This game has begun, but is still accepting start-ups
Game Details
This game will not fill to 100 players. It is intended for experimentation, solo play or more casual play. If you are looking for a 'hardcore' game, you may wish to wait for the next game (which will be coming very shortly).
Unlike other games, I will give assistance to players who request it. I will do so in order to make the game more fun, or in line with any role-playing that occurs.
You may play this game with the normal single position, but it is also permitted to run two positions at once.
If you join the game with two positions:
- You must continue to run two positions for at least 12 months, i.e. during the first year you may NOT drop one of them and continue with the other.
- The two main characters must have compatible races - i.e. neither character may start as a race that is 'Hated' to the other.
- At least one of the positions must be a Hero or an Adventuring Party.
Character Rolling Thunder is
not banned.
As this is an experimental game we will try something new:
8 day turnaround for the first 2 productions (starts as 8, thereafter 10 day turn around).
Revolts every 2 months.
Training Level: 8
SEI cap: 1200 (6 public works)
Tac cap: 100%
Tradegoods will weigh 5.
Thief Ruin penalty 230.
There will be a 'spirit based' King's Peace for a year and a day. The D1 and D2 orders are not prohibited by either the King's Peace code, NOR by the 'Spirit Based' King's Peace. You are allowed to issue these two orders without concern.
There will be factions but no Victory Conditions.
No Teleporting of TGs using adventures or item activation.
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 other 'remove MAR' special action is also 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.
New XML Turn Results and GMs Playing
We are very pleased to announce that S26 will be the first game we have started where each player will get an XML version of their turn results (included inside the normal turn).
The XML data packet is a very big step toward improving LPE and is also important for the development of the Legends 3 Engine.
If you are not a coder then S26 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 now is the time to feedback before the XML format becomes set in stone.
I don't think having the XML data packets in the game will cause any problems, but if you are not comfortable playing in a game with them until they have been further tested, please don't join the game.
I will allow GMs and coders to play in S26 (mostly 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.
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 One Guild Str 12
Mercenary: DBBB One Guild Str 12
Adventurer: DBBBBB no guild
Hero: EC One Guild Str 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' set-ups for this game may be submitted between now and 1st December 2010.
Anyone who submits precisely one version of their setup during this period will be processed in the first batch of set-ups. These will all be given a random first turn process date, regardless of set-up 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 December 1st, will go into a second batch of set-ups, 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 set-up 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: 02/12/2010
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) | 2 |
| 202 (Orcs) | 2 |
| 203 (Elves) | 1 |
| 204 (Dwarves) | 2 |
| 205 (Ariels) | 0 |
| 206 (Maratasen) | 0 |
| 207 (Saurians) | 0 |
| 208 (Trolls) | 0 |
| 209 (Thunder Giants) | 1 |
| 210 (Half Elves) | 0 |
| 211 (Vecavian) | 1 |
| 212 (Ogres) | 0 |
| 213 (Draconians) | 1 |
| 214 (Aranconians) | 0 |
| 215 (Kr'Tassen) | 1 |
| 216 (Light Elves) | 2 |
| 217 (Goblins) | 0 |
| 218 (Halflings) | 0 |
| 219 (Fangors) | 0 |
| 220 (Eastern Humans) | 2 |
| 221 (Highlanders) | 1 |
| 222 (Half Orcs) | 0 |
| 223 (Sylvan Elves) | 0 |
| 224 (Gnomes) | 0 |
| 225 (Dragonspawn) | 0 |
| 226 (Northern Maratasen) | 2 |
| 227 (Kraken) | 0 |
| 228 (Swamp Trolls) | 0 |
| 229 (Fire Giant) | 1 |
| 230 (Vecavian Half Elves) | 0 |
| 231 (Amazon) | 1 |
| 232 (Astral Ogres) | 0 |
| 233 (Gargoyles) | 0 |
| 234 (Insects) | 0 |
| 235 (Snow Trolls) | 0 |
| 236 (Dark Elves) | 2 |
| 237 (Hobgoblins) | 0 |
| 238 (Vargarian Savages) | 0 |
| 239 (Skull Head Leapords) | 0 |
| 240 (Vargarian Humans) | 0 |
| 241 (Turthian Nomads) | 0 |
| 242 (Gremlins) | 0 |
| 243 (Satyrians) | 0 |
| 244 (Wolfin) | 0 |
| 245 (Bushmen) | 0 |
| 246 (Redmane M.) | 0 |
| 248 (Swampmen) | 0 |
| 249 (Hill Gaints) | 0 |
| 250 (Half Elf Nomads) | 0 |
| 251 (Centaur Nomads) | 3 |
| 254 (Spider Folk) | 2 |
| 256 (Shadowlings) | 0 |
| 257 (Kobolds) | 0 |
| 258 (Highlander Nomads) | 1 |
| 259 (Dangonians) | 0 |
| 260 (Wazuri) | 1 |
Calendar
Some real time dates for your calendar.
Notes:
All special events happen on the day of production before production occurs.
High Priesthood terms last only for 6 months - all references to yearly religion events/powers happen on a six monthly basis.
| 2011 |
| 16th January |
Game Starts |
| 16th February |
First Production
|
| 16th March |
Revolts |
| High Priest Nomination by email before this production |
| 16th April |
Change to 10 day turnaround (was 8 day). |
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. |
| 16th May |
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 |
| 16th June |
Knight's Championship Must have forces set up before this date. |
| 16th July |
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 |
| 16th August |
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.
|
| 16th September |
High Priest nominations by email before this date |
| Revolts |
| 16th October |
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. |
| 16th November |
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 |
| 16th December |
Knight's Championship |
| 2012 |
| 16th January |
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. |
| 16th February |
King's Peace ends Player vs. player attacks permitted from this date. |
| 16th March |
Revolts |
| High Priest Nomination by email before this production |
| 16th April |
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. |
| 16th May |
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.
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 apprentice 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.
Module Errata and Game Rules
Factions and Victory Conditions
There will be factions but no Victory Conditions.
NPC characters may belong to various factions - you may join factions in the manner indicated in the Module. However the details for Victory conditions in the module should be ignored.
Faction Leadership Adventures
All Faction Leadership adventures have the additional requirement "Main character only."
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.
However this is an explorer game so if something would make the game more fun for everyone concerned and you can’t get around it yourself then get in touch and I may be able to help.
Non Standard Races
Be careful of playing any Non standard race - you will likely have less opportunities available to you.
Shadowling Faction Fixes
Players who begin the game with Main characters as Shadowlings (or who somehow join the Shadowling Faction at a later date) are all (or become) subject to the yearly recall to Shadow City (Melding) and are subject to the prohibition against completing nonshadowling racial adventures.
Religion 11 - The One
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
We'll use the recently standardised Urban and Caravan Militia type status and training types for the purposes of garrisons.