Legends: Dark Domain (long) From: ohmann@columbiad (Dale Ohmann) Date: Fri, 02 Sep 1994 22:59:32 +0000 Hi Legends fans, This is a description of Midnight Games newest Legends module. Many of you may not have access to this so I am posting it here. Take a look and let us know what you think. Enjoy, Dale +----------------------------------------------------------------------------+ ---------------------------------------------------------------------- THE DARK DOMAIN ---------------------------------------------------------------------- MIDNIGHT GAMES Presents ***THE DARK DOMAIN*** Credits: Basic Database : Jim Landes Bards Tales/Stories : Edi Birsan Artwork : Danny Willis of the Goblins Sketchbook First Revision : Edi Birsan First Translation from Brooklynese : Bobby Lilly Second Revision : Edi Birsan Second Translation : Bobby Lilly Third Revision : Edi Birsan Third Translation : Bobby Lilly Fourth Revision : Design Team Fourth Translation : You're on your own! Copyright 1994 by Midnight Games. All rights reserved. Except as permitted under the copyright act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without the prior written permission of the publisher. WARNING: The legends and stories contained herein may include portions that are not suitable for those who maintain dogmatic approaches and/or rigid concepts of religion/science. They may find such material abusive... and they fully deserve it! ---------------------------------------------------------------------- INTRODUCTION ---------------------------------------------------------------------- A thousand years ago the land of Tarvan consisted of five peaceful realms which were home to both Humans and Elves. They were places of magic and legend to be sure, and many a warrior and wizard spent their lives in pursuit of adventure. Then came Alaktor. It has never been entirely clear what this being was other than the fact that Alaktor was unimaginably powerful and completely evil. Calling itself the Lord of Evil Alaktor quickly subdued the princes and regents of each of Tarvan's realms turning them into beings of immense evil. These five rulers have often been called the "Soulless", the "Five Princes of Darkness", or even the "Favored". Calling up a demonic cloud of darkness to surround the islands of Tarvan, Alaktor claimed them for an impenetrable base of evil. Rumors spread of the distortion of the very laws of nature by using the elements to shape this land to Alaktor's own perverse uses. Over the next thousand years Alaktor directed his Favored to wage war upon the outer kingdoms bordering the central sea. Through invasion after invasion these Five have inflicted pain and suffering upon the seafaring kingdoms. The barbarian clans of the North banded together to repel one invasion. Thus were born the Sword Clans. The Kingdom of Ceralean has been a staunch enemy of the Five and has been the most successful against them on the battlefield. The Talenfar Dynasty over the years has taken the majority of the attacks from the Soulless but has somehow managed to repel them all. Several times over the centuries the Emperors of Kraganzar have allied themselves with Alaktor and the Soulless. Each time the Kraganzar have nearly been destroyed by duplicity. Twice the Emperors of the Kraganzar have paid with their lives. Twenty years ago the invasions ceased, and the raiding of the coastal communities continued only sporadically. Finally, word reached the four great Sea Kingdoms: Alaktor was gone. The Five Princes of Darkness no longer wielded the great power of the Lord of Evil. The barrier of Darkness was weakening. Then came the Night of Prophesies when a single dream was visited upon the visions of the greatest mages and the divine leaders of the religions: In the tears of the heavens four shadows of the divine shall pray their last. A rainbow arch shall pierce the Darkness; its vibrant gate shall banish Darkness 'til the Judgement Time. Before the Powers that Will to Be, shall stand a Champion mighty and strong a Coven of the Faithful shall wait and see, a Kingdom of Destiny holds Tarvan for a song. One of Shadows shall come forth sparkling with Five Rings of Power The Time will be adjudged and the Forces of All shall cower. Discussions of the Prophesies were held throughout the four kingdoms. A common ground of secular and temporal interpretation was found, a miraculous event in itself. However, as true to politics of sentient beings everywhere, each group saw themselves as the keepers of the prophesy for their own purposes. The Danain saw a chance to banish evil while the Vokos sought to control the powers for their own gain. The Eru, ever of two minds, sought to keep balance in the world either for reasons of faith or for the need for uncertainty contained by bonds of Holy Balance. The nobility saw the Kingdom of Destiny and after much suffering determined to be that kingdom rather than its target. Heros and warriors saw the glory of the Champion and the focus of the world of time upon them. The shadowed ones, being the nemesis of order, relished the idea of holding the Rings of Power and thus deciding the flow of magic. The Grand Mages also saw themselves holding the Rings as the power behind many a throne and in the shadows of many a Champion. The call for more conferring went out and, as the fates would have it, the heads of the four religions found themselves travelling by sea from one Conclave to another via different routes when a terrible storm struck. Howling across the ocean, it destroyed their ships taking every life. True to the prophesy a rainbow was seen from afar moving towards the Darkness where in a flash of light, it banished the cloud as the barriers crumbled away. For the first time in over a thousand years, the armies of Darkness and the Soulless could be destroyed at their source. War cries were heard throughout the lands... "Invade Tarvan! Death to the Five Princes of Darkness!" Thus the adventures to the Dark Domain begin; now is a time of Legends... ---------------------------------------------------------------------- GAME MAP AND SIZE ---------------------------------------------------------------------- The world of the Dark Domain is 130 East/West by 80 North/South. Each game can accommodate up to 200 active positions; however, the average will be 100 players. The actual map of Tarvan has been obscured for centuries and the powers of Alaktor have changed the landscape many times. Thus the area must be explored anew. From game to game, minor aspects of the outer Four Kingdoms on the map will also be altered and major alterations will be made to Tarvan so as to give both new and experienced players the same feeling of venturing into the unknown heart of Darkness. ---------------------------------------------------------------------- NPC LEVEL ---------------------------------------------------------------------- The standard Dark Domain game will be at Legends interaction level 2. There are special actions available as listed in the back of the module. Non-standard games will also be offered which will allow many variations in the activities of the background. ---------------------------------------------------------------------- SCRIPTED EVENTS ---------------------------------------------------------------------- For each game there may or may not be a series of 'scripted' events that detail certain predetermined dynamics in the world. Typically, in advance of the game, these events are detailed for a 12 month period and have various inter-related features as well as stand alone aspects that drive other events. Such events as a princess to rescue, a dragon to slay, Guild to be built or some such are part of the background of all Legends as well as more mundane information such as the fluctuation in the price of Gold, storms at sea or sudden shifts of the astral winds. ---------------------------------------------------------------------- GAME ITEMS/STATUSES ---------------------------------------------------------------------- Items in a game are designed to change in a near random method from game to game. Items with the same name may function differently from game to game so as to avoid an advantage to experienced players by taking information from one game to the next. Statuses are conferred by game items or spells but are not designed to be inflictable by normal game mechanics. Items may give status, as well as take them away. For those not familiar with the North Island Campaign (another game module), all the items in the game are not necessarily beneficial. Some items are made to simply torment and confuse in order to give real value to those that do wondrous things. Some items have a cost to their use so that great magic attacks may drain the magic resistance of the caster. There are many minds and even more warped senses of humor that go into the making of items in a Legends game, so be reminded that knowledge is power... of a sort. ---------------------------------------------------------------------- VICTORY CONDITIONS ---------------------------------------------------------------------- Victory has many facets and different meanings to those who struggle. Some seek the highest praise of their fellows while kingdoms battle for conquest and others fight for liberation against the Soulless. 1) THE CHAMPION OF TARVAN: A single character in the number range 1-1000, the Champion of Tarvan is determined by one on one challenge combat. On the final turn in games where there is a set time limit, those wishing to enter the combat for "The Champion of Tarvan" are placed in a force of their own and set into a multi-round tournament. The only restriction is that there can only be one entry from a given position. No duel spells may be used though the characters may have been touched by arcane enhancements prior to entering the conflict. The surviving character is declared "The Champion of Tarvan" who shall stand in the Judgment Time. The Champion may not be in the Coven of the Faithful or be the Shadowed One, but may be the main character that heads up the Kingdom of Destiny. In games where there is no set time limit, the Trial of Champions will be held 12 production turns after the start. Thereafter, anyone obtaining a challenge ring (ID# 704) may call for a Trial of Champions during the Late Summer and/or Late Winter game months. Conflicts are resolved at the end of the following month. All characters eligible to be The Champion who have a challenge ring may make a bid for the title. Seeding is done randomly with the current champion treated as just another challenger and some lucky challenger may get a 'bye' or free pass in a round. A champion after all is allowed to have luck. The Title of Champion of Tarvan shall belong to the winner of the Championship. The title is worth 25 prestige and comes with a Mark of Power, Mark of Destiny and a Mark of Glory. If a Champion is defeated in the Judgement tournament, he only loses the title. All entrants will be returned (dead or alive) to unspecified places scattered in Tarvan even if the champion/challenger started in the Four Kingdoms. The Champion is always a publicly known figure and tournament details may be published from game to game depending on outside circumstances. 2) THE COVEN OF THE FAITHFUL: The various Covens will do holy battle at the Judgment Time to determine the most powerful Coven. The head of each religion (and for the Eru each of the 'Superiors') may send a single party of up to 9 characters, each of whom must be a priest of the same religion and in the character range of 001-1000. Combat slot assignment is done by the head of each religion. They are responsible for gathering their minions at the assigned Judgement Time and for providing the force number of the party representing their religion as a 'coven'. Spells may be cast at the duel of the Covens including any spells allowed by items wielded by the priests. The head of the religion must be assigned to slot 9 of the Party though his presence in any other slot or physical appearance in the party is not required. In games where there is a time limit the Covens shall be assembled on the last turn. In games without a time limit the first Clash of the Covens will take place 12 months into the game. Thereafter, any head of a religion that can secure a Challenge Ring (#704) may post a challenge. The challenge shall take place four to six production turns from time of posting (via the message system). Duels of the Coven will take place in a secure place and the forces returned to the head of the religion that sponsored the Coven. The characters in the winning Coven shall each receive the title: Of The Coven worth 8 prestige each plus a Mark of Divinity and Mark of Destiny. Should the Coven be over turned then the titles are forfeit. All participants who are defeated receive 2 prestige. The Clash of the Covens is a public event and the combat rounds may be published depending on outside circumstances. 3) THE SHADOWED ONE: The nemesis of order who holds the five true rings of power. May be any character in the range 001-1000 who is not the Champion or Of the Coven. The character must hold the 5 Rings of Power (ID# 1095-1099). The Shadowed One must have one skill of either Thief, Assassin or any of the basic Magic Skills 1-9. If there are two or more such challenges at the Time of Judgement then a combat will take place with no limits on magic. In games where there is no time limit, The Shadowed One will be the first one to assemble all the Rings of Power and keep them on while doing a notice to the GM in private. If he is ever found without all five rings once being declared The Shadowed One, then the title is forfeit and there is a 50% chance of the character being decimated (losing up to half of all attributes/ characteristics/skill levels). Anyone who assembles the five rings may by special action always find and teleport to wherever The Shadowed One is one month after posting to all players a public Challenge to the Shadowed One. The Shadowed One loses all prestige when the title is claimed and may take any three different Marks. If the Shadowed One title is lost, the character's influence is reduced to -0- and no prestige gain is made. Should a character lose the title then a public notice may be sent so that he may receive the just and true mockery of his fellow adventurers. 4) THE KINGDOM OF DESTINED JUDGEMENT: A faction which has retained its own home cities and has taken three of the five cities of the Soulless. All the cities need not be owned by the same position, but all positions must be within the same faction. If one position controls at least 3 of the 5 cities of the Soulless on Tarvan when the game ends (regardless if a time limited or open game) then that position will be called the King of Destiny. All achievers of any of the single victory conditions will be awarded a Victory. A faction, whose members have secured all four aspects of victory shall have achieved "Legendary Victory". To have achieved condition #4 and any other two conditions is to have a "Strategic Victory". Achieving any two conditions is a "Tactical Victory." ---------------------------------------------------------------------- TIME LIMITS ---------------------------------------------------------------------- Standard Games will go on till all four conditions of victory exist simultaneously. Fixed Time Limit games will end after 12-18-24 etc. production turns as set out in the game set up. Flexi Time Limit games will go for a minimum of 12 months. Players will be allowed to choose to end the game sometime between the next 13 and 36 production turns. The average of the votes will be determined and players will be notified when the game ends. ---------------------------------------------------------------------- ALLOWABLE RACES ---------------------------------------------------------------------- The following Chart shows the list of allowable player races in Dark Domain. There are other races that must be discovered as the game is played. ALIGNMENTS: The traditional alignment of Good, Neutral and Evil have been assigned to various religions and 'races' in a rather loose manner. The functioning of the alignment on religions is often found in its effects on religious items and status. For each character's race the function becomes more of a convenient aid in role playing, special actions, and design of character-Kingdom functioning with religious alignment overriding racial alignment. PLAYER RACES: HUMANS CIVILIZED (#201) [GOOD] Humans in Dark Domain generally occupy the lands in the Kingdom of Ceralean, especially around the city of Arean. Humans come in a wide range of skin colors from near albino to a deep brown seemingly without any rhyme or reason. Humans seem more concerned with eye color during this epoch. Brown eyes are the most sought after and hazel or blue the most mundane. Their culture is such that they are familiar with magic and the supernatural forms part of their daily life and folklore. They are favored of Danain. Human Civilized tend not to eat ocean caught fish fearing contamination from Tarvan's Dark Cloud Barriers. A culinary peculiarity not shared by Human Nomads and Barbarians whose scholars claim that the benefits have increased those races' constitutions accordingly. To which the civilized have responded: "But at what cost?". ELVES (#203) [GOOD] The Elves have dark hair, light tan to earth colored skin, a medium build and crystal blue or green eyes. They love nature and are mostly found in the forested areas of the Kingdom of Ceralean and in the city of Ilearea. All the religions have a reactionary sect that divides on the issue of whether Elves have Souls. A matter that appears to have absolutely no concern for traditionally brought up Elves who view others as 'non-elves' and thus interesting but not a priority. Elven sects of the various religions of Eru and Danain blend the religions with Elven traditional folk lore of being one with the divine power of nature. HALF-ELVES (#210) [GOOD] Half-Elves are part Human, part Elven, a strange mix that makes for a difficult life. Often Half-Elves will deny one or the other half of their lineage, which tends to make them either broody and melancholy or easy-going and light-hearted. Half-Elves are often found in the Kingdom of Ceralean where, like nearly all other places, there is great prejudice between the Half Elves and all other races in the areas of commerce and residence. ICE ELVES (#205) [NEUTRAL] These Elves have dark black hair, a light build and crystal blue eyes. The unique physical aspect of an Ice Elf is the bluish tint of their skin. In other respects they are much like other Elves but tend to live in colder climates. MARATASENS (#206) [NEUTRAL] Maratasen are humanoid felines. They have a strong sense of honor and are aggressive. Maratasens believe that humans are their mutated and cursed offspring from a long ago Age of Grand Magic, a view not unsurprisingly mirrored in its opposite by Human scholars. In Maratasen society females are the dominant gender both in numbers and positions of power with a few notable exceptions. Males are often given figurehead positions and are rarely trusted with any major responsibility because of their intense berserk rage when angered or frustrated in any endeavor. One famous Maratasen of legend was said to have drowned because he flew into such a rage at being knocked down by a wave that he tried to tear the ocean from the shore. The Maratasen can be found almost anywhere in the North especially in the cities of Hrovgaard and Garamond. HUMAN BARBARIANS (#221) [NEUTRAL] Human Barbarians are the northern clansmen who make up the majority of the Hrovgaard Swordclans and the Talenfar Dynasty. This race favors strength and ability in men over outward pride in intelligence, a favorite of the so called civilized races. They are singularly independent, tend to follow their passions and are hostile to strangers. They view the use of magic as a weakness, and, due to this, they have bonuses in Magic Resistance and negatives to Mana Recovery. The Barbarians have a great respect for women who, under their laws, are treated as separate but equal, a feature that is reflected in their favored religion of Eru and generally not shared by their civilized cousins. HUMAN NOMADS (#241) [EVIL] Human Nomads reside only in the Southern regions in nomadic tribes. They are an aggressive, aloof and proud people with ritualistic customs many observers find incomprehensible. To most other human cultures the term Nomad is an insult meaning 'unfit to be under house' or 'outcast'. The Nomads view towns and cities as the filthiest places in the universe, but find it necessary to maintain commerce with those who would 'camp downwind of their own waste.' They are found in the plains around the city of Krovdam and in the Southern desert areas. DARK ELVES (#211) [EVIL] The Dark Elves have a matte dark olive skin and grayish hair with eyes of a golden hue. They are great users of the Arcane Arts and extreme perfectionists. They are an evil race that hates most other races especially Elves. Known to go into trances and experiment with arcane flora/toad venom to the great discredit of their race, they are involved in nearly all illicit arcane trade throughout the Four Kingdoms. They are mostly found in Krovdam and in the areas north of that city. There are also settlements of Dark Elves east of Shotankar in the woodlands therein and in the city of Srendair. SAURIANS (#207) [EVIL] The Saurians are a race of Lizardoids of the Kraganzar Empire renowned for being bloodthirsty and merciless. They are an extremely aggressive and proud race with a ritualistic, caste system. They are the favored of Vokos. They maintain the unique ability to change their numbering system almost instantaneously every 500 years. Currently they have converted to using a base 10 system like all other races around Tarvan, however this was a recent change from the previous base 12 system of Ur'Rah. Known to be massive consumers of fish, the Saurians' peaceful contact with other races (of which there has been little) is generally done around their fishing and whaling enterprises. Of recent note is the death of a Crown Prince on a whaling expedition when he was swallowed whole by a Great Blue Whale near 'Alaktor's Curtain'. Saurian legends abound with tales of the sea and the lost undersea heaven from which their race was cast out. Saurians are found in and around the city of Shotankar. ---------------------------------------------------------------------- OTHER RACES ---------------------------------------------------------------------- These races are ones that the player cannot take as part of the initial set-up, but which may be found in the game. Players may attempt to influence these races but will find that modifiers vary from game to game and are bound by a secret random logic tree. TROLLS [EVIL] Trolls are large leathery creatures who are none too bright, but are deadly warriors due, no doubt, to their massive strength and strong constitution. They inhabit the land of Tarvan. They are favored vassals of the Soulless. Their culinary tastes have few limits and they are fond of feasting on their battlefield prey. HILL GIANTS [NEUTRAL] Hill Giants are large creatures who have no apparent culture by civilized standards. They are very few in number, and are often in the service of some greater evil. They tend to be scattered among the hills and have some hidden fear of the Sea. FROST GIANTS [EVIL] Frost Giants are large creatures who are very magical in nature. Only the barest of facts are known about them. They are very rare and have very few settlements preferring to live alone. In combat they are truly formidable creatures. In the winter time they have a series of ceremonies that few have lived to report on and remains as one of the mysteries of Tarvan. FIRE GIANTS [EVIL] Fire Giants are large creatures who are magical in nature. They have red skin and black hair, and are very frightening to behold. They almost always live alone in lairs, though up to several dozen have been known to live in a single settlement. They worship a Fire God but have been reportedly duped by Alaktor's minions into causing great destruction with teleport raids to villages around Tarvan. DRAGONSPAWN [EVIL] Dragonspawn are reptilian, humanoid creatures created by powerful Dragons. They may move very slowly but are formidable in combat. They are only known to be found guarding locations owned by Dragons. Saurians view these with great contempt and disgust preferring to kill them on sight as if their very existence was an insult to Saurians everywhere. No Saurian would tolerate the existence of a Dragonspawn in the same force as his. The first reported encounter between these two races was connected with a mutiny on board one of their ships that had captured one alive. The Captain was hung by the mutineers but the resulting court martial upheld their actions citing grounds of Saurian honor, an attribute beyond the logical comprehension of non-Saurians. THULLS [NEUTRAL] These simple minded creatures were once humans, changed forever by the dark sorcery of the Soulless. Thulls are physically stronger than humans but less dexterous. They are the favored servants of the Five Princes of Darkness. Thulls grow at a very slow rate. Fables abound about the hidden grace of Thulls, however the reality of their dull wit has allowed them to be used by the dark side of human nature for sociopathic cruelty. ---------------------------------------------------------------------- MONSTERS ---------------------------------------------------------------------- Monsters are found as individual characters, but never as soldiers. They are generally more powerful than the "standard other" races listed above. Monsters generally view characters as lunch with feet. A monster that is not a prisoner in a Legion may turn on anyone in the Legion and try to rip his leg off. Likewise they may raid the Legion's food and basically be uncooperative when trying to move from place to place. Like nearly all characters, monsters may go berserk when in the same province with their blood enemies, seeking out a blood duel regardless of the relationship between the target and themselves. HOWEVER monsters are ideal as 'moat monsters' whether there is a moat or not. Once freed in a location and assigned to a combat slot they are assumed chained to that combat position. An occasional passer-by or drunk may be consumed; but, that not a major problem. GREEN DRAGONS This monster is the least powerful of the dragons, but is still able to gut a well-armed castle. These monsters are found in forests and swamps. They do not tend to use magic and are about as intelligent as an alligator. BLUE DRAGONS Blue Dragons are more powerful than Green Dragons. These monsters are usually found in wet, cold climates, such as swamps, as well as in the great Northern Waste. They, like Green Dragons, tend not to use magic. They are known, however, to spew lightning from their mouths. RED DRAGONS Red Dragons, the most numerous Dragonkind, are fierce dragons found in mountainous regions as well as warmer climatic regions. They use magic, are as intelligent as a knowledgeable Human and breathe fire. WHITE DRAGONS White Dragons are fierce, very territorial and often attack any force that enters their province. They are found in the cold north and sometimes on the highest peaks of the coldest mountains. They use magic extremely well, usually are very smart, and breathe cold fire. Fortunately for Humankind, these monsters are very rare. Sometimes White Dragons have other lesser Dragons, Drakes and Dragonspawn in their control creating a rather rude shock for any unsuspecting lair basher. BLACK DRAGONS Black Dragons are very rare and exceedingly dangerous. They use magic, are smart and breathe fire. Black Dragons commonly have lesser Dragons, Drakes and Dragonspawn in their control. Rumors abound that Black Dragons are able to eat the souls of their prey reducing the chance of their resurrection. Other stories talk about Black Dragons phase shifting to capture the soul of their victim then sending the husk back into the world as a soulless trophy of their misdeeds. SWAMP DRAKES These greenish monsters are found in swampy areas and seem immune to cold. They are dragon like, but do not have either the Dragon's intelligence or ability to fly. Swamp Drakes emit poisonous gas and are vicious often capturing their prey and slowly devouring their characteristics until they have no strength or constitution left before finally ending the suffering of their prisoners by drowning them in bile. CLOUD DRAKES Cloud Drakes are white in color and are found in the coldest regions. They are similar to dragons, but are neither as intelligent nor as powerful. They emit a bitterly cold breath attack. Stories speak of the Cloud Drakes as the banished children of a great cloud city of dragons, lost in a epoch before Tarvan was named. STORM DRAKES Storm Drakes are found in the mountains and sometimes other remote areas of the Dark Domain. They are bluish-white in color and emit a breath attack consisting of lightning bolts. Their images have been seen in the intense lightning storms of the Southern Seas and they have been known to ravage convoys along the edges of coastal mountains. FIRE DRAKES Fire Drakes can be found anywhere. They emit a fiery breath attack which can be devastating. They do not use magic and have a great fondness for horse flesh. FIRE DEMONS Fire Demons are living sheets of flame that inhabited another plane and had been brought here by the evil of Alaktor. They are very dangerous. Stories abound about those who think they have influenced or chained a Fire Demon only to be consumed at a weak moment with the flames of hell unleashed again. SPAWN OF EVIL These creatures, no two exactly alike, are said to be the nightmarish creations of Alaktor. Some are great insect-like creatures, others nothing more than a gaping maw. All of them are the stuff of nightmares. Most have some sort of special attack and many are magic users. They pervert the very essence of magic and consume the weaken souls of those whose hearts are bent to the Dark side. GREATER UNICORN There are many legends of the Unicorns, but today the creature itself is very rare. These magical beasts are highly intelligent and quite magnificent. The stories often talk about THE Greater Unicorn being a lost Prince of Light waiting for a hidden and pure princess to come carrying the key to break the spell of his curse and discover her true nobility at the same time. HALF-TROLLS Half-Trolls are the offspring of the mating between a troll and an ogre. It is not known if they were magically enhanced, but there are, thankfully, very few of these creatures. They are not excessively fearsome in combat, but are all but immune to magic. Their intelligence is minute, focusing mostly on what is for dinner. They do not use magic. Whole troops of cavalry have been known to flee when found downwind of the Half-trolls. Such is their repulsiveness that most creatures of normal nature shun them. OGRES Ogres are powerful Humanoid creatures covered in greenish or sandy scales. They use primitive weapons and armor and are extremely strong. They are found everywhere and seem to breed quickly for their size. Ogres are single minded in battle and will often ignore easier targets once they focus on an enemy. Regardless of a target's condition, they tend to excessively pound targets into mush which is where we get the expression "to beat a dead horse". FIRE ELEMENTALS These creatures from the dimension of elemental fire somehow managed to cross over into this world. The most popular theory is that summoners of the astral plane were too weak to control what they had summoned and were consumed by Fire Elementals who now freely roam the world. They seem to be large Humanoid figures of flame. They often use magic and will turn on anyone in their party that tries to exert control over them. Elementals must be controlled from the first moment of summoning if they are to be controlled. AIR ELEMENTALS These creatures from the dimension of elemental air crossed over into this world like Fire Elementals. They seem to be wispy figures of air and smoke and often use magic. EARTH ELEMENTALS These creatures from the dimension of elemental earth are massive beings of stone and earth. While they are slow-moving, they are extremely powerful and magical. Like Fire Elementals, Earth Elementals detest and fear the Sea trying never to venture forth on it. LESSER SHADOWBEASTS These horrid creatures were spawned by Alaktor himself. They are winged creatures whose stealth is renown. Often they will spring upon their prey in total surprise cutting them down with poisonous missiles and droppings of undescribable disgust. They do not use magic but have a powerful special attack of fear. GREATER SHADOWBEASTS Like their lesser counterparts, these creatures were also created by Alaktor. They are winged creatures who prefer to attack at night when the shadows hide their flying approach. These creatures however, do use magic and are much more powerful than their lesser brethren. LYCANTHROPY There are various types of Werecreatures. There are Werewolves, Weretigers, Werebears, and Werelions. Each type of Werecreature can polymorph (morph) in status to a more powerful one. Werecreatures are individuals that can partially change into another creature. Werecreatures are greatly resistant to normal weapons. They are also resistant to magic and immune from normal kidnappings, assassinations and geas/charm character spells. They are susceptible to charm monster spells even when the character is of a 'normal' player race. UNDEAD There are many types of Undead. For the most part, the Undead can metamorphosis into more powerful types of Undead creatures. Ghosts, Shades, Wraiths, Morghouls, and Specters are examples of this. The more powerful the Undead, the more extensive are their powers. The metaphysical types of Undead, in order of power, are Ghost, Spirit and Shade. The more corporeal types, again in order of power (and morphing) are Morghoul, Shadow Wraith, Wraith, Specter, and Specter Lord. Like Lycanthropes, they are immune to kidnappings, geas/charm character spells and assassinations of the generic standard type. They are susceptible to charm monster spells even when the character is of a 'normal' player race. VAMPIRES There are several types of Vampires who are also a special classification of Undead and they are all very dangerous. Vampires can Metamorphosis into higher forms of Vampirism. In order of power the types are Vampire, Greater Vampire and Vampire Magus. They are susceptible to charm monster spells even when the character is of a 'normal' player race. ---------------------------------------------------------------------- RELIGIONS ---------------------------------------------------------------------- -- RELIGION #1: DANAIN [GOOD] ---------------------------------------- The Protector, Lord of Light. Danain is represented as a Human like man with white hair and beard. He is wise and benevolent unless angered. Danain preaches the triumph of Good over Evil. He is the nemesis of creatures of darkness and his favored children are civilized humans. The Church is lead by the Pope (ID# 2801) (Prestige +6). All priests (Characters 1- 200) of the faith submit their self nomination for the title of Pope by providing a simple two line scripture covering some aspect of faith and goodness. By divine inspiration one of the scriptures is chosen and the Pope will reign for one year or until the office is lost through inaction, being laid to rest or similar divine acts. (Note: If no character in the range of 1-200 comes forward, then characters in the range of 1-1000 will be allowed in the following month, if none then it will be opened to all characters). Level 1 Miracles # 1 -- Shell of Protection: Character #143 -- Read Character #205 -- Rune knowledge #258 -- Bless Soldiers #294 -- Convert Character #295 -- Heal Character Level 2 Miracles # 2 -- Shell of Protection: Location # 37 -- Faith of Friendship #147 -- Locate Force #151 -- Scry Force #214 -- Bless #257 -- Create Holy Symbol #301 -- Circle of Protection Level 3 Miracles # 33 -- Increase SEI # 44 -- Cure Insanity # 82 -- Remove Undead Status #160 -- Charm of Influence #206 -- Runeform #271 -- Create Sanctuary of Religion #1 #283 -- Bestow Divine Blessings #288 -- Cure Black Death #290 -- Cure Pox #302 -- Aura of Protection Level 4 Miracles # 79 -- Dispel Undead #207 -- Runemind #252 -- Remove Lycanthrope Status #296 -- Resurrect Character Level 5 Miracles #305 -- Create Medallion of Danain Level 7 Miracles #303 -- Word of Command Danain Holy Symbol Item #581 +1 DF Humans; +3 MAR; +1 SAR; Cure poison 25%; +1 Holy Mana free per casting; +2 Holy Mana recovery; +1 Priest Skill; Cure Insanity (on activation) Note: Additional Holy symbol features may vary from game to game. -- RELIGION #2: ERU [NEUTRAL] ---------------------------------------- The Life Tester, The God of the Elements, The Strength of Will and Perseverance. Eru is represented by a tall heavily muscled Human Barbarian with a lightning bolt in one hand and a great battle axe in the other. Eru teaches the importance of balance in the world and the continuity of eternity as a blend of all things. Eru favors Human Barbarians as his preferred children. The church has had two heads since the time of the Great Schism: the Mother Superior (ID# 2802) and the Father Superior (ID# 2803) (Prestige +6 for each). Both heads are chosen from their appropriate gender priests. For reasons of historical tradition the Father Superior is associated with the Swordclans and the Mother Superior will generally reside with the Talenfar Dynasty. The Riddle Game is a favorite teaching device of the Eru and the leaders are chosen for those who supply riddles in Conclaves. As per the tradition built up since the Great Schism, the Father and Mother may not come from the same position. Choices are first made amongst the characters in range 1-200, then from characters 1-1000 and then, if no entries, from all. The leaders are re-chosen annually. If any leader drops game activity during the year they will be replaced. Like all other religions at the start of the game a set of leaders must be chosen to replace those lost at sea following the Night of Prophesies. Level 1 Miracles # 75 -- Repel Undead I # 91 -- Gather Food #294 -- Convert Character #295 -- Heal Character Level 2 Miracles # 96 -- Gather Special Resource #214 -- Bless #257 -- Create Holy Symbol Level 3 Miracles # 82 -- Remove Undead Status #133 -- Dispel Winternight #129 -- Summon Earth force #224 -- Charm Herd #288 -- Cure Black Death #290 -- Cure Pox #310 -- Wrath of Combat Level 4 Miracles #252 -- Remove Lycanthrope Status #291 -- Wrath of God #293 -- Curse province #296 -- Resurrect Character #306 -- Bless Soldiers of Eru Level 5 Miracles # 40 -- Erase Blood Enemy #312 -- Summon Warriors of Eru Level 6 Miracles #307 -- Bestow Divine Status of Eru #311 -- Create Axe of Eru Level 7 Miracles #303 -- Word of Command Eru Holy Symbol Item #582 +1 DF Human Barbarian; +1 MAR; +1 SAR; 10% cure Poison; +1 Holy Mana free per casting; +4 Holy Mana Recovery; +1 Skill Priest; 2 levels bless (10%); +1 Personal Combat Note: Additional Holy symbol features may vary from game to game. -- RELIGION #3: VOKOS [EVIL] ----------------------------------------- The Bringer of Disorder, The Great Destroyer, The God of Chaos. Vokos is represented by a non-corporal form of darkness with eyes of glowing scarlet. Vokos delights in destruction and chaos. Its believers are determined that only through struggle and change can true divine inspiration be sustained. The Saurians are the favored race of Vokos. (ID# 2804) The Church is lead by The Fist of Vokos (Prestige +6). When the position is empty (as at the start of the game) The Fist is chosen by a challenge tournament in which all Priests of Vokos over level 20 may participate at the time of production. The challengers must assign themselves to a combat slot as the only character in a force. They will then be taken by divine power to the astral plane of the Conclave of Vokos where combats will take place until one victor emerges. The Fist will then be given his title and all parties returned to their points of origin. Every mid Winter and every Mid Summer any eligible challenger who has obtained a Ring of Challenge may declare a challenge against The Fist. In the truly despicable fashion of evil, should there be more than one challenge, the challengers (all must be from different positions) are first pitted against each other, then the survivor takes on The Fist, but no rest is allowed to the challengers from the early combats... as Vokos preaches: "Power is not Fair, it is merely Power." The bodies of the defeated are returned to their starting positions at the time of the challenge. Level 1 Miracles # 29 -- Veil of Nightmares #258 -- Bless Soldiers #294 -- Convert Character #295 -- Heal Character Level 2 Miracles # 17 -- Fireball # 32 -- Whisper of Fear #214 -- Bless #257 -- Create Holy Symbol Level 3 Miracles # 43 -- Cause insanity # 67 -- Death Shadows #283 -- Bestow Divine Blessings #285 -- Geas #287 -- Cause Black Death #288 -- Cure Black Death #289 -- Cause Pox #290 -- Cure Pox #298 -- Greater Curse Level 4 Miracles #130 -- Summon Winternight #291 -- Wrath of God #296 -- Resurrect Character Level 5 Miracles #313 -- Summon Warriors of Vokos Level 6 Miracles #292 -- Purge Location #314 -- Create Death Skull Ring Level 7 Miracles #303 -- Word of Command Vokos Holy Symbol #583 +2 DF Saurians; +2 MAR; +1 SAR; +2 Holy Mana free per casting; +2 Holy Mana Recovery; +1 Skill Priest; +5 Strength; +2 Personal Combat Note: Additional Holy symbol features may vary from game to game. ---------------------------------------------------------------------- DARK DOMAIN SPELLS ---------------------------------------------------------------------- Guide: AF = Attack Factor in melee SAR = Special Attack Resistance MAR = Magic Attack Resistance CF = Combat Factor DF = Defense Factor Overall bonus = increase to both DF and AF #301 -- Circle of Protection Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Character Type : Duel Rating : 2 Effects : Cost is 3 Holy Mana. Gives the caster a 6 Invulnerability Rating, a +5 Magic Resistance and a +5 Special Attack Resistance. #302 -- Aura of Protection Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Character Type : Battle Rating : 3 Effects : Cost is 3 Holy Mana points. Gives soldiers in the same battle slot as the caster a +3 DF and +2 MAR and a +2 SAR. #303 -- Word of Command Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Character Type : Battle Rating : 7 Effects : Cost is 7 Holy Mana points. Yields a special attack of 1000 points. #305 -- Create Medallion of Danain Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Caster Type : Strategic Rating : 5 Effects : Cost is 20 Holy Mana points. This spell requires a unit of Mithril, and three units of precious gems to be in the possession of the caster. This spell creates item #701 Medallion of Danain which acts as a greater holy symbol of Danain. #306 -- Bless Soldiers of Eru Discipline : Priest Duration : Infinite Method : Fixed Range : Short Target : Soldiers Type : Strategic Rating : 4 Effects : Works just like spell #258 Bless Soldiers except will allow the priest to give soldiers the supernatural status of Blessed of Eru #354. Cost is 1 Holy Mana point per soldier so trained. #307 -- Bestow Divine Status of Eru Discipline : Priest Duration : Infinite Method : Fixed Range : Short Target : Character Type : Strategic Rating : 6 Effects : Cost is one unit of Mithril and 30 Holy Mana points. This gives the target character the supernatural status of Champion of Eru. #310 -- Wrath of Combat Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Character Type : Duel Rating : 3 Effects : Cost is 3 Holy Mana points. This gives the caster a +150% AF bonus and a +50% overall bonus in combat. #311 -- Create Axe of Eru Discipline : Priest Duration : Immediate Method : Fixed Range : Short Target : Caster Type : Strategic Rating : 6 Effects : Cost is 20 Holy Mana points. This spell requires a unit of Mithril, and one Axe (ID# 3) to be in the possession of the caster. This spell creates item #702 Axe of Eru a power 3 axe which acts as a powerful weapon and holy focus for Priests of Eru. Priests gain 490% AF. It is a damage level 7 weapon. #312 -- Summon Warriors of Eru Discipline : Priest Duration : Infinite Method : Fixed Range : Short Target : Force Type : Strategic Rating : 4 Effects : Cost is 20 Holy Mana points. This spell requires a unit of Silverleaf, and summons 5 Warriors of Eru. These soldiers will be level 20 Blessed of Eru Human Barbarian Axe Berserker soldiers mounted on Greathorses with Plate Armor and Battle axe. #313 -- Summon Warriors of Vokos Discipline : Priest Duration : Infinite Method : Fixed Range : Short Target : Force Type : Strategic Rating : 5 Effects : Cost is 20 Holy Mana points. This spell requires a unit of Nightshade, and summons 5 Warriors of Vokos. These soldiers will be level 25 Touched of Vokos Saurian Fey Knight soldiers with Plate Armor, Shields, and Javelins. #314 -- Create Death Skull Ring Discipline : Priest Duration : Infinite Method : Fixed Range : Short Target : Item Type : Strategic Rating : 6 Effects : Cost is 20 Holy Mana points. This spell requires a unit of Mithril, and three units of precious gems. This spell creates a Death Skull Ring (ID# 703). This item acts as a greater Holy symbol of Vokos. ---------------------------------------------------------------------- THE FACTIONS ---------------------------------------------------------------------- -- #1: THE KINGDOM OF CERALEAN --------------------------------------- Founded by a collection of escaped slaves, migrant outcasts and adventurers determined to be free from the other kingdoms of their times. The area was ripe for the advance of the Danain philosophy of the Triumph of Good over Evil. They have created a governmental structure with separate chambers for nobility and city dwellers which evolved during a period of intense civil disorder. Current conflicts, both with their neighbors and internally, revolve around issues of Slavery and they project their dominant hostile view towards it in their foreign policy. Priests of Vokos are banned from starting positions in the kingdom. CITIES: Arean (#3001) P 111-68 The city of Arean is ruled by the Human King Armand (ID# 1001) and is the capitol of the Kingdom of Ceralean. Armand's age is well advanced and the proliferation of heirs (due to indiscretion of youth) has been quite extensive. The site of the Great Charter that outlines the duties of the King and the written laws of 'Due Process' giving several social areas where the Kingdom may not have dominion. The city is primarily inhabited by Humans and Half Elves. Guilds here include the House of Danain, The Emerald Order (a magic guild), the Paladin Knights and the Arean Square (a marketplace). Many goods are for sale here, including ship units, iron, armor, swords and light warships at a very reasonable price. Ilerea (#3002) P 77-75 The city of Ilerea is a city of Elvenkind. Elves and Half Elves live here and struggle together against the evils of the Soulless and their own prejudice against one another. The leader of Ilerea is the Elf Lord Jerenval (ID# 1002) who was known to have consorted with a Half Elven mistress in his wild and carefree youth 200 years ago. Considered a moderate on race relations he has been able to ease the tensions between the city's Elven and Half Elven quarters and has promoted a mixed area of joint residences and schoolings, a major controversy in the dominant Elven society. Guilds here include the Cathedral of Danain, the Silver Tower (magic guild), the Strongbow Rangers and the Traders' Faire (a marketplace). The Traders' Faire sells runners and raiders at an excellent price, not to mention Elven longbows. -- #2: THE TALENFAR DYNASTY ------------------------------------------ This Dynasty was founded on the careful, selective breeding of magical abilities in the early noble houses. A custom that has been publicly banned but persists informally through the functioning of the Dynastic courtesan system. Unique amongst the kingdoms is the integration of the Maratasen Pride system as one aspect of the dynastic laws. Maratasen female dominance is possibly one of the reasons that the female sect of Eru is located here. CITIES: Talenfar (#3003) P 120-37 Talenfar is the Capitol of the Talenfar Dynasty. The ruler of the Dynasty is Lord Orien, the 18th Half Elven blood ruler of Talenfar. Lord Orien occasionally has fits of astral inconsistency phasing in an out in a state of trance. Some whisper that this may be a throwback to a very distant Dark Elf blood relative or the workings of some curse upon his family by the fabled Ice Elf Siren of the mystic undersea islands. There is a wide range of peoples here including Ice Elves, Humans, and Half Elves. Guilds here include the Temple of Eru, the House of Danain, the Silvermoon Order (knighthood), the Red Robes (magic guild), and the Talenfar Market. Items for sale here include ship units, iron, light warships, raiders, and plenty of magic shields and enchanted swords. Garamond (#3004) P 117-12 Garamond is the home of many Human Barbarian and Maratasen clans. The city is led by the Warrior Karvan (ID# 1004), a very capable Maratasen Lord who manages to keep the peace between rival clans as well as some of their less cooperative leaders in the dungeon. Guilds here include the Temple of Eru, the Garamond Thieves, the Icemage Palace (magic guild), and Garamond Square (a marketplace). Items for sale here include ship units, iron, light warships, warships, laminated armor, and enchanted axes. -- #3: THE HROVGAARD SWORDCLANS -------------------------------------- United under the banner of 'The One Sword' which symbolizes that the common cause of survival is more important than their otherwise diverse natures, Barbarians, Ice Elves and Maratasen peoples put aside their differences to fight Alaktor and thus became a separate kingdom headed by a Warlord. The title means more than simply 'king' since the purpose of government in this land is to wage war against invaders and enemies of the land. CITIES: Hrovgaard (#3005) P 51-6 This northern fortress has withstood many attacks by the Soulless over the centuries. It is inhabited by Human Barbarian and Maratasen clans. The leader is Svendath (ID# 1005) a legendary Human Barbarian warrior of incredible strength rumored to be haunted by his lost childhood where he was raised by the mythical Maratasen witches of the Blue Mist. The guilds of the city include the Temple of Eru, the Jadgergard Knights, the Northern Rangers and the Fur Rendezvous (a marketplace). Items for sale here include ship units, iron, raiders, runners, enchanted plate armor and enchanted greataxes. Srendair (#3006) P 10-13 The magical city of Srendair has stood as a thorn in the side of the Soulless for many years. It is the home of many Ice Elves, Dark Elves, and Human Barbarians. The city is ruled by the Arch Wizard Corcil, a powerful Ice Elf Summoner. The palace is often seen to rock and shake as Corcil opens the gates of the Astral Planes to practice his craft and hold council with those beyond the plane of normal existence. Addicted to Silverleaf extract, Corcil has promoted the proliferation of its planting in the area so as to reduce the cost by producing surplus supply. The guilds of the city include the House of Eru, the Temple of Vokos, the Scarlet Tower (magic guild), the Huntermaji (Ranger order), the Blackdaggers (assassins), and the Srendair Marketplace. Items for sale here include iron, ship units, runners, warships, small merchants and mithril swords. -- #4: THE KRAGANZAR EMPIRE ------------------------------------------ The oldest and most violent society, the Empire has always appeared to be on the verge of chaos. The almost totally genetic caste system of the Saurians has always conflicted with the near insanity of the Dark Elves and the mysterious obtuse manners of the Nomads. Yet, these very conflicts have provided a mechanism for the followers of Vokos to exhibit their faith in chaos and restructuring which is the way of the Empire. Such makes for strong bureaucracies and weak Emperors who often have been duped by the whispers of Alaktor. Priests of Danain are banned from starting positions in the Kingdom. CITIES: Krovdam (#3007) P 11-46 The Dark Elf city of Krovdam has stood for many centuries as the center of power for the Kraganzar Empire. The city is ruled by the Dark Elf Emperor Balakan (ID# 1007). The Emperor is obsessed with the creation of Kraganzar as the Kingdom of Destiny. Treated originally as an outside puppet state by Alaktor, the Kraganzar have had nothing but misery and degradation in their association with Tarvan's dominance. The pride of Balakan longs for the reversal of roles between Tarvan and the Empire and seeks revenge for generations of toadiness by his ancestors in general and his father in particular, the last Emperor to ally with and be drained of dignity and pride by Alaktor. Primarily Dark Elves and Human Nomads can be found living in the city. Guilds inside the city include the Temple of Vokos, the Darkweavers (magic guild), the Hand (assassins), the Guard (knighthood order) and the Central Square (a Marketplace). Items for sale here include iron, ship units, runners, raiders, magic chain mail, mithril swords and slaves. Shotankar (#3008) P 30-74 The ancient city of Shotankar boasts over two thousand years of existence. This city is the exclusive home of the Saurian peoples. The city is ruled by the Crown Prince Zoreg (ID# 1008). Guilds inside the city include The Temple of Vokos, the Black Reavers (knighthood order), the Obsidian Seers (magic guild) and the Tooth Market Items for sale here include warships, ship units, iron, magic spears, plate armor and slaves. ---------------------------------------------------------------------- TARVAN'S CITIES OF THE FIVE PRINCES OF DARKNESS ---------------------------------------------------------------------- Gurvorak (#3009) The home of Inolzaka (ID# 1009) the First of the Chosen of Alaktor. This city is the home of many Undead creatures. There are whispers of the fabled Well of Darkness a gathering of the origin of Alaktor's Barrier. Before the coming of the Dark One, this was a beautiful Elven city. Sur-Zakur (#3010) This city is ruled by the iron hand of Kregmargan (ID# 1010). Mostly Thulls and Trolls survive here now. The Humans that lived here ages ago were either devoured or changed into Thulls. Malgoran (#3011) This city is rumored to still be home to many humans, enslaved in the service of it's leader, Tragnar (ID# 1011). Tragnar is known to have elite Netherworld soldiers around him at all times and claims that the very rocks of the soil speak to him of any trespass upon his Palace of Shadows. Tar-Karvoral (#3012) This city was once the proudest of Tarvan ages ago. The Soulless ruler, Zenrar (ID# 1012), prefers Thulls to be his subjects, a constant mockery of the once proud peoples who made Tar-Karvoral the center of ancient learning and dignity. Wazvaur (#3013) This city is ruled by Xalforgen (ID# 1013) who is perhaps the most hated of the Soulless. Having enslaved thousands of Human Barbarians he inflicted them with the curse of lycanthropy so that they now serve his every wish. The nights howl with the cries of lost souls begging for a final release into the void of death, but are instead held to the torment of lycanthropy and the hunger within that can not be satisfied. ---------------------------------------------------------------------- SPECIAL ACTIONS ---------------------------------------------------------------------- There are several special actions available in the Dark Domain module. STANDARD SPECIAL ACTIONS: (Note: During the course of play some of these may be changed into order codes so as to avoid the cost and the administrative disruption to accomplish them. While these are done in Special Action mode they may not require a character action; however, once coded they may have character actions assigned depending on the finalized order code) 1. Dropping an original skill from a start up character where no guilds have been built; 2. Untraining miners and laborers in a pop segment up to 10%; 3. Planting Flora: available to Bards, Druids, and Rangers only. Must have 5 units of the flora to plant in their character's possession slot at the start of the order which will be lost as one unit of Flora is planted. Can not be planted at SEA; 4. Learning/teaching a unique troop type found in training manuals; 5. Digging up a Dead Buried Body and retaining it. (Thieves only); 6. Executing a prisoner, but not burying the body at the same time; 7. Freeing a 'Slave' race character in your position; 8. Enchanter item creations; 9. Dropping a Pop Segment with or without population in it; 10. Dropping a Guild number that is inactive; 11. Dropping a built guild from the game map. (Must have no soldiers or anything in it); 12. Begging for the release of your incompetent and worthless piece of trash covert character which got nailed by an NPC location; (Note: Chance of success is below average and risk of bad things above average). 13. Getting details of a troop type or a spell learned about from an item in the course of the game. (Note many such items will have some details of a 'Read' order.) 14. Claiming titles as per the module book or events in the game; 15. Free a pop segment of slavery. Will change the population from 'Slaves' to 'Civilized'. Can only be done by a main character who owns the Pop Seg and has an alignment of Good both as a race and as a religion. NON-STANDARD SPECIAL ACTIONS: These are anything not contained above. Such non-standard special actions can be done only after the game has progressed through 6 productions. Some complicated or questionable actions may be referred to the design team and results will be delayed 2-3 weeks. ---------------------------------------------------------------------- PRAYING AT CHURCHES ---------------------------------------------------------------------- Any character of the appropriate religion can make an offering and pray at a church (NPC or player owned) to gain the favor of the deity and pity of the local clergy. The character must be inside the guild to enact this order. Characters must be inside the guild in question and must list both the guild number and its, believed to be, strength with their special action. Depending upon the guild strength rating of the church, the following list of things can be accomplished: 1. Cure Poison : Strength rating 5. Cost 500 Crowns; 2. Cure Pox or Plague : Strength rating 10. Cost 1000 Crowns; 3. Full Healing : Strength rating 12. Cost 1000 Crowns; 4. Stone to Flesh : Strength rating 15. Cost 1000 crowns or an item in the range 601-999 not part of a victory condition; 5. Resurrection : Strength rating 20. Cost is either the donation of a non victory item in the range 601-999 (item lost) or sufficient crowns to equal 200 crowns per point for each point of the character's prestige. Resurrections may not be done on characters that are Laid to Rest; 6. Locate the province where a specific priest of a religion is being held captive: Strength rating 30. Cost is 30 Mana and must be done by a fellow priest; 7. Convert a character who is an unbeliever: Strength rating 1. There is no cost. ---------------------------------------------------------------------- CITY ALLEGIANCE ---------------------------------------------------------------------- City Allegiance is separate from factional allegiance which is done with standard order codes. It is only available to main characters and can be done via Special Action no later than the sixth production turn and only once per position. The main character must be present inside the target city, and only cities (ID# 3001) to (ID# 3008) can be the target of this special action. The main character must be of the same faction as the target city. The target city can be owned by another player of the same faction. Should the target city be owned by another character, not of the same fraction, then the special action will fail. The result is that the character becomes a Noble of the city and is given a Signet of Office. This ring will allow the holder to cast a spell in the same province in which the city is located, which will summon from 5 to 10 superbly trained soldiers. In order for this order to go through, the caster must NOT BE INSIDE THE CITY but must be in a force which has one empty soldier combat slot. Each city has a different Signet of Office and each will summon different soldiers. ---------------------------------------------------------------------- CITY LEADERSHIP (SPECIAL RULE) ---------------------------------------------------------------------- After production turn 12 it will become possible to influence the leaders of the main cities. Prior to that point, the loyalty/prestige of these leaders is exceedingly high to prevent such attempts. The exact date of reduced loyalty (to excellent level) and prestige (24-30) will not be known but will occur sometime before the 24th production. When the loyalties drop all major cities will be adjusted accordingly. All city owners are faction members and their loyalty modifications against non-faction members are raised to impossible levels throughout the game. ---------------------------------------------------------------------- GLOSSARY OF LEGENDS TERMS ---------------------------------------------------------------------- AF Attack Factor - This is a modifier to the basic combat factor (CF) greater by an item or a condition for physical combats. Alignment The classic division of moral inclinations ranging from Good to Neutral to Evil with a fourth category of None. Used in statuses and items. The alignment is taken from a character's religion. In special actions and at set up for some initial placements, the Racial/ Cultural alignments, as spelled out in the module book, are used. BTY Beauty - a subjective rating of the appeal of the character's image. Due to the bias of most of the design team, Beauty is a factor that only comes into play when attempting to influence characters of the opposite sex. Cost effectiveness of such appeal varies, but appears to be capped at about a 10 point difference between the sponsor and target so that it actually works against the sponsor at that point. CF Combat Factor - this is the base factor of the character or soldier. The number to which all modifiers are applied in order to generate a final charge or melee or missile factor. It is also the number which represents the value of the character or soldier in terms of taking damage. A character with 400 combat factors would need to lose 400 combat factors before being killed. CON Constitution - the ability of a character to heal itself and overcome outrageous disease and extraordinary conditions. High constitution (over 10) increases a character's chance to avoid being plagued/ poisoned and increases its chance of successful resurrection. The exact amount of increase is a rather complex algorithm with affects running from 1-3% changes with variable caps. Basically it is a rare Dragon that is sick. DAM Damage rating - this is a rating of the power of the physical attack. It is compared to the target's Invulnerability (INV) rating to determine whether a target will gain any benefit by having an INV higher than the power of the attacking DAM rating. Excess DAM rating does not do more damage against a target, it only neutralizes the benefits of a target's INV rating. DEX Dexterity - the nimble ability of a character or a race. Used to determine the ability to use DEX restricted weapons. For characters, each point above their base race rating will increase the character's Attack Factor by 5%. For thieves, any dexterity increases over 10 assist a thief in stealing items by increasing its Stealing Ability by 1-2% for each point. DF Defense Factor - the value of the defense which is applied as a divisor against all physical combat. This factor is modified by the Invulnerability (INV) of a character when the INV value is greater than the damage (DAM) rating of the attacker. For each point the INV is higher than the DAM, the defense factor is increased by 50%. Favored Race of a Religion Each religion has a particular race that is 'Favored'. This means that for each religion when Mana recovery is calculated, priests who are of the favored race of their religion will get an additional bonus of 1 or more spell points compared to those priests of the same religion but who are a different race. Free Mana When casting a spell a certain number of points are 'free' and thus not subtracted from the caster's total available Mana. For example: an item that has 2 Free Mana means that all spells cast while a character is equipped with that item in his use or equipment slots will have the first 2 Mana points free. A spell may then be cast using 8 spell Mana points but only costing the character 6. When writing the spell, players indicate the number of Mana points required for the spell desired. The computer will reduce the actual cost in spell Mana by subtracting the sum of all Free Mana. Free Spell Points An older term meaning the same thing as Free Mana. Holy Rec Mod Holy Mana Recovery Modifier - for priests, usually a modifier to whatever the production recovery of Mana is. See also +/-REC. ID# Identification Number - nearly all things in Legends have an ID# so that the computer can build up each position and character from the combination of these references. Since its most obvious use is in possessions, this is sometimes called an item number. INV Invulnerability Rating - this is a number which represents how tough a target is. The tougher the target the higher the opponent's damage rating (DAM) needs to be to neutralize the target's toughness. For each point of INV higher than the enemy's DAM rating the defense factor of the target is increased by 50%. Item# The item's identification number. See ID#. Mana Rec Mod Magic Mana Recovery Modifier - Mana spell point adjustments applied at the time of production to each character for the next month's production. MAR Magic Attack Resistance - the ability of a target to shake off magical attacks or inspection. Sometimes called Magic Resistance (MR). MB Morale Bonus - A modifier to the morale of soldiers in a combat slot. The morale bonus originates from race type, troop training, supernatural status, leadership/tactics, fortifications, spells, etc. MM Movement Modifier - the bonus added to a character or a soldier's basic movement value. This applies in addition to any bonus for being mounted. MR Magic Resistance - See MAR. Overall Modifier A term meaning that the % of modification is applied to BOTH the combat factor for attack purposes and the base defense factor after application of fortification bonuses. PC Personal Combat factor - the PC of a character increases the ability of the character to take combat damage by increasing his base CF by 5 for each level of PC. By increasing the base CF, it also increases the base number that a character uses for his attack modifiers when going after another character. RB Route Bonus - a modifier applied to the troops that are attacking a routing enemy. +/-Rec Modifier to Recovery points - this bonus is applied at the time of production to the recovery of Mana. If there is a plus, there is a gain. If there is a minus then a negative is applied. SA Special Action (sometimes Special Attack) - a Special Action is an attempt to do an unusual action that is not covered by the generic order codes. They are charged separately and vary in cost depending on complexity. Generally they are done before a turn is processed except for cases that are complex enough to require the Design Team to become involved. Special Attack - the usual attack methods of certain characters/ soldiers using things like a fire breath, wave of paralysis, etc. When a SA is used by a soldier it is generally worth only 20% of the value of a of a SA used by a character of identical conditions. This is one way the game system helps to emphasize characters. SAR Special Attack Resistance - the ability to divide the strength of a special attack in order to reduce the loss of combat factors. Sight Sighting Value - A factor that ties into the chance of sighting a particular character or force. SM Sighting Modifier (Were you really expecting something else?) STR Strength - the ability of a character/soldier to carry things and use weapons restricted by strength ratings. For characters only, every point of strength above a character's base race amount increases its attack factor by 5%. Tact Tactics - a rating given to reflect the ability to arrange the positions of soldiers in combat. Fortifications will increase the tactics rating of the defenders regardless of whether there is an overall commander or not. Titles A label that is attached to Characters. A title which generally modifies a character's prestige rating. Most have some additional hidden benefits such as influencing target races by making the effective influence of the character 1-5 points higher than what is visible. A few negative titles such as Heretic/Criminal will provide negatives to influence and prestige. The additional prestige for titles applies only in offensive influence attempts and does not count when the title holder is the target of an influence attempt. So, a main character scryed with a prestige of 40 and a title worth 4 would be treated as having only an effective prestige of 36 when it is the target of an attempt but as 40 when it is trying to influence. WT Weight - the weight of item. Typically the current translations is 5 pounds (American) or about 2.2 Kilograms per unit of weight. ---------------------------------------------------------------------- GUILD SUPPLEMENT ---------------------------------------------------------------------- There are many more guilds in the game than those highlighted in the city descriptions. Guilds may also be found in some NPC locations. Some movement of the guilds and their owners may occur from game to game. The following is the base list of guilds in the major 8 cities by type and guild numbers. AREAN (ID 3001) ----------------- ILEREA (ID 3002) ---------------- Church of Danain #2663 Magic Guild #2662 & 2811 Magic Guilds #2661 & 2803 Church Of Danain #2664 Knights Guild #2665 Ranger Order #2666 Merchant Guild #2812 Thieves Guild #2804 Bard College #2813 Church Of Eru #2824 Fair/Tourney #2814 Marketplace #1221 Inn #2819 Alchemists Guild #2823 Marketplace #1220 TALENFAR (ID 3003) -------------- GARAMOND (ID 3004) -------------- Church of Eru #2668 Church of Eru #2601 Church of Danain #2669 Thieves Guild #2670 Knights Guild #2667 Knights Guild #2680 Magic Guild #2602 Magic Guild #2688 Assassin Guild #2805 Bard College #2806 Fair/Tourney #2815 Alchemists Guild #2822 Market Place #1203 Marketplace #1210 HROVGAARD (ID 3005) ------------- SRENDAIR (ID 3006) -------------- Church of Eru #2603 Church of Eru #2672 Knights Guild #2671 Church of Vokos #2682 Ranger Order #2683 Magic Guild #2686 Thieves Guild #2807 Ranger Order #2673 Magic Guild #2810 Bards College #2808 Marketplace #1202 Assassin Guild #2604 Marketplace #1211 KROVDAM (ID 3007) --------------- SHOTATANKAR (ID 3008) ----------- Church of Vokos #2685 Church of Vokos #2677 Magic Guild #2675 Knight Guild #2681 Assassin Guild #2687 Magic Guild #2679 Knight Guild #2678 Ranger Order #2817 Thieves Guild #2802 Merchant Guild #2818 Merchant Guild #2809 Inn #2821 Fair/Tourney #2816 Marketplace #1205 & 1207 Marketplace #1204 & 1206 ------------------------------------------------------------------------------------------------------------------------- THE DARK DOMAIN ------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------- RACIAL STATISTICS TABLE ------------------------------------------------------------------------------------------------------------------------- Name Humans Elves Ice Elves Maratasens Saurians Half-Elves Dark Elves Human Bar. Human Nom. Alignment : Good : Good : Neutral : Neutral : Evil : Good : Evil : Neutral : Evil ID Number : 201 : 203 : 205 : 206 : 207 : 210 : 211 : 221 : 241 Strength : 10 : 8 : 10 : 15 : 18 : 10 : 9 : 12 : 10 Dexterity : 10 : 16 : 12 : 10 : 8 : 14 : 16 : 9 : 10 Constitution : 10 : 8 : 12 : 14 : 16 : 10 : 8 : 12 : 12 Beauty : 10 : 16 : 14 : 10 : 8 : 14 : 16 : 9 : 9 Size : Medium : Medium : Medium : Medium : Medium : Medium : Medium : Medium : Medium Sight : 1.0 : 0.7 : 0.7 : 1.0 : 1.5 : 0.8 : 0.7 : 0.8 : 0.9 Weight : 36 : 28 : 28 : 45 : 60 : 28 : 20 : 38 : 34 Movement : 28 : 32 : 30 : 30 : 24 : 30 : 28 : 32 : 32 CF : 10 : 15 : 16 : 20 : 24 : 12 : 12 : 12 : 12 DF : 2 : 2 : 3 : 3 : 3 : 2 : 2 : 2 : 2 MAR : 1 : 2 : 2 : 1 : 1 : 2 : 3 : 2 : 1 SAR : 1 : 1 : 1 : 1 : 1 : 1 : 2 : 1 : 1 AF : 0% : 0% : 0% : 10% : 20% : 0% : 0% : 10% : 5% Growth : 5.0% : 4.0% : 3.5% : 3.5% : 3.5% : 3.0% : 2.5% : 4.0% : 4.0% ------------------------------------------------------------------------------------------------------------------------- RACIAL OVERVIEW TABLE ------------------------------------------------------------------------------------------------------------------------- Name ID# Overlord Mercenary Favoured Good Poor Dam/Inv Magic Holy Pop/Sld Pop/Sld Terrain (+25%) Terrain (+10%) Terrain (-25%) Rec. Rec. ---------------- --- -------- --------- -------------- -------------- -------------- ------- ----- ---- Human 201 1500/ 75 500/ 90 City Grassland Swamp 0/0 0 2 Elf 203 1000/ 50 300/ 56 Forest Hvy Forest Desert 1/0 3 -2 Ice Elf 205 1000/ 50 300/ 56 Forest Att. Walls Desert 1/0 2 -1 Maratasen 206 500/ 25 160/ 30 Forest Forest Hills Sea 0/0 -1 1 Saurian 207 400/ 20 135/ 25 Att. Walls Swamp Confined 1/0 0 0 Half-Elf 210 1250/ 62 425/ 80 Forest City Desert 1/0 1 1 Dark Elf 211 1000/ 50 300/ 56 Forest Def. Walls Desert 1/0 3 -2 Human Barbarbian 221 1250/125 420/115 Att. Walls Forest Hills City 0/0 -1 1 Human Nomad 241 1250/125 420/115 Grassland Desert Def. Walls 0/0 0 0 ------------------------------------------------------------------------------------------------------------------------- INITIAL PLACEMENT RESTRICTIONS ------------------------------------------------------------------------------------------------------------------------- Racial placement is based on the main character of the position. After each empire name is the major city of that particular race within that empire. Humans (201) : Kingdom of Ceralean: Arean; Talenfar Dynasty: Talenfar Elves (203) : Kingdom of Ceralean: Ilearea Ice Elves (205) : Talenfar Dynasty: Talenfar; Hrovgaard Swordclans: Srendair Maratasens (206) : Talenfar Dynasty: Garamond; Hrovgaard Swordclans: Hrovgaard Saurians (207) : Kraganzar Empire: Shotankar Half-Elves (210) : Kingdom of Ceralean: Icearea; Telenfar Dynasty: Talenfar Dark Elves (211) : Hrovgaard Swordclans: Srendair; Kraganzar Empire: Krovdam Human Barbarians (221) : Talenfar Dynasty: Garamond; Hrovgaard Swordsclans: Hrovgaard and Srendair Human Nomads (241) : Kraganzar Empire: Krovdam ------------------------------------------------------------------------------------------------------------------------- RACIAL COMPATIBILITY CHART ------------------------------------------------------------------------------------------------------------------------- Main Character Race Allowable Secondary Character Racecs ------------------------- --------------------------------------------------------------------------------- Human (201) Elves (203) Half-Elves (210) Human Barbarians (221) Elf (203) Humans (201) Half-Elves (210) Ice Elves (205) Ice Elf (205) Maratasens (206) Human Barbarians (221) Elves (203) Maratasen (206) Ice Elves (205) Human Barbarians (221) Half-Elves (210) Saurian (207) Dark Elves (211) Human Nomads (241) Human Barbarians (221) Half-Elf (210) Humans (201) Elves (203) Ice Elves (205) Dark Elf (211) Saurians (207) Human Nomads (241) Human Barbarians (221) Human Barbarian (221) Ice Elves (205) Maratasens (206) Humans (201) Human Nomad (241) Saurians (207) Dark Elves (211) Human Barbarians (221) ------------------------------------------------------------------------------------------------------------------------- DIPLOMACY EFFECTS ------------------------------------------------------------------------------------------------------------------------- Diplomat's Race Favored Race (-25%) Favored Race (-35%) Extreme Negative Bias (-150%) ------------------------- ------------------------- ------------------------- ----------------------------- Human (201) Half-Elves (210) Elves (203) Saurians (207) Elf (203) Half-Elves (210) Humans (201) Dark Elf (211), Saurian (207) Ice Elf (205) Human Barbarians (221) Maratasens (206) Saurians (207) Maratasen (206) Human Barbarians (221) Ice Elves (205) Saurians (207) Saurian (207) Dark Elves (211) Human Nomads (241) Elf (203), Half-Elf (210) Half-Elf (210) Humans (201) Elves (203) Saurians (207) Dark Elf (211) Saurians (207) Human Nomads (241) Elf (203), Half-Elf (210) Human Barbarian (221) Maratasens (206) Ice Elves (205) Elf (203), Dark Elf (211) Human Nomad (241) Dark Elves (211) Saurians (207) Elves (203) ------------------------------------------------------------------------------------------------------------------------- MONSTER OVERVIEW ------------------------------------------------------------------------------------------------------------------------- ID# : 317 : 319 : 320 : 321 : 322 Monster Race : Swamp Drake : Fire Drake : Storm Drake : Cloud Drake : Spawn of Evil Combat Factor : 180 : 220 : 300 : 225 : 300 Defence Factor : 18 : 30 : 35 : 30 : 18 Invulnerability : 5 : 8 : 9 : 6 : 4 Damage Rating : 6 : 6 : 12 : 10 : 4 Average PC : 20 : 20 : 22 : 20 : 20 Attack Factor : 150% : 200% : 250% : 150% : 200% Special Attack : 150 : 250 : 350 : 300 : 250 ID# : 324 : 325 : 326 : 327 : 329 Monster Race : Fire Demon : Ogre : Lesser Shadow : Greater Shadow : Green Dragon Combat Factor : 125 : 100 : 175 : 320 : 300 Defence Factor : 20 : 16 : 20 : 30 : 25 Invulnerability : 5 : 4 : 8 : 10 : 4 Damage Rating : 10 : 8 : 8 : 18 : 8 Average PC : 15 : 20 : 13 : 25 : 15 Attack Factor : 200% : 100% : 150% : 175% : 250% Special Attack : 50 : 0 : 250 : 500 : 200 ID# : 330 : 331 : 333 : 334 : 332 Monster Race : Blue Dragon : Red Dragon : Greater Unicorn : Half Troll : White Dragon Combat Factor : 300 : 350 : 100 : 100 : 500 Defence Factor : 25 : 45 : 18 : 12 : 50 Invulnerability : 6 : 8 : 25 : 6 : 10 Damage Rating : 8 : 12 : 15 : 3 : 20 Average PC : 15 : 25 : 11 : 20 : 30 Attack Factor : 250% : 300% : 500% : 100% : 400% Special Attack : 400 : 1250 : 1000 : 0 : 3500 ID# : 345 : 309 : 310 : 308 Monster Race : Black Dragon : Air Elemental : Fire Elemental : Earth Elemental Combat Factor : 800 : 50 : 100 : 150 Defence Factor : 50 : 12 : 15 : 15 Invulnerability : 15 : 7 : 9 : 9 Damage Rating : 25 : 7 : 12 : 15 Average PC : 30 : 25 : 15 : 10 Attack Factor : 400% : 100% : 200% : 400% Special Attack : 5000 : 200 : 500 : 700 ------------------------------------------------------------------------------------------------------------------------- APPENDIX A -- SUPERNATURAL STATUS OVERVIEWS ------------------------------------------------------------------------------------------------------------------------- Status Name : Werewolf : Greater Werewolf : Werebear : Greater Werebear Status ID# : 346 : 1806 : 356 : 1810 Alignment : as religion : as religion : Good/Neutral : Good/Neutral Status Type : Lycanthrope : Lycanthrope : Lycanthrope : Lycanthrope Inv/Dam : 3/3 : 6/6 : 3/3 : 6/6 PC (Char Only) : 10 : 15 : 12 : 18 Sold CF/DF : 0/0 : n/a : 0/0 : n/a MAR : 5 : 0 : 5 : 0 SAR : 5 : 3 : 3 : 0 Special Attack : 100 : 200 : 100 : 200 AF : 100% : 150% : 100% : 150% Status Name : Werelion : Greater Werelion : Weretiger : Greater Weretiger Status ID# : 351 : 1807 : 361 : 1808 Alignment : as religion : as religion : Neutral/Evil : Neutral/Evil Status Type : Lycanthrope : Lycanthrope : Lycanthrope : Lycanthrope Inv/Dam : 3/3 : 6/6 : 3/3 : 6/6 PC (Char Only) : 15 : 21 : 18 : 24 Sold CF/DF : 0/0 : n/a : 0/0 : n/a MAR : 2 : 0 : 0 : 2 SAR : 3 : 0 : 3 : 0 Special Attack : 100 : 200 : 100 : 200 AF : 100% : 150% : 100% : 150% Status Name : Morghoul : Wraith : Spectre : Spectre Lord Status ID# : 362 : 367 : 363 : 368 Alignment : Evil : Evil : Evil : Evil Status Type : Undead : Undead : Undead : Undead Inv/Dam : 3/3 : 6/6 : 10/10 : 15/15 PC (Char Only) : 8 : 15 : 20 : 25 Sold CF/DF : n/a : n/a : n/a : n/a MAR : 5 : 5 : 0 : 2 SAR : 15 : 10 : 5 : 0 Special Attack : 50 : 15 : 300 : 500 AF : 50% : 100% : 150% : 200% Status Name : Skeleton : Zombie : Ghoul Status ID# : 347 : 352 : 357 Alignment : Evil : Evil : Evil Status Type : Undead : Undead : Undead Inv/Dam : 1/1 : 1/1 : 2/3 PC (Char Only) : n/a : n/a : n/a Sold CF/DF : 10/0 : 12/3 : 20/2 MAR : 0 : 0 : 0 SAR : 0 : 0 : 0 Special Attack : 0 : 1 : 3 AF : 25% : 50% : 75% Status Name : Enchanted : Greater Enchanted : Demi-Ethereal Status ID# : 371 : 1860 : 1861 Alignment : Good/Neutral : Good/Neutral : Good/Neutral Status Type : Other : Other : Other Inv/Dam : 1/1 : 3/3 : 6/6 PC (Char Only) : 5 : 10 : 15 Sold CF/DF : 8/2 : n/a : n/a MAR : 3 : 6 : 8 SAR : 2 : 4 : 6 Special Attack : 0 : 100 : 300 AF : 30% : 75% : 150% Status Name : Netherworld : Greater Netherworld: Shadow Lord Status ID# : 373 : 1863 : 1820 Alignment : as religion : as religion : as religion Status Type : Other : Other : Other Inv/Dam : 1/1 : 4/4 : 6/6 PC (Char Only) : 4 : 12 : 20 Sold CF/DF : 9/1 : n/a : n/a MAR : 0 : 0 : 0 SAR : 0 : 0 : 0 Special Attack : 0 : 200 : 500 AF : 50% : 100% : 200% Status Name : Blessed of Danain : Favoured of Danain : Guardian of Danain : Champion of Danain Status ID# : 349 : 1831 : 1832 : 1833 Alignment : Good : Good : Good : Good Status Type : Religious : Religious : Religious : Religious Inv/Dam : 1/2 : 3/4 : 4/5 : 6/7 PC (Char Only) : 3 : 6 : 10 : 15 Sold CF/DF : 5/1 : n/a : n/a : n/a MAR : 1 : 2 : 3 : 4 SAR : 1 : 2 : 3 : 4 Special Attack : 0 : 100 : 150 : 250 AF : 25% : 50% : 150% : 250% Status Name : Blessed of Eru : Champion of Eru Status ID# : 354 : 1854 Alignment : Neutral : Neutral Status Type : Religious : Religious Inv/Dam : 0/3 : 4/5 PC (Char Only) : 2 : 15 Sold CF/DF : 6/1 : n/a MAR : 0 : 3 SAR : 0 : 2 Special Attack : 0 : 0 AF : 45% : 100% Status Name : Touched of Vokos : Child of Vokos : Warrior of Vokos : Chosen of Vokos Status ID# : 359 : 1837 : 1838 : 1839 Alignment : Evil : Evil : Evil : Evil Status Type : Religious : Religious : Religious : Religious Inv/Dam : 1/1 : 3/3 : 5/5 : 8/8 PC (Char Only) : 3 : 6 : 12 : 18 Sold CF/DF : 5/2 : n/a : n/a : n/a MAR : 1 : 2 : 4 : 6 SAR : 0 : 1 : 2 : 4 Special Attack : 0 : 50 : 150 : 250 AF : 50% : 75% : 100% : 125% Status Name : Vampyre : Greater Vampyre : Vampyre Magus : Vampyre Lord Status ID# : 358 : 375 : 1859 : 1858 Alignment : Evil : Evil : Evil : Evil Status Type : Undead : Undead : Undead : Undead Inv/Dam : 3/3 : 6/6 : 9/9 : 12/12 PC (Char Only) : 3 : 5 : 10 : 20 Sold CF/DF : 5/2 : n/a : n/a : n/a MAR : 1 : 3 : 5 : 10 SAR : 0 : 2 : 5 : 8 Special Attack : 50 : 100 : 250 : 500 AF : 50% : 100% : 200% : 300% ------------------------------------------------------------------------------------------------------------------------- APPENDIX B -- SPECIAL TROOP TRAINING TYPES (Renamed from TRAINING TYPES: add all C&AA Basic Troop Training Types) ------------------------------------------------------------------------------------------------------------------------- ID# Skill CF DF AF CB RB MB MM SM SAR MAR Spc SpcAtk Cost 1501. Paladin Knights +15 + 3 + 75% + 25% 0% + 20% + 3 +0.5 + 2 + 2 K 8 300 crowns/troop 1502. Strongbow Archers +12 + 3 + 50% + 25% 0% + 15% +10 -0.5 + 2 + 2 L 0 285 crowns/troop 1503. Silvermoon Knights + 9 + 2 + 75% + 25% 0% + 15% + 3 +0.5 + 2 + 3 M 10 300 crowns/troop 1504. Stormguards +15 + 2 + 75% + 25% 0% + 20% 0 +0.5 + 1 + 2 N 3 300 crowns/troop 1505. Jadgerguards +16 + 1 + 50% + 50% 0% + 15% 0 +0.8 + 2 + 2 O 0 300 crowns/troop 1506. Huntermages + 8 0 + 50% 0% + 25% + 10% + 8 -0.5 + 2 + 2 P 10 300 crowns/troop 1507. Darkweaver Mages + 5 + 1 + 50% 0% 0% + 15% 0 0 + 2 + 3 Q 14 300 crowns/troop 1508. Blackskull Reavers +18 + 2 + 75% + 50% 0% + 15% + 6 +0.8 + 2 + 2 R 0 300 crowns/troop K : Any sword weapon adds +50% AF, +20% AF Defending Walls, +100% Overall in Sanctuary of Religion #1, and Guard Rating of 24. Needs skill of Knight, a religious supernatural status, and the soldiers can only be Human Civilized. L : Any bow weapon adds +50% AF, +100% AF Missile, Guard Rating of 5, and +10% Overall in Sactuary of Religion #1. Need skill of Ranger and Bowmaster to train and a religious supernatural status. Soldiers can only be Elves. M : +50% AF Missile, +25% Overall Bonus when Defending Walls, and a Guard Rating of 15. Must have skills of Wizard and Knight to train. N : +25% Overall Bonus at Sea, Attacking and Defending Walls, +4 Carrying Capacity, and a Guard Rating of 25. Must have skill of Knight and have a supernatural religious status. O : +35% Overall Bonus when Attacking and Defending Walls, a Guard Rating of 35, and +x Carrying Capacity. Soldier race must be Human Barbarian. Must have supernatural status of Champion of Eru and skill of Berserker to train. P : +15% Overall Bonus in any Forest terrain, +25% AF MIssile, and a Guard Rating of 7. Training character must have skills of Berserker and Sorcerer to train. Q : +10% Overall Bonus when Attacking and Defending Walls, Guard Rating of 3, +50% AF when using any miscellaneous weapon. Training character needs the skill of Sorcerer and religious supernatural status to train. Soldiers must be of the race Dark Elf to train. R : +25% Overall Bonus when Attacking Walls and +100% AF when using Axes. Training character must have the skill of Berserker and be of the supernatural religious status. Soldiers must be Saurian. ------------------------------------------------------------------------------------------------------------------------- APPENDIX C -- POWER STAFF COMBAT AND TERRAIN MODIFIERS (Abbr.; use NIC Weapons Terrain Modifiers and Weapons Addendum) ------------------------------------------------------------------------------------------------------------------------- Item Name : Pwr 1 Staff : Pwr 2 Staff : Pwr 3 Staff : Pwr 4 Staff : Pwr 5 Staff : Pwr 6 Staff AF% : +100% : +150% : +250% : +350% : +450% : +550% Missile AF% : 0 : 0 : 0 : 0 : 0 : 0 Charge Bonus : 0% : 0% : 0% : 0% : 0% : 0% Dmg/Special Att : 2/10 : 3/40 : 4/90 : 5/160 : 6/250 : 7/360 Special : A1 : A1 : A1 : A1 : A1 : A1 Bonus (+25%) : D. Walls : D. Walls : D. Walls : D. Walls : D. Walls : D. Walls Bonus (+15%) : A. Walls : A. Walls : A. Walls : A. Walls : A. Walls : A. Walls Adverse (-25%) : None : None : None : None : None : None A1: Arcane Users receive Mana and Recovery Bonuses and Non-Arcanists receive half AF Bonus. ------------------------------------------------------------------------------------------------------------------------- APPENDIX D -- CITY/SOLDIER SUMMARY ------------------------------------------------------------------------------------------------------------------------- Name Amount Race Weapon Armour Warmount TL Morale --------- ------ ---------------- ---------------- -------------------------------- -------- -- ------ Arean 10 Human (201) Sword ( 1) Plate (150) and Shield (132) none 10 5 Ilearea 8 Elf (203) Elf Bow ( 18) Elf Chain (153) none 10 5 Talenfar 8 Ice Elf (205) Javelin ( 8) Elf Chain (153) and Shield (132) none 10 5 Garamond 8 Maratasen (206) Battle Axe ( 3) Plate (150) and Shield (132) none 10 5 Hrovgaard 10 Human Bar. (331) Battle Axe ( 3) Plate (150) and Shield (132) none 10 5 Srendair 8 Ice Elf (205) Javelin ( 8) Elf Chain (153) and Shield (132) none 10 5 Krovdam 8 Dark Elf (211) Spear ( 7) Elf Chain (153) and Shield (132) none 10 5 Shotankar 5 Saurian (207) Greataxe ( 4) Plate (150) none 10 5 Name Status Training Item Spell Province --------- ----------------------- ------------------------- ----------------------- ----- -------- Arean Blessed of Danain (349) Paladin Knights (1501) Signet of Office (1201) 321 111x68 Ilearea Enchanted (371) Strongbow Archers (1502) Signet of Office (1202) 322 77x75 Talenfar Enchanted (371) Silvermoon Knights (1503) Signet of Office (1203) 323 120x37 Garamond Blessed of Eru (354) Stormguards (1504) Signet of Office (1204) 324 117x12 Hrovgaard Blessed of Eru (354) Jadgerguards (1505) Signet of Office (1205) 325 51x 6 Srendair Enchanted (371) Huntermages (1506) Signet of Office (1206) 326 10x13 Krovdam Netherworld (373) Darkweaver Mages (1507) Signet of Office (1207) 327 11x46 Shotankar Touched of Vokos (359) Blackskull Reavers (1508) Signet of Office (1208) 328 30x74 -- Up