Ancient Times #3b From: keith.langley@mdcs.com (Keith Langley) Date: Tue, 28 Feb 1995 09:51:55 +0000 Heroes Wanted (Making heroes is often neglected in favor of "flashier" uses of DP. The battle of Thrandheim illustrates the importance of heroes; one more hero would have won the day for Mobius. Here is an essay on the uses of heroes, courtesy of Ettahae) Who needs a hero? Any deity on the move. They are vital to all of our needs and interests. Yes, they help to boost the morale of our troops in war, but they can also help to expand our economic base. Ship captains will tell you of how agnostics have made it impossible to get docking permits without a hero to properly intimidate the harbormaster. Cartmasters have horror stories of when they tried to bring gold into an agnostic province and had it seized. When Storch tried to build a temple in Switzerland, His drunken followers reportedly traded the money for metal and a few drinks! Your money and goods need the kind of protection only a hero can provide. Money is safer in the care of a dwarf hero, or even a drunken giant, than in the hands of an oppressed minority forbidden to own property. When seeking information about a province you have three options - take a look your self, send a priest, or send a hero. You and your priests can probably find something more important to do, so send the hero. Heroes are also good at rousting lazy troops out of their barracks and sending them to a forward province where they are more useful. In combat they will greatly improve the morale of troops of their race, and all heroes are useful with undead troops. (Here is another use for those hobbit and goblin hE "cart minders"). Some units, like dwarves, elves and lizardmen, fight well without heroes, but even they will have improved survivability with a hero. So if you hear of someone selling heroes cheap let me know, because I am buying! LETTERS (Ettahae) - Mobius, you slew my hero, now his head is pyre. Let's not repeat; let the feud retire. (Levi) - I would like to speak with anyone with provinces adjacent to the Black Sea (areas HH and II). I can be reached at: Robert Quick, xxx-xxx-xxxx. Thank you. (Tyr) - Storch, the party's over! Holy Writ One True Faith game #3 Welcome to ONE TRUE FAITH game #3. The game is full, with nine deities, and I have three names on a waiting list for OTF #4. The Gods and Goddesses are: CRISPIN, Evil God of Machines. Crispin particularly loves weapons of war and torture devices, the more complicated and destructive the better. His artillery is purchased at 80% of normal cost, and hits at 120% effectiveness. Also, when Turning a captured hero or priest, His DP are twice as effective as normal. Debate method: abstract. ROEBUCK, Evil God of Seeing. Roebuck sees everything - your armies, your plans, your innermost thoughts. He may use Divine Eye at 1 DP cost instead of 2, and His Divine Eyes cannot be blocked by Divine Protection. He also receives one free debate answer per turn, if needed. Debate method: puzzles. FLUSH RIMBAUGH, Evil God of Malicious Deceit. Flush's followers, the "Dittoheads", are easily worked into a frenzy of hatred against minorities and other "weirdos". His Persecute orders are at double normal effectiveness. He may also consider one debate question per turn answered (he doesn't actually answer it; he just diverts his opponent's attention with a personal attack or crude joke). Debate method: puzzles. DREHME, Good Goddess of Dreams. Drehme sends good dreams to Her followers and horrible nightmares to Her enemies. Her troops receive a 7% bonus to morale, and she wins converts at a 10% bonus. Debate method: puzzles. DUDLEY, Good God of Valor. Dudley's followers do everything right. They are trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and reverent - and when that fails they kick butt. Dudley's armies receive a +7% bonus to morale, and He may buy Heroes for 80% of the normal DP cost. He also gets a 20% discount on all Western Human Cavalry ( his cost: $21,B4,M5,W2) and Wood Elf Unicorns ($34,B26,M2,W2) purchased. Debate method: abstract. KASHELO, Good God of the Sea. Kashelo is said to appear as an immense sperm whale; he shepherds souls on their migration through the ocean of Life. His ships may safely move one additional space per turn, cumulative with ship blessings. He also receives a +20% bonus in naval battles, and produces Rough Seas, Fair Winds and Storms at half the normal DP cost. Debate method: abstract. LUSTERRA, Neutral Goddess of Lust. Lusterra's followers revel in all varieties of lust - sexual desire, financial greed, violence, revenge, power, etc. She wins converts at +20%, and multiplies Fertility results by 1.25. Debate method: abstract. MERCANNA, Neutral Goddess of Sea Traders. Mercanna's followers ply the sea lanes of the world seeking good deals. Her ships may safely move one additional space per turn, cumulative with ship blessings. She also purchases Investments for $8 each, not $10. Debate method: puzzles. TAVERNA, Goddess of Drunken Revelry. Taverna's followers consider alcohol to be sacred; thus they are known as Alcoholics. Sobriety is illegal at their celebrations. Since this is a popular attitude with many people, Taverna's preaching actions are at +20% effectiveness. Her priests all have Alter Self when preaching to Giants. However, Giant troops are 30% likely to be too drunk to fight in any battle, instead of the usual 15%. Debate method: unknown. Debate summary: Debates involving only Drehme, Mercanna, Flush Rimbaugh and/or Roebuck will use puzzles; debates that include anyone else will be resolved abstractly. We don't yet know about Taverna. (this is part 2 of 2. For information about ANCIENT EMPIRES and/or ONE TRUE FAITH, contact: Keith Langley, 1614 Donovan Pl, Longmont CO 80501. Voice 303-776-7987 noon - midnight MST, internet keith.langley@mdcs.com) Up