Midgard (USA): A brief description From: pyrich@cris.com (John & Alissa Pyrich) Date: Mon, 22 Jan 1996 00:00:00 +0000 Welcome to the World of Midgard! Midgard is a open ended "Play-By-Mail" game of exploration, war, conquest, raiding, and trading. In this game, based loosely in an "Ancient-to-Medieval" time frame. You can compete or cooperate with hundreds of players from the U.S. and around the world. You will use the Players Manual (Rulebook) to learn about the game rules and objectives. You will then create your initial position, a "Clan". After you send us your set-up sheets, we then will enter your information into the computer, and send back your results. You then will fill-out your turn and send it back to us once a month. We enter player turns as they come in, and process them sequentially. The game's software, known as the "Model" then determines the outcome. We then mail your turn results to you. Turns, which are called "Cycles", are processed once a month. Written history extends back many thousand years toward the origins of civilization. It is rich with detail and well preserved, in both official documents and literature. It has been passed from generation to generation. Through over two thousand years of conflict, the various factions of Midgard have had their histories tested and proven in the fires of time. Approximately five years ago, the greatest disaster in the history of Midgard occurred. An asteroid struck the world south of The Midgard Continent, presumably on the continent of Kalamar. In the three years that followed, all warfare ceased and famine and diseases were the greatest enemies. The people of Midgard are just now beginning to recover from this, the greatest disaster in the history of the civilized world. It is into this world, a world of competing Factions and shifting balances, that you will find yourself when you take the bold step to enter into The World of Midgard. Prosperity is returning, but most of the vivid memories of the past still linger. Many organizations are in need of your services and there are opportunities for those that are willing to work hard. Your character will either be the second son or the rebellious daughter of a well-to-do, but not rich family. The first-born son will inherit all of the land and chattels in this feudal society. Your only avenues to prominence are the traditional routes of the military , church or trade. The less common routes of trying to remain an independent, Banditry Barbarism, religious heresy and schism are also possible. You are not destitute, as your family has provided you with a stake. Three of your closest friends have sworn to join their fortunes to yours and to serve as your loyal followers. Unemployment has been high recently and you have been able to persuade about 200 local youths from the farms and villages to act as your retainers and to share with you in the adventures that are to come. Your family has never been very politically or religiously inclined, although you indeed are familiar with the major Factions of Midgard. You are free to place your fate with any of the power structures; however, might be well advised to just wander a bit, carry cargo between the towns, and learn more of the lay of the land before making any decisions. You have never been further than the nearest city, but you know the region fairly well. Additionally, your eldest brother has provided you a generalized map of the known world and a detailed map of the region you are from. Trade missions can be undertaken for any Faction without prejudice. Merchants are seen as a necessary part of the society; however, they are viewed as having a low status occupation. At this stage, you are simply an "Independent" clan. After you have gained some familiarity with the region through travel, you can expect to be offered more challenging and varied assignments by many of the Factions. Midgard is, after all, a very uneasy world and your services can be important to many. Once you've gained some military experience, the Faction leaders will help you recruit more retainers to use as soldiers. This will occur after you consistently begin supporting one Faction. The pressure to choose a side builds very quickly. Though you may change your mind or put off making a decision, others will be acting quickly, hoping to gain an upper hand. There are numerous Factions that are fully described in the Rulebook. Players control the Senior position in the Factions, governing cities and the like, and you can expect to see large and far reaching economic, political, and military actions. You may have up to three (3) clan characters (or leaders) in the game at any one time. If you have more than one character, each is related to the other. For simplicity sake, they will be called cousins. If one of your characters kills one of his cousins, or if one of the clans are, (shall we politely say), "mismanaged to death," you may not obtain a new one for six months. There are other restrictions regarding cousins which are discussed in the Rulebook. Most are aimed at preventing abuse of the game system. Each clan can have up to three followers. For each follower, you may operate one expeditionary force (for a maximum of three). Each clan may also run one city. Hence, you can have at most a total of five positions for each clan you run. If anyone has any questions, I'll be happy to answer them. Yours in service, Kerin the Black Master of The Society of Arms (mercenaries for hire) Up