Blood Tides RisingCurrent

Blood Tides Rising 4

Contents

 

 

 

 

 

Current Faction Numbers

Last updated: 1st September ’25

Faction

Faction Numbers

1. The Kingdom Eternal

8

2. The Merchant Princes

8

3. The Viking Lords

8 + 1 apprentice

4. The Masters of Light and Darkness

10

5. The Children of the Mad-God

8

6. Saurians

8

7. Parthians

8+2 apprentices

 

 

 

 

 

Game Summary

This is a Duo position game. Each player is allowed to setup up two positions within ONE chosen faction. This will enable single players to more fully explore background adventure arcs of their chosen faction if they so desire. Players pledging to Duo positions by the initial deadline will be given a Mark of Fate on the main character of BOTH positions.  

 

 

 

 

 

Game Details

Training Level: 12 

SEI cap: 2500 (public works 6) 

Tac cap: 100% 

Tradegoods will weigh 5. 

Thief Ruin penalty 280. 

 

Adventure 1000 Peaceful Life. This adventure is available to all at any point before King’s Peace ends. Be any dead, lose 1 CON, gain life. Note, ‘stoned’ is a form of ‘dead’ and this adventure will bring you back from that state. 

 

King’s Peace ends after 3 months. 

Blocking and D2 are both allowed during King’s Peace.

The Inquisition my act against player characters within the bound of The Eternal Kingdom during King’s Peace.

 

7 day turnaround for the whole game. 

Revolts every 6 months (See notes at the bottom of your results for Merchants and their Slave population, they won’t revolt). 

No Teleporting of TGs using adventures or item activation. 

Character Rolling Thunder is allowed. 

 

 

 

 

 

Pledging

The Pledge deadline is by Noon on 16th June 2025. Pledges received by this deadline will be eligible for a bonus Mark of Fate on their main character. 

We will then send out details of your allies, etc. After which the setup deadline will be 21st July 2025.

Double position setups 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. 

You may pledge and mention factions and/or players you do not wish to play with, in a private message to the GM. 

Please list the factions you want to play in order of preference. Factions can have up to eight positions, and if you are are playing two positions they have to be in the same faction.

You can choose to join in a group of up to three players. Note that in this case you are less likely to get your first choice of faction, as a group of three is harder to place.

 

 

 

 

 

Set-up Details

Please consult the setup document when designing your BTR setup. 

All characters start with 3 character actions. All characters (main or secondary) may setup as a Priest-Mage. 

Flying mounts will be rare in the game except for small races. 

Heroes ED – 1 guilds at str 9 

Adventurer Parties DCBBB – 1 guild str 6 

Overlords CBBBAA – 2 guilds each str 8, Medium race, 1800 pop, 150 lvl 2 Guards; Very Large (Parthian), 1200 pop, 100 lvl 2 Guards. 

Mercenaries DCBA 1 guild str 12, Medium race, 150 pop, 300 lvl 8 Knights; Large (Troll), 100 pop, 200 lvl 8 Knights. (Note: starting troops will have statuses). 

Seafarer setups are allowed and/or required for some factions. 

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. Any Hero/AP/Nomad may choose to have their starting guild in a ‘nearby’ faction module location. 

 

 

 

 

 

Module Revisions for BTR

The changes below have been motivated from player experiences in BTR1/2/3. They will be implemented in further normal games of BTR. 

1) Werewolf and vampire status afflication will be downgraded (afflicting the ravenous status two levels down the tree – rather than the current level ravenous status) as that should have a significant impact on the number of high level status troops that come charging out from those factions (i.e. the first three rungs of the status tree will all afflict the bottom status). 

2) Merchant adventure crown costs will be divided by 5 (this should deal with some of the questions of the supposed weakness of the faction). 

3) The Kingdom will be allowed diplomacy but only with players in the Merchant faction. This rule is intended to give Merchants the ability to trade with the Kingdom and potentially to act as an intermediary between them and other factions. Once there is a King with a crown (rather than a regent) the Kingdom may choose to enter freely into diplomacy. 

4) The inquisition will have it’s equation changed – making it more likely to come into effect. 

5) Adventure 2202 – Matter over Might is changed to read. Be a Priest of Tyr, level 15, with PC 8 or more. Lose 4 PC and 5 Priest. Gain 4 Tactics 

6) There has been a small change to the bounds of the Kingdom. 

 

 

 

 

 

 

Victory condition changes

Saurian in addition – own one Viking, one Kingdom, one Merchant module location.

Kingdom in addition –  own one Viking and one Saurian module location.

Viking add these as possible options on the list of possible locations that grant victory: Theyn Castle, Tsagat, Balanis, Brahir.  Vikings now require 7 (rather than 5) popcentres from the list.

 

 

 

 

 

 

Apprentices

Apprentice players are allowed. 

See the Rules for details on Apprentices. 

 

 

 

 

 

Factions

All factions have a maximum size of 8 players, except for The Masters. 

The Masters can be filled to the maximum size of 16 players. 

 

 

 

 

 

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. You must inform the GM of these details in a separate email. 

The GM will teleport characters in and out of the force as appropriate. 

In team events the team leader is responsible for organising this and must send details in a clearly titled 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.” 

A detailed calendar of Clashes available will be announced in due course. 

 

 

 

 

 

BTR Module FAQ

These will be updated periodically (if particular questions are asked frequently). 

1) There is affliction available in the module – particularly vampire and werewolf statuses. 

2) It is correct that Parthians become Pilgrims, and Trolls are required to be Pilgrims. 

3) Dwarves and Elves both have access to all runepower type spells via the Pwr Dwarven Axes, and Pwr Elven Hammers. 

4) The “Trade Off” is the name for the time of the Merchant Clashes (details available in the Merchant cities). 

5) N’DM armoured status does really give minus one thousand five hundred AF/CB/RB/MiAF and have a very high INV. 

6) There are several maps in the module but they each show a different world view which can be put together. 

7) All the factions are meant to be very distinct, very strong effects will probably be deliberate but ask if you are not sure. 

8) Should I have a weaponmaster skill as a basher? A: There will be monster targets for which the extra DAM is useful/needed. But also bear in mind every skill slot is useful for adventure/title completion in BTR.