Contents
- Pledge to Play Process
- Pledges Received
- Module Details
- Joining Factions
- New spells and Adventures
- Victory Conditions
- Clashes
The Pledging to Play Process
- Decide whether you want to play one or two positions.
- Decide the race of the Main/s you want to play. The race totals will be published on this page.
- Decide whether you want to submit advance political, religious, and arcance faction pledges. If you do so, you will receive an item which will only be of use when you have the title for that faction. These items will grant you a mark of glory (pledge for a political faction), a mark of divinity (religious faction), and mark of wizardy (arcane faction). You do not have to join the faction/s you pledge for, but if you do not, the items will be of no use to you. The pledge totals will be published on this page.
- Let the GM know how many positions you want to play, and your advance faction pledges, before the 21st February.
- Setup deadline – please send in completed setup sheets before the 8th March
- You work out your setups and send them to the GM before the setup deadline.
- Game starts within four weeks of the setup deadline, and date of the first production will be set accordingly at this point.
Pledges Received
Last updated 24th February 2021
Races | |
Centaur | 1 |
Dwarf | 2 |
Elf | 1 |
Fire Giant | 2 |
Fire Sprite | 1 |
Goran | 1 |
Half Elf | 1 |
Halfling | 1 |
Ice Troll | 5 |
Insectoid | 1 |
Mara’tasen | 2 |
Nightwing | 2 |
Ogre | 1 |
Orc | 2 |
Pixie | 1 |
Red Eye Orc | 1 |
Rock Troll | 1 |
Sandfolk | 1 |
Scar’tasen | 2 |
Sea elf | 3 |
Seahawk | 1 |
Southern Human | 1 |
Tera’tasen | 3 |
Troll | 2 |
Western Dwarf | 2 |
Western Human | 2 |
Human | 5 |
Goblin | 1 |
Race not yet decided | 8 |
Factions | |
Good: | |
The Gaia Council (Ecumenical) | 5 |
The Royal Republic (Political) | 13 |
The Golden Mages (Magical) | 14 |
Neutrals: | |
The Fundamentalist (Ecumenical) | 10 |
The Grand Empire (Political) | 11 |
The Order of Grey (Magical) | 14 |
Evil: | |
The Shadow Spirits (Ecumenical) | 12 |
The Lords of Chaos (Political) | 17 |
The Dark Mages (Magical) | 10 |
Module Details
Revolts 2 monthly
Kings Peace ends on the 3rd production.
Following King’s peace the Pax Trekwill rules detailled in the module will be enforced, in the (x,y) area described.
In both the standard King’s Peace and the Pax Trekwill, we will use a ‘Spirit’ based King’s Peace.
Turnaround: 7 days throughout.
SEI Cap 1000
TL Cap 12
TG Weight 7
Thief Ruin penalty 230
Arcanists start with the number of spells detailed in the core rules.
All starting characters have 3 actions
Overlord CCAA. 1 guild @ 12
Mercenary DBB. 1 guild @ 30
Adventure Party DBBBA. 1 guild @ 8
Hero: EC. 1 guild @ 8
Clan: BBBBAAAA 1 guild @ 8 (for races that can be Clans)
All module locations have 1 large slot of urban or caravan militia
Guilds may be placed in module cities which contain the same race population as the guild sponsor or Torgau. Overlords and Mercs may place their guild in the start location. No-one may place their guild in an ally’s home location.
Overlords and Mercs pop levels vary with racial size. Troop amounts are always calculated based the amount of pop and position type.
No Teleporting of TGs using adventures or item activation.
You may join no more than one political faction.
You may join no more than one religious faction.
You may join no more than one arcane faction.
Tough module locations, high prestige owners
There is no restriction on the use of Character Rolling Thunder.
Carry capacity of flying mounts is quartered. CF of flying mounts is increased. Neither change affects flying warmounts. Stables give 5% growth modifier.
No secret faction may win the game. You are permitted to join them, but there can be no victory except those described below.
If an adventure is limited to 18 times, in some circumstances I may elect to allow 50 completions. The 18 point limit was enforced due to previous code restrictions which are now bypassed. If you fail an adventure due to it being done 18 times, get in touch and I may allow it to succeed.
The module names certain training types in adventures. Many of these will be changed due to the new list of Training Types.
The Crown of Chaos module is wrong concerning Riting and taking control of characters. Pagans, Deathwalkers and the non-religious may be the target of any kind of Rite spell; only Pagans and Deathwalkers may cast Rite spells. The issue of control of the target is explained in the Legends rules. The comments about control in the Crown module are in error.
You may play amphibious races, though you are strongly discouraged from doing so as there is unlikely to be population or tertiary characters of that race in any significant quantity.
Seafarer setups are not available.
Joining Factions
You may pledge to join three factions per position, and these can all be different. But once you have joined a faction with one position, that position cannot join any further factions, and your second position may only join the same faction the first position has joined. (If that second position cannot join the faction, it can still support it.)
New spells and Adventures
Adventure 2500
Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 201-240. Target the force with the adventure. Once per character. Gain – 24 towers, 8 gatehouse, 14 keep, 2 moat, 2 ditch and the title ‘Military Architect’.
Adventure 2501
Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 241-260. Once per character. Gain – 150 Wagons, 2400 Food, 250 Iron, 250 Lumber, 200 Soft Materials,
Ask for the 200 By Products by Special Action if required.
Note that the adventure gives the Main character the goods. They are not placed into the Nomad Camp.
Special Action 2502
Be a Mercenary Main of the races 241-260. Contact the GM giving the ID of your starting guild and a secondary character. First month only.
Lose 20 points of guild strength.
The character gains +10 admin and +5 tactics.
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, and the title ‘Don’t Hit Me!’ (2400). (This will be removed if the player joins a Faction.)
May be done once per character.
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.
The ‘Don’t Hit Me!’ Title gives -50 Prestige, it can be revoked without warning if the GM feels that it is being misused.
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.
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!
Victory Conditions
The below text replaces all the module text on pages 64-67.
The game may end three ways:
Special Action: Legendary Victory
Be Leader of a faction which holds the Throne of Chaos and the Crown of Chaos victory conditions. The faction must also have 10 other victory conditions.
Gain – All members of the faction win a Legendary Victory.
Legendary Victory Note: If the faction is the Chaos Lords, Dark Mages or Shadow Spirits, they must discount all Victory Conditions owned by two of these three racial groups: Hive, Pride, Chaos. Main characters from either of the two excluded racial groups do not share the Legendary victory. Main characters from other ‘evil’ races are not affected by this rule.
Special Action: Strategic Victory
Be Leader of a faction which holds the Throne of Chaos victory condition and 8 other victory conditions.
Have the GMs approval. This may involve a delay of a month whilst the GM discusses it with other players.
Gain – All members of the faction win a Strategic Victory.
Special Action: Tactical Victory
All 25 titles listed below must have been achieved by someone in the game.
Be Leader of a faction which holds 3 of the Prince/Queen/King/Warlord victory conditions and 6 other victory conditions.
Gain – All members of the faction win a Tactical Victory.
If any VC required that you hold a location for 3 productions, this requires continuous ownership.
The instant that a faction completes the requirements for one of the victories above, victory can be declared. This has sometimes been referred to as a ‘snapshot’ win.
THRONE OF CHAOS (Title 2800)
Special Action 2800 Be leader of a faction which controls:
Four of: Alsayce, Cerralean, Ellisbourne, Gravestone, Inglewood, Kalgary, Masaland
All 12 of the Baronial cities associated with the above four ducal cities (see page 11)
Royal Haven
Three of: Wingrave, Windfall, Tosgard, Trollheim, Tric’Klic, Isle Draco
Three of: Blackpool, Rainbow City, Bow’s End, St. Stanislas, Searwood, Strathmore
Three of: Blood City, Coorheim, Frostgaard, Snow City, Kril Klic, Koufax
Three of: Tr’Urissh, Baca Baca, Shawville, Leopodville, Kric’Kra, Kinderheim
Three of: Tri’Tic, Grunt, Pixiland, Falkens, Black Tower,
Gain – All main characters in the faction gain title 2800
This counts as a Special Victory Condition for that faction.
Note: If the faction is either Chaos Lords, Shadow Spirits or Dark Mages, these locations must be owned exclusively by Hive races, or exclusively by Pride races, or exclusively by Chaos races.
Other races may not assist.
The CROWN OF CHAOS (Title 2801)
Special Action 2801 Be a leader of a faction which has the Throne of Chaos Victory Condition. Have the highest effective prestige in the faction. Have two other Victory Conditions, one of which may not be from Arcane Masters or Coven Champions or Demon Slayers.
Gain – Title 2801
This counts as a Special Victory Condition for that faction.
Note: If the faction is either Chaos Lords, Shadow Spirits or Dark Mages, the leader must be from the same racial group (Hive, Pride or Chaos) as the race which holds all the Throne of Chaos locations. However, members of the faction who are not from this racial group are ignored for the purposes of the effective prestige requirement.
MASTERS OF MANA (Title 2802)
There is no Masters of Mana title, nor a Mana Clash.
THE ARCANE CHAMPIONS (Title 2803)
This title is held by the Arcane Master who won the last Arcane clash.
If that Arcane Master was in an Arcane Faction during the clash, and the Arcane clash was won using only factional resources, this counts as a Victory Condition for that faction.
THE COVEN CHAMPIONS (Title 2804)
This title is held by the High Priest who won the last Coven clash.
If that High Priest was in an Ecumenical Faction at the time of the clash, and the Coven clash was won using only factional resources, this counts as a Victory Condition for that faction.
THE WARRIOR CHAMPION (Title 2805)
This title is held by the character who won the Knight’s clash.
If that character was in the range 1-1000, this counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
THE RUNE WARRIOR (Title 2806)
This title is held by the character who won the Rune clash.
This counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
PATHFINDER (Title 2807)
This title is held by the character who won the most recent Pathfinder clash.
This counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
THE PRIDE WARLORD (Title 2808)
Special Action 2808
Be a Tasen main character (races 206, 226, 246). Own Tosgard, Krosnogard and Tierkegaard for 3 consecutive productions. Once.
Gain – Title 2808.
This counts as a Victory Condition for any faction which that character’s position had joined when the adventure was completed.
THE KING OF THE TROLLS (Title 2809)
Special Action 2809
Be a Trollish main character (races 207, 227, 247). Own Trollheim, Mannheim and Kinderheim for 3 consecutive productions. Once.
Gain – Title 2809.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE HIVE QUEEN (Title 1600)
Special Action 1600
Be a female main character who is of the Hive (races 209, 229, 249). Own Tric’Klic, Tri’Tic and Tric’Cla for 3 consecutive productions. Once.
Gain – Title 1600.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE KING OF THIEVES (Title 2810)
This title is held by the character who won the Thief clash.
This counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
THE PRINCE OF DEATH (Title 2811)
This title is held by the character who won the Assassin clash.
This counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
THE RUNE LORD (Title 2812)
Special Action ???? or Adventure ????(Discovered in the course of play)
(For an Enchanter who is a Runemaster and attunes himself to the Great Runes: Rune Hammer, Rune Shield, Rune Armor, Rune Chariot, Rune Ring, and Rune Stone.)
If that character was in the range 1-1000, this counts as a Victory Condition for any faction which that character’s position had joined at the time of the special action.
THE MERCHANT PRINCE (Title 2813)
This title is held by the character who won the Merchant clash.
This counts as a Victory Condition for any faction which that character’s position had joined at the time of the clash.
THE PRINCE OF THE DWARVES (Title 2815)
Special Action 2815
Be a Dwarven main character (races 204, 224, 244). Own the Duchy of Masaland and Rainbow City for 3 consecutive productions. Once.
Gain – Title 2815.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE PRINCE OF CHAOS (Title 2816)
Special Action 2816
Be a Chaos main character (races 202, 207, 212, 222, 227, 232, 242, 247, 252). Own Blackpool and the same 3 Holds of Chaos for 3 consecutive productions. Once.
Gain – Title 2816.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE PRINCE OF MAN (Title 2817)
Special Action 2817
Be a Human main character (races 201, 221, 241) with a Duke title (including Duke in exile). Own the same six cities out of the nine cities of the Baronies of Alsayce; Cerralean and Kalgary for 3 consecutive productions. Once.
Gain – Title 2817.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE PRINCE OF ELVES: (Title 2814)
Special Action 2814
Be an Elven main character (races 203, 223, 243). Own the Duchy of Inglewood and Bow’s End for 3 consecutive productions. Once.
Gain – Title 2814.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE PRINCE OF THE ORCS (Title 2818)
Special Action 2818
Be an Orcish main character (races 202, 212, 222, 232, 242, 252). Own St. Stanislas, Kinderheim and Strathmore for 3 consecutive productions. Once.
Gain – Title 2818.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
THE DIVINE FOUNDER (Title 2819)
Special Action 2819
Be a priest main character with Lesser or Demigod status. Be at the Godstone with The Rune (#2001), The Word (#2002), The Way (#2003) and The Divine Power #(2004).
Gain – Create your own religion – details from GM.
This counts as a Victory Condition for any faction of which that character was a member when the adventure was completed.
LORD MAYOR’S TROPHY (Title 2820)
Special Action 2820
Be an Overlord or Mercenary main character. Your starting location must have these stats minimum:
Legendary Walls: Size 100; Ditch 4; Moat 4; Gate 20; Keep 20; Towers: 50;
At least one of each type of guild (type 1 to 9) strength of 12; one church of each religion of the same alignment as the main character, strength 12; between them, these guilds must contain one of each type of facility (guild extension);
Province Fertility 5; Lumber 50; Stone 50; Iron 50 ; one of each type of flora;
Disease free Pop – 10,000 of one race in one Pop Seg; 5,000 of different race in one Pop Seg; 2,500 of a third race in one Pop Seg; 2,500 of a fourth race in one Pop Seg; 1000 level 12 troops in one slot as defenders; an SEI of 1000; a Marketplace.
Gain – Title 2820.
This counts as a Victory Condition for any faction of which that character was a member when the special action was completed.
THE DEMON SLAYERS (Title 2821)
Special Action 2821
Be the overall commander and a slot commander of the party which defeats the Demon Beast in combat. All combatants must have been either Knight 20 or Ranger 20 or Berserker 20 at the start of the fight.
Gain – All members of the party gain the title.
If every member of the party was in the same faction at the time of the combat, this counts as a Victory Condition for that faction.
Note: It is not legal to defeat the Demon Beast and then release it to create a new battle.
THE RESCUER (Title 2822)
Special Action 2822
Be a main character. Rescue the character described below and solve the mystery of who it is and its destiny:
“Before Trekwill fell into a coma he was planning to lead a rescue of a lost child believed to be a lost Princess or Prince or some obscure arcane title. Little is know of the character other than the number which will be announced upon Trekwill’s death.”
Gain – Title 2822.
This counts as a Victory Condition for any faction of which that character was a member when the special action was completed.
THE GRAND UNIFICATION LABEL (Title ????)
Special Action ????
Be a Signtist with Marks of Power and Destiny. Have the scrolls of the Grand Unification Label (#2330 to 2333), be in the ‘Lab’ and perform the Ritual of Unification as explained in the Scrolls.
Gain – ????
This counts as a Victory Condition for any faction which that character’s position had joined when the special action was completed.
Clashes
Nomination for every clash is performed using email – just let me know which characters are entering which clashes according to the times mentioned in the calendar at the end of the turns.
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.
I will teleport characters in and out of the slots as appropriate.
In team events the team leader is responsible for organising this.
Defaults: Healing after each round. 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.
There is no Mana Clash.
High Priest and Arcane Master Nomination.
Every six months Priests and Arcanists with a Base level 20 or higher can be nominated for leadership of their religion or arcane discipline.
Priority is given to Main characters first. If no Mains are nominated, then all Secondary characters (201 to 1000) are considered, and failing that, Tertiary characters (range 1001 to 5000). For example, if a Main is nominated, all characters ID 201+ are immediately ruled out. This is true for every religion and arcane discipline.
High Priest and Arcane Master Elections and Clashes.
One month later, either votes are counted, or clashes occur, or whatever method of determining the winner is employed.
High Priest and Ecumenical Adventures 101-133
During the second and subsequent terms of office all these adventures are done by Special Action instead of by adventure.
Coven Clash
This follows identical rules to the Arcane Clash, but with equivalent prizes.
The Knight Clash
Knights submit themselves, the guild owner is not involved.
If more than one Knight is nominated from a guild, follow the High Priest nomination rules to determine precedent. If two equally important characters are submitted they have a preliminary fight amongst themselves before the clash to determine who will appear.
Duel spells are never allowed. Wounds are always healed between rounds. Mounts are always allowed. Resurrection always occurs at the end of the clash.
The Warrior Champion (winner) list on page 72 is removed. There is never an entrance fee, or a penalty for a guild not participating.
The prizes for second to last place are at the GMs discretion.
The Rune Clash
The Rune Sword – Adventure 1018
Be in Torgau force with item 2997. Have Knight 30,Swordsmaster 20, a Neutral religion and a Mark of Glory. Once per game.
Gain – Title 2899 Rune Challenger. This allows competition in the rune clash and unlocks the true power of the weapon.
The Rune Axe – Adventure 1019
Be in Torgau force with item 2996. Berserker 30 Axemaster 20, Evil religion and a Mark of Evil. Once per game.
Gain – Title 2899 Rune Challenger. This allows competition in the rune clash and unlocks the true power of the weapon.
The Rune Bow – Adventure 1020
Be in Torgau force with item 2995. Ranger 30, Bowmaster 20, Good religion and a Mark of Destiny. Once per game.
Gain – Title 2899 Rune Challenger. This allows competition in the rune clash and unlocks the true power of the weapon.
The Rune Staff – Adventure 1021
Be in Torgau force with item 2994. Arcanist 40 and a Mark of Wizardry. Once per game.
Gain – Title 2899 Rune Challenger. This allows competition in the rune clash and unlocks the true power of the weapon.
The Rune Mace – Adventure 1022
Be in Torgau force with item 2993. Priest 45 and a Mark of Divinity. Once per game.
Gain – Title 2899 Rune Challenger. This allows competition in the rune clash and unlocks the true power of the weapon.
Rune challengers enter a yearly combat clash. The challengers must have their rune weaopon equipped.
The winner holds the Rune Warrior Victory Condition.
Merchant Clash
This is available to characters in the range 1-1000, base Merchant 15.
On the day of the clash, each nominated character loses all crowns in their possessions – not the force, or a guild.
The winner is calculated by taking that amount of crowns and multiplying by the square of the base merchant rank of the character.
E.G.
Fat Rogan is merchant level 18
He has 23400 crowns in his possessions.
His score in the Merchant Clash is 23400*(18*18) = 7581600
Winners prize: 1 action, Mark of Wealth, 4 Prestige
Runner Up: Mark of Fate, 2 Prestige
GM discretion worthy loser prize(s): 2 Merchant, 2 Prestige.
The GM prize or prizes may go to the 2nd to last, but will never go to a merchant who’s crown investment is considered small change.
Pathfinder Clash
The Pathfinder riddle clash is removed from this game.
Instead there will be a ‘moveplot’ clash every 6 months (see the calendar at the end of the turns):
The Ranger who has the ‘World Record’ for moving the furthest in one land based ‘move force’ order will win the clash.
Nominate a character (ID1-1000) with base Ranger skill of 10. Email me their details, specify the turn in which they performed the movement and lastly include the start and end provinces of the moveplot. (The character must have had base Ranger 10 at the time of this turn.)
The World Record will rely on the turn printout of the force movement and counts the cartesian distance between the start and end provinces. Teleporting or any similar technique that avoids actually traversing the distance is not legal. Charm of Movement is not permitted, but roads and reduced move costs are fine.
Note that ‘land based’ denies the use of flying movement, or water based movement.
The start and end provinces of the World Record will be made public.