Contents
- Game Summary
- Faction Coalitions
- Game Details
- Pledging to Play Process
- Positions per Coalition
- Set-up Details
- Game Limits
- Baubles
- Module Changes
- Apprentices
- FAQ
Game Summary
In this IR variant players pledge to a Faction ‘Coalition’ (normally a pair of factions).
Such a game may produce broken combinations of adventures. This is deliberate, and the idea is to play and explore them.
The VCs to use for each coalition are listed below.
No Duo Positions: Players may only run one position in this game.
Faction Coalitions
The Factions in IR10 have banded together in loose coalitions to try and save the world of Verana.
These are different to IR9!
The coalitions are as follows:
Paverain and Nameless
The Royal House of Paverain + The Followers of the Nameless one
Paverain VCs
(Can own or destroy Rok Tathgar as a VC.)
Rok Tsgar and Talthain
The Guardians of Rok Tsgar + The Royal House of Talthain
Talthain VCs
Nagashun and the Rock
The Servants of Nagashun + The Lords of Rock
Nagashun VCs
(Can own or destroy Rok Tathgar as a VC.)
Umbria and Vol
The Kingdom of Umbria + The Hand of Vol
Umbria VCs
Elves and Arcane
The Elven Heirarchy + The Arcane Coalition
Elven VCs
(Can own or destroy Rok Tathgar as a VC.)
Clans and Vol
The Clans of Margeth + The Hand of Vol
Vol VCs
Raswen and Seekers
The Holy Order of St. Raswen the Bold + The Seekers and Guardians
Seekers VCs
Note that The Hand of Vol are part of two coalitions. The Hand of Vol positions can only be placed in the region adjacent to the other faction in their coalition, and must meet the setup conditions for those regions.
Raswen and Seekers may not place in the region round Rok Tsgar.
Module city and guild owning characters within a Coalition will all have their factional allegiances aligned. Influencing within a Coalition should thus suffer no factional modifier, but any race and religous factors will remain.
Note changes to the factions as vs the module, listed below, are still in effect (go read them!).
Game Details
King’s Peace: Until the 3rd production has passed.
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.
First Production date will be announced when setups are sent out.
Turns: Every 7 days.
Revolts run every 6 months.
Clashes every 6 months.
Victory conditions must be held for two consecutive productions.
Faction Coalitions may only have up to 8 positions each.
Pledging to Play Process
Pledge deadline: 2nd December ’24
Please submit one of the following three types of pledge:
- Coalition Pledge: A list of three faction coalitions you wish to play, in order of preference.
- Teammate Pledge: A list of teammates you wish to play with (up to three players in a group, including yourself), and up to ONE coalition you do NOT wish to play.
- Joker pledge: No coalition or teammate preferences. Gain an extra 50 baubles.
You may also submit a list of players you do not wish to play in a coalition with. We will attempt to ensure you do not play with these people, but cannot guarantee it. This list will be treated confidentially.
The GM will then inform you which faction coalition you are in, and forward you the contact details of the others in your faction coalition.
Starting Positions per Coalition
Last updated: 16th December ’24
| Coalition | Number of Positions |
| Paverain and Nameless | 4 |
| Rok Tsgar and Talthain | 5 |
| Nagashun and the Rock | 5 |
| Umbria and Vol | 5 (1 apprentice) |
| Elves and Arcane | 5 (1 apprentice) |
| Clans and Vol | 5 (1 apprentice) |
| Raswen and Seekers | 5 |
| Jokers |
Set-up Details
Setup deadline: 6th January ’25
All positions get 50 Baubles (Joker pledges get an extra 50, for a total of 100).
Arcanists start with the spells detailed in the module. Note that this is more than detailed in the rulebook.
All characters start with 3 character actions.
Flying mounts will be rare in the game.
Heroes ED – 2 guilds each str 8 – two flying mounts
Adventurer Parties DCBBB – no guild – one flying mount
Overlords CBBBA – 2 guilds each str 8
Mercenaries DCBA 1 guild str 8
Clans CBAAAAAA no guilds
No seafarer option in this module.
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/Clan/Nomad may choose to have their starting guild in a ‘nearby’ non module location.
Restrictions of religions/races for setups are correct in the module.
Raswen and Seekers may not place in the region round Rok Tsgar.
Players who have never played Legends before may set up as an Apprentice.
Game Limits and Restrictions
SEI cap: 1000
Public Works: 6
Max Troop training levels: 16
Trade goods weigh: 5
Tactics Cap: 100%
Thief Ruin penalty 220
AA spells are functional.
No teleporting of Tradegoods via item activation or adventure.
Trading of turns between faction coalitions is not allowed.
There are no joint victories. Victory may only be declared by a single faction coalition.
CRT allowed.
Baubles
All positions get 50 Baubles (Joker pledges get an extra 50, for a total of 100).
The setup sheet now contains most baubles. But please also send a list of Bauble purchases (includng costs) along with your setup sheet.
Character related
Marks:
Destiny: 50 Baubles
Glory: 50 Baubles
Fate: 40 Baubles
Battle: 40 Baubles
Evil: 35 Baubles
Cruelty: 35 Baubles
Good: 35 Baubles
Honour: 35 Baubles
Wealth: 35 Baubles
Character action:
35 Baubles for +1 action.
Base prestige:
5 Baubles per +1, max +10 base prestige.
Statistic increase (Str, Dex, Con, Bty):
1 Bauble per point increase – up to normal max (double of base), then just one stat, per position, can go above that normal max limit – cost 5 Baubles per +1, max +5 to the stat
Skill increase:
Same as set up point cost (up to normal max), then just one skill, per position, can go above that normal max limit – cost 5 Baubles per +1, max +5 to the skill.
Priest/Mage:
25 Baubles for first level in second skill. (You may spend normal points on the second skill to raise the level above 1. The setup sheet will think you are overspending points as it will charge you normal points for buying the second skillat 1).
Influence:
3 Baubles per point up to normal max, then above that normal max limit – cost 15 Baubles per +1, max +5 to the stat
Tactics:
2 Baubles per point up to normal max, then above that normal max limit – cost 10 Baubles per +1, max +5 to the stat
Personal combat:
1 Bauble per point up to normal max, then above that normal max limit – cost 5 Baubles per +1, max +5 to the stat.
Crowns:
1 Bauble per 500 crowns, no limit.
Common spells (all non group spells in the base rulebook):
In Discipline:
Lvl 1 spell 5 Baubles
Lvl 2 spell 10 Baubles
Lvl 3 spell 15 Baubles
Lvl 4 spell 32 Baubles
Lvl 5 spell 40 Baubles
Lvl 6 spell 48 Baubles
Out of discipline:
Lvl 1 spell 7 Baubles
Lvl 2 spell 14 Baubles
Lvl 3 spell 21 Baubles
Lvl 4 spell 40 Baubles
Lvl 5 spell 50 Baubles
No Ancient Arcane spells are available for Baubles except Greater Find Item ID# 525 which costs only 20 Baubles
Weapon (includes wizard/druid/power staff):
Magic: 1 Bauble each
Pwr 1: 4 Baubles each
Pwr 2: 8 Baubles each
Pwr 3: 12 Baubles each
Pwr 4: 16 Baubles each
Pwr 5: 20 Baubles each
Pwr 6: 24 Baubles each
Armour/Shields:
Magic: 1 Bauble each
Pwr 1: 5 Baubles each
Pwr 2: 10 Baubles each
Dragon armour: 12 Baubles each
Extra Warmounts:
Warhorse/Warwolf/Warunicorn/Wargalloper/ War pony/ War salamander : 5 Baubles
Wargreathorse/Wartiger/Warcamel/Warbear 10 baubles
War elephant/War pteradactyl 20 baubles
WarGriffon/ Warhippogriff 40 baubles
Wardrake 50 baubles
Spell components:
1 Bauble per flora/special resource item no max to an individual item, but max of 3 types.
Generic Statuses:
Enchanted: 20 Baubles
Netherworld: 20 Baubles
Vampire: 35 Baubles
Morghoul: 20 Baubles
Spectre: 30 Baubles
Wraith: 25 Baubles
Any religious Blessed status 10 Baubles, except for religions 5 and 8 which cost 15 Baubles.
Any religious Favored status 20 Baubles, except for religions 5 and 8 which cost 25 Baubles.
Werewolf: 20 Baubles
Werebear: 25 Baubles
Unusual Statuses:
Greater Vampire: 50 Baubles
Lich: 40 Baubles
Weretiger: 25 Baubles
Werelion: 25 Baubles
Wererat: 20 Baubles
Skeleton: 5 Baubles
Zombie: 10 Baubles
Ghoul: 15 Baubles
Local Hero: 10 Baubles
Position related
+20 soldiers in a slot for each 5 baubles
+10% population for each 5 baubles
+10 to any province resource except mithril for 10 baubles
+10 province Mithril for 30 baubles
Ship cost: Each bauble buys 15 ship units worth of ship
SEI 10 per bauble
Upgrade to Legendary Walls for 20 baubles
Upgrade to Sanctuary for 5 baubles
Upgrade to Haven for 5 baubles
List creator Daniel Bernadina, editors Sam Roads, Ed Lane
Module changes
Ship Construction Costs
The Immortals Realm module has a line in it saying that Ship Construction Costs have been halved. This is not the case.
The Avastro, Hasjarl and Tree of Peace adventures
These require 25 base prestige.
Training Types
For the following Training Types, positive terrain modifiers are doubled, guard rating is +10, MAR and SAR are +1:
385 Dark Servant;
386 Talthain Knight;
387 Pioneers;
1080 Vol’s Destroyers;
1083 Lance Riders;
1301 Umbrian Knights;
1302 Mist Knights;
1303 Valandain Archers;
1304 Magical Lords;
1305 High Mages;
1306 Drakken Mercenaries;
1307 Desert Lords;
1308 Followers of the Axe;
1309 Wingmasters;
1310 Companions;
1311 Dark Assassins;
1312 Orb Guardians;
1313 City Guards;
1314 Star Knights
Characters
c1046 Lord Terrapon is part of the Arcane Coalition.
c1044 Cormiss is part of the St. Raswen faction.
Guilds
Guilds g2825, the Order of Stars and g2826, the Order of ORAT have MAR of 99.
Factions
Nameless Faction – Mains and secondaries can set up as priests.
Talthain Faction – May not set up with characters following Religion 9, The Nameless One.
Nordaine becomes a Talthain factionally aligned City
Parthain becomes a Talthain factionally aligned City
Paverain Faction – May not set up with Maratasen characters.
Servants of Nagashun Faction –
a. May setup in Eastern Talthain (near the subjugated cities of Riftwatch Castle and Asterain)
b. C1017 Birna Dwarflord is now an Orc.
c. A new Orc character owns F3013 Rok Tathgar.
Vol Faction – May set up as Orc Mercenary anywhere from 1 to 5 provinces east of the Rift.
Religious Adventures
The religious adventures which resurrect now all cost 2 con. They are also once per character. This affects adventures 414,424,434,444,454,464,474,484.
Adventure 4
Adventure 4 does not give a mark as reward.
Adventure 707
Adventure 707 reward is Moor Monster, not Swamp Monster.
Adventure 745 – Water is Life
Only works if alignment is not Evil.
Spell Definition for Greater Find Item ID# 525
Discipline : Seer
Rating : 5
Spell Type : Strategic
Range Category : Short
Cost Type : Fixed
Minimum Cost : 30
+1 Conversion : 0
Target(s) : Self
Resources Needed : None
Group Spells : None
The following restrictions apply when casting this spell: NONE
This spell will locate matching Items.
The results will be the closest 16 provinces with a force, character, market or guild with the item. Use the S8/S9 qualifier to specify the Item ID#. The base range of this spell is fixed at 8.
Special Action ~ Restore VC Item
To restore ‘accidentally’ destroyed VC items or return them from other planes.
If your faction has over half its required victory items and believes that one of the other items may have been lost from the realm: Contact the GMs who will check whether the item does exist in the main plane – if the item does not exist it is placed into a random NPC force on the map. If it does exist lose 1 con on your main character.
Races of Verana
All Barbarian population and characters have been removed from the game other than Half-Elf Barbarian (race 230). This race is not available for Player Setup.
Nomad races/characters in the game are: Human, Orc, Dak, Maratasen and Giant. All these races are available for Player Setup.
Apprentices
Players who have never played Legends before may set up as an Apprentice. They may perform the following adventure:
2400 Don’t Hit Me!
Be a Main character (ID 1-200)
Gain – Apprentice Status (ID 2552), +1 Action, healing potions and poison cures.
May be done once per character and only by players in their first game of Legends.
The Apprentice Status has a very good first rung, including a good bonus to Influence. It morphs quite easily, but the improvements are not that impressive. Apprentices who get the hang of statuses may decide at some point to overwrite their Status with another. The Apprentice Status is very easy to overwrite.
Apprentices are encouraged to work with experienced players and should be protected from aggression whilst they have the Don’t Hit Me! 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.
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!”
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!
FAQ
These will be updated periodically (if particular questions are asked frequently).
1) All starting player characters have 3 actions, even the A and B class characters.
2) Baubles may only be spent for purchasing spell components for standard arcana. White/Black crystal cannot be bought, the page above has been ammended to make this clearer.
3) If baubles are used to raise a skill level to a point, which enables a guild to be built, which that type of setup would not normally have access to (e.g. a magic guild), then the guild can be built at setup. Send a separate e-mail to the GM advising of this, the setup sheet may not cope with it too well.
4) If baubles are used to raise an arcane skill level above a new threshold for access to more spells at startup, you get the new spells. Again, the sheet may not cope with this well. Drop a note to the GM detailing your action and the extra spells you choose.
5) Setups must be in a faction of your chosen Coalition and follow all the setup restrictions in the module book and on this webpage. e.g. You cannot be a VOL Merc and use Clan setup locations on the map, etc….
6) The Monster Exchange Adventures (bodies for small amounts of resoources) that were available to all in IR6, will also be in this game.
