CurrentNorth Island Campaign

North Island 76








Pledges and Setup Process

When pledging to play, a player specifies their choice of main faction (three choices in descending order), and whether they also wish to also be a Dragon Rider, or a Druidic Council Member (cannot be both), or if they wish to play as an independent Dragon Rider.

See below for faction details.

Players may also include with your pledge (in confidence) the name of any particular player(s) you do not wish to end up in the same faction with, and we will try to take that into account.

We will then inform players of their faction details, and whether they are also a Dragonrider or Druid, then they can then design their setup!

Pre-formed teams of up to 6 positions are allowed in this game. All members in the team must inform the GM that they are in the specified team. The team should submit a single ranked list of faction choices, and Dragon Rider/Druidic Council choices for all the members.

If you (or your preformed team) have no faction preference, you can specify ‘joker’ as a faction choice. You will then be assigned to a faction, and gain a beneficial mark (one per position, not one per preformed team). You may also request to avoid one specified faction, though we cannot guarantee this will be fulfilled, depending on other pledges.

Pledge deadline: 23rd January ’23

Setup deadline: 20th February ’23






Game Details

Training Level: 12 

SEI cap: 800 (public works 6)

Tac cap: 100%

Tradegoods will weigh 5.

Thief Ruin penalty 280.

7 day turnaround until the end of King’s Peace, then 10 day turnaround thereafter.

Revolts every month.

Snapshot victory conditions are 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.

The Chaos lords are not in play for this game.

This game has ‘snapshot’ victories, and in terms of victory conditions “Module location” does not refer to cloud castles or nomad camps.

Parliament of Rooks is not active in this game. 


King’s Peace until 3 productions have passed. King’s Peace is defined as follows:

During King’s peace you may not take actions which are intended to directly detriment another player. If you feel that someone has broken the spirit of this rule, contact the GM, who will look at the situation, talk with both players, and then make a judgment. The GM’s ruling will be based on ‘spirit’ and ‘intent’.

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.






Set-up Details

Players can only play one position.

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. Troops are Guards.

Mercenaries DCBA 1 guild str 8. Troops are Knights.

Clans AAAAAAAA – no guild

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 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’ 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.

Your position may have members of several religions if consistent with faction membership, but they must all be of the same alignment. See the section on Druids for the exceptions to this stipulation.

Only Saurians may start on Ur Rah.







There are five main factions (#1, #2, #3, #4 and #7).

Most people will play in those factions, but some players will be allowed to play as an independent Dragon Rider.

If you are playing as an independent Dragon Rider, you have to drop out of the game after the final Dragon Rider clash (if you win this clash you will still gain the Dragon Rider victory).

Faction #5 (Druids) and faction #8 (Dragon Riders) are not considered separate main factions, and can be joined in addition to a main factions!

No position may be a Dragon Rider and a Druidic Council member.

Any number of positions in a faction may also be Dragon Riders. Up to two positions in a main faction may become a Druid.

Any position in a faction which is not a Dragon Rider or a Druid will get a mark of power on the sixth production. (If your main character already has a mark of power, you can give this to another character in the position.)

Adventure 1500 (become a druid) may be completed 10 times – up to twice for each of the 5 factions.

Adventures 1801, 1802 and 1803 (become a dragon rider) may be completed by Mains in any kind of position, not just Hero and Adventurer. 

Everyone must join their faction before the end of King’s Peace, or within the first month of play if they join the game late.


The number of faction members per faction is restricted as follows (see the module for adventures listed below):

Adventures 1100 (Elven), 1200 (Alvera), 1300 (Solaran), 1400 (Saurian), and 1700 (Troll king) may be completed 8 times (Five factions of max size 8).

Racial Quests 401-452 may now be completed once per main faction (Alvera, Solara, Elves, Trolls and Saurians).










Each faction may have up to two main characters become a member of the Druid faction, who may complete adventure 1500, and this allows them influencing possibilities for the Druidic Council towns (forces 3026, 3049 and the White Tree).

Most druid faction adventures and special actions are changed to be ‘once per character’ this affects adventures 1501, 1505, 1506, 1507, 1508, 1509, 1510, 1511, 1515, 1516, 1517

Adventures 1503 and 1504 will not be available to characters who are in the Elven faction as their main faction.


Druidic Council Membership and Religion 

A position who wishes to join the Druidic Council on top of their main faction must setup to be able to complete Adventure 1500. They should complete Adventure 1500 before joining their main faction.

However, this means that the main character must be of religion 8, Wyldwood Druid (neutral).

Secondary characters of this position may either be of the Wyldwood religion, or of the religions allowed by the main faction. For example, if the position is joining the Troll King faction, the secondary characters may have EVIL religion, even though this is a different alignment to the religion of the main character. But clearly they could not choose a GOOD religion.


Druidic Council and Main Faction Membership

Positions normally join the main factions via Adventures 1100, 1200, 1300 etc….. Members of the Druidic Council should complete adventure 1500 first and then join their main factions via similar Adventures, 1150, 1250, 1350 etc…

These adventures will have the same restrictions as 1100, 1200, 1300, …, except any religous restriction will be replaced with, “must worship religion #8 Wyldwood druid” and requirement to have title 2995 Counciltori (gained on joining the Druidic council) will be added.


Example 1: 

Adventure 1100 ~ Join Elven faction 
Be an Elven or a Dark Elven Main who worships Hahsandra. 18 times. 
Gain ~ Become Elven member 


Adventure 1150 ~ Join Elven faction 
Be an Elven or a Dark Elven Main who worships Wyldwood, posses title 2995 Counciltori. 2 times. 
Gain ~ Become Elven member


Example 2: 
Adventure 1200 ~ Membership of King Alvera’s Faction 
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. 18 times. 
Gain ~ Become Alvera member 


Adventure 1250 ~ Membership of King Alvera’s Faction 
Be a Main who is not from an Elven race, a Troll or a Saurian and who worships Wyldwood, posses title 2995 Counciltori. 2 times. 
Gain ~ Become Alvera member


Secondary characters of such a position still need to obey all the religious restrcitions of Adventure 1200, be of religion #8, Wyldwood Druid.

And similar for Adventures 1300, 1400 and 1700.


Druidic Victory

If the druid positions in a faction fulfills all the victory conditions for the druid faction then the main faction may claim a Druidic victory (this ends the game and counts as a win, even if their main factional goals are not fulfilled).






Dragon Riders

Each faction may have several main characters become Dragon Riders, who may each complete one of adventure 1801, 1802 or 1803, and this allows them influence possibilities for the Old Dragonrider towns (forces 3019, 3020, 3021). 


Dragon Rider Clashes 

The Dragonrider clashes are open to all main characters with the title Dragon Rider. However, no character may enter the pugilist and gladiator clash, and each faction may only enter one pugilist and one gladiator.

This rule will be waived during the third and final set of clashes (all Dragon riders will be entered in both the final Pugilist and Gladiator clashes).

After the final Dragon Rider Clash: The faction that contains the winning Dragonmaster may claim an honourable mention if they do not go on to win the game.






Combat Clashes

For all combat clashes you must provide me with an empty force ID per position. You must have set up the slot commanders and retreat percentage yourself. You must inform the gm of these details in a separate email.

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

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.







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 Changes and Errata

Please ensure that you have the latest version of the module (v3.5), which contains all the latest changes.