ancient times #6 2/2 From: keith.langley@mdcs.com (Keith Langley) Date: Tue, 30 May 1995 00:00:00 +0000 Holy Writ One True Faith game #3 Lusterra REPLACED - After leaving to attend an interplanar orgy, Lusterra failed to return as scheduled. Messengers were sent to call Her back to Erth, but upon their return they reported that the Goddess of Lust "is otherwise occupied, and likely to remain so for quite a while." A former minor deity has seized the reins of power, gaining control of Lusterra's worshippers; this new Power is expected to make Itself known shortly. Earlier reports that Lusterra's followers had been left without a Divine protector have been proven false. (When a new player enters an existing game, I enforce one turn of military peace. Armies may not attack the former Lusterra's provinces this turn, and armies from those provinces may not attack other players' provinces. Any that try will find themselves blocked by a REALLY Heavy Rain. All non-military actions are still legal, and after this turn you can all merrily slaughter each other again.) Drehme captures Bavaria - The Goddess of Dreams sent an army of mixed Good races from Hesse into Bavaria, defeating the Agnostics there. The Dreamer gnome crossbows and ballistae wiped out the defenders from a safe distance. Dudley takes Provence - Provence was attacked from two sides, as Dudley mobilized armies from Languedoc and Genoa. The God of Valor used various methods to immobilize half of the defending army before the battle, making an already easy battle a sure thing. The Pantheon One True Faith game #4 Welcome at last to ONE TRUE FAITH game #4. For the first turn I am allowing some extra time. This will allow you to send messages if desired (through me at first, though I encourage you to exchange addresses), and will enable me to stagger my due dates so as not to be overwhelmed. A few corrections have been made to the rules: p.9: The reference to heroes/priests marked "**" should be ignored; heroes and priests listed on the cost chart as "part of unit" may no longer be built. Instead, artillery, chariot and mammoth units may be led by any hero/priest of appropriate size, who squeezes in as an extra crewbeing if needed. The reference to "*" is also incorrect, as I found room in the table to spell out "part of unit cost" and did not have to use asterisks. p.10: Large Troops are considered Infantry for purposes of combat bonuses, but cavalry do not use the "vs. infantry" factors against them. unit tables, p.19: hob wolf attack/ charge factors are 8/12 vs. infantry. unit cost chart, p.28: ignore the hero/priest cost charts for ghouls, mummies and skeletal artillery. p.30: ehm rkt should not cost any wood. p.31: whm pike has a population requirement of 200, not 150. p.35, Combat Tactics: (new tactic) TREACHERY: Can only be ordered if Your troops have permission to enter the province they are attacking, or if Your enemy's troops are in Your province by invitation. All opponents' defense factors are halved, Fortified Defense may not be used by either side, and the battle is fought at Your missiles' range even if You are the attacker. If both sides order Treachery the effects cancel each other out and the G.M. gets a good laugh. p.41, Turning captives: "Dp equal to HALF the cost to create..." The formula is (Turning DP x2)/(Turning DP x2 + Creation DP) = chance of success. Deities of Erth Aniforani, evil God of Revenge promises His followers that their enemies will get what's coming to them. His followers attack at +50% when fighting a larger foe or a hated/disliked culture; these bonuses are cumulative. His priests gain Alter Self when preaching to Goblins, but are still considered to be their original size (an exception to the Alter Self rules). Debate method unknown. Vlad, evil God of Death encourages His followers to send all unbelievers to His kingdom. He receives a +20% bonus to Chemical production, and His priests have Alter Self when dealing with Necromancers. Debate method unknown. The good Goddess of Elves has not yet chosen to reveal Her name. It is known that She gets a +20% bonus to Wood production, and that Her priests have Alter Self when trying to convert High or Wood Elves. She may never convert or control Twisted Elves, since it is their rejection of Her that defines their Twisted status. Debate method unknown. Joss, good God of Wealth shares His sphere of influence with Enabrin; it remains to be seen whether they will be rivals or allies. He receives a +10% bonus to Money production, and Alter Self when preaching to Humans (but not Twisted Humans). Debate method unknown. Enabrin, neutral God of Wealth is the protector of merchants and tradesmen. His Divine attributes are the same as Joss' - +10% to Money and Alter Self with Humans. His aspect of neutrality should give Him an edge if these two deities compete for the money-grubbing Humans of Erth. Debate method abstract. Helthor, neutral God of Death, though He shares His sphere with Vlad, has little in common with His evil counterpart. Helthor is the lord of Valhalla, the northern human warriors' paradise. Helthor receives only a 10% bonus to Chemical production, but gains Alter Self when preaching to either Necromancers or Northern Humans. His worshippers are not, as one might expect, confined to the northern regions; pockets of them are found in the south as well. Debate method unknown. VeezaGolde, neutral Goddess of Shopping helps Her followers find the best bargains. Since She buys everything on sale, investments cost Her only $8 instead of $10. Her temples are great discount houses, often offering "loss leaders" to entice new customers. For each $1 spent in an area, VeezaGolde may convert one extra size point of worshippers; She must have a temple there to use this ability. There is at least one more deity known to exist, but Its identity is a mystery. There is also room for one more Supreme Being in the pantheon. Up