest from candidates. Heathens - Main Priest/Beserker only - highest combined skill from candidates. Draco - combat clash - activate a force at (1,1) and assign slot and retreat %. The Shadow - highest (religion 11) priest lvl from nominees wins. |
| 25th December |
Knight's Championship Nominations by email before this date. Any character who has a membership title for a Knight Order may enter, knights may only represent one order and must specify which order they would like to represent. |
Revolts |
Combat Clashes
For all combat clashes you must provide me with the ID of one of your empty forces. You must have set up the slot commanders and retreat percentage yourself. Please activate this force in province (1,1).
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 email.
Defaults (where the module is not clear): Healing after rounds. Resurrection after clash if you were alive before it. 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."
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!"
Module Errata and Game Rules
Snapshot Victory
All victories are snapshots (if all victoy conditions for a faction are fulfilled at any particular instant they may claim victory).
IMPORTANT: Faction Membership
Your position is not considered to be a member of the winning faction at game end if that faction requires your Main to be dead or captured. Nor do your holdings count towards that faction's victory.
Faction Leadership Adventures
All Faction Leadership adventures have the additional requirement "Main character only."
Definition of Module Location Destroyed
Shadowling Meld and some Victory conditions require a definition of a module location
being destroyed. Destroyed is defined as "Currently having no fortifications and having no population". Rebuilding a location is a valid tactic to forstall a victory.
Secret Factions
No "secret faction" victories are permitted - the adventures may still be explored.
Non Standard Special Actions
We turn down most if not all "Non Standard" special actions.
Non Standard Races
Be careful of playing any Non standard race - you will likely have less opportunities available to you.
Simplification Regarding Victory Conditions and Gates
All victory conditions that require Gates being open or closed have that aspect of the victory condition replaced with the following text:
| Must have at least one character with the title Gate Keeper 2599 in the faction - they must be alive, not a prisoner and in possession of their astral gauntlet. |
Here are replacements for victory conditions that previously involved gates.
Faction 3
| A character in the knight champion's position must be a gate keeper (with an astal gauntlet). |
(Replaces "gate is in control of knight champion".)
Faction 5
| Require gate keeper of dark gate (with astral gauntlet 2025). |
(Replaces need to move throne through gate.)
Faction 6
| Require gate keeper of crystal gate (with astral gauntlet 2023). |
(Replaces need to move crystal keep to another plane.)
Faction 8
| If the 'annointed one' is active a highpriest must be a gate keeper (with an astal gauntlet) and have the 'annointed one' prisoner. |
(Replaces the need for a high preist to take the 'annointed one' as prisoner to astral plane.)
Faction 9
| Require all gate keepers that are not in the DRACO's position to be dead/prisoner/inactive. |
(Completly deals with idea that there is opposition within the faction over gate status (open or shut) as the DRACO is already required to choose a side.)
Also Faction 9
| For Gold dragons to declare victory - Dark King and HP of Dekatar must be captured killed and held by a gatekeeper (from the DRACO's position - with an astal gauntlet). |
(Replaces need to bury them on astral plane.)
Knight Faction Fixes
Page 21. Knight Champion Clash. Add the following text:
Victor gains title "Knight Champion of Pelarn"
If the Knight Champion was not representing an independent Knight Order in the clash then the group to which his Knigh Order belongs (light, dark, grey) is considered to be "chosen" the other two groups are considers to be "out of favour".
If the winner was representing an independent Knigh Order all groups are considered "out of favour" meaning no victory is possible for the Knights faction until the next knights championship.
|
For Knight of Pelarn faction victory - the section called Leadership Domination is replaced with the following:
Victory with this faction can go to only two groups of knighthood orders the independents and the "chosen" group.
They must have killed/captured all characters with the title 1783 Knight Lord that have membership titles for any Knigh Order that belongs to either of the "out of favour" groups.
You may not win as part of this faction if your Main has a membership title for any Knigh Order that belongs to either of the "out of favour" groups.
|
Dragon Lord Faction Fixes
For Gold dragons to declare victory - Skystone must be at the location of one of the gates - it must have 15000 untrained draconian pop (replaces the need to get this and 15000 dracs (pop or soldiers) off the plane)
Clarification: Leaders may only declare for Gold or for Black dragon lords (not both)
Shadowling Faction Fixes
Players who begin the game with Main characters as Shadowlings (or who somehow join the Shadowling Faction at a later date) may not join (or win as part of) factions which have a victory condition requiring the destruction of Shadow City ie - factions 1, 5, 7, 8.
These positions are all (or become) subject to the yearly recall to Shadow City (Melding) and subject to the prohibition against completing nonshadowling racial adventures.
Religion 11 - The One, has new diplomacy modifiers (page 18) - slowing them slightly. Where it had religion 11 as the sponsor the diplomacy modifiers towards other religions are now:
| Target Religion | Modifier |
| 1 | -50 |
| 2 | -50 |
| 3 | -50 |
| 4 | -75 |
| 5 | -75 |
| 6 | -50 |
| 7 | -100 |
| 8 | -100 |
| 9 | -50 |
| 10 | -100 |
| 11 | +15 |
| 12 | -100 |
| 13+ | 0 |
Light Council Fix
Vektricar's attack in Sylvan forest rebalanced.
Heathen Religion
Speaker of Omens - is given to the Main character who is a Heathen Priest and has the highest combined Priest and Berserker skill (additional berserker requirement allows players some control over who gets the title).
The Religion gains the following spells:
Gather Special Resource (96), Dream (156), Charm Herd (224), Nature's Awareness (240), Hand of Nature (490)
Additionally when a Religion is declared 'Acursed' by the Speaker of Omens, the Heathen's diplomacy modifier toward them is set to -999, and that religion's mana recovery drops by 1 until the Speaker changes the 'Acursed' religion (at which point these modifiers are removed).
Bible adventures - have been tweaked appropriately.
Pantheon Religions
This text was missing - the associated arcane discipline for Dekatar is Necromancer
High Priests adding spells to religions are limited to a max of 30 spells for a religion.
Change to High priests removing spells - they may only remove spells that do NOT belong to their associated arcane.
Adventure 1775 ~ Gain Born again.
Be alive, Main character only - once per character, gain a Born again scroll.
Adventure 1776 ~ Born Again
Lose a Born Again scroll (ID 2776). Lose 2 constitution. Be not laid to rest.
Gain ~ Life. Remove Blood Enemy, cure poison, pox and black death.
Garrison Troops
Garrison Troops Changed We'll use the recently standardised Urban and Caravan Militia type status and training types for the purposes of garrisons.