Olympia, its rules, documentation and game text are Copyright 1991-2010 by Rich Skrenta. All rights reserved.
- Reproduced and edited with written permission, 2010.
If you have any questions or comments, send an email to gamemaster@olympia.v-labs.be.
Version g3.00 [Thu Aug 5 08:43:26 CET 2010]
Olympia is an open-ended computer moderated fantasy simulation. Characters move, battle, explore and study in the Olympian world. Each week, players submit orders for their units. After the turn runs, Olympia sends reports to the players detailing what happened.
Olympia is set in a low technology fantasy world. Characters do not have fixed goals. They may study whatever skills they believe will be useful and pursue goals as they find them. Olympia has no victory conditions; no winner is ever declared.
An aspiring heroic fighter may purchase weapons, study combat and slay monsters. Business-minded individuals can establish a profitable trading empire. The study of magic could furnish tools to advance dark plans. An explorer could trade his gold to a shipbuilder for a galley, and set out on the high seas to find adventure and treasure.
Olympia turn reports tend to be long, detailed and dense. Since your player character may hire other units which can study, move and fight on their own, large factions of characters may be organized. Supplying orders for many units in a large faction can be a lot of work!
A turn report for a new player controlling three characters is about five (66 line) pages. Average turn reports tend to be 15-25 pages. The size of the report will depend on whether a player chooses to concentrate development in a few characters, or to pursue an empire- building strategy of acquiring many units and controlling as much territory as possible.
Each player begins with control of one character and a sum of gold, the Olympian currency. Characters may hire subordinates, study skills, trade items, build things, and explore. Each turn a player submits orders for all of the characters they control. These include the initial character, known as the Player Character, and any vassals of the player character, which belong to the player's faction.
The Olympia program will execute orders for characters in parallel. Each order may take no time or some number of game days to complete. As many orders will be processed for each character as game time allows. Orders not completed by the end of the turn may continue into the next. Each turn covers one month of game time. An Olympian month lasts 30 game days.
Turns are run once per week, on Tuesday. Orders are due at 10:00pm, Central European Time (CET).
Players should receive their turn reports by the following morning. Late orders will queue for the next turn. Beware! Even if mailed before the deadline, your message may take some time to get to the order scanner. Send your orders in a day early to avoid grief. This will also give you time to correct mistakes reported by the order scanner.
New player additions are performed just after the turn is run.
If for technical reasons the turn cannot be run on tuesday, it will be run as soon as the technical issues have been dealt with. If a long delay is expected, this will be posted on the forum.
The Olympia Times is published once a week and mailed to each player in the game. The Times has three sections: any comments or notices from the GM (if there are any), signed press, and rumors.
Players should submit items to the Times with the press and rumor commands.
Players can send mail to the player controlling an entity by mailing to g3@olympia.v-labs.be.
For example, suppose you saw the following characters:
Seen here:
Circe [2225], with three peasants, accompanied by:
Hephaestus [3446], with 11 peasants
Circe's lord isn't identified, so you don't know what player is controlling her. However, it is still possible to send Circe's owner a message. Mail to g3@olympia.v-labs.be and include the following:
#forwardto:2225
Welcome to my lands! Prepare to die!
The message will be forwarded to whatever player is controlling Circe [2225].
Forwarding works for character and player entities. Mail sent to other entity numbers, or to unaffiliated characters, will be silently discarded.
Forwarded mail is not anonymous. The original headers on your message will be preserved.
Bugs are inevitable in large, complex programs such as the Olympia game engine. While every effort is made to ferret out bugs, players must expect that from time to time something will go wrong.
If you cannot tolerate encountering bugs, please do not play Olympia.
There are usually more bugs at the start of a game than after it has been running for a while.
Because of the nature of how Olympia processes turns, it is not possible to re-run a turn for a single player if something goes wrong. Turns may only be re-run for all players. Therefore, re-runs will be considered for only the most serious bug-provoked disasters which affect many players.
Generally the preferred compensation for being the victim of a bug is some grant of CLAIM gold or other items. It is difficult and error-prone to attempt to move items around the game database, and there are fairness issues for other players who may be unpleasantly surprised by database edits occuring between turns.
All compensation given for bugs is solely at the discretion of the GM. Effects for minor bugs are assumed to even out across most players over the course of the game, so compensation is usually granted only for bugs which have seriously impacted a player.
Please concisely document any bugs you find, providing short excerpts from turn reports to show what went wrong.
If you feel you require compensation, briefly state how your position was irrevokably harmed by the bug, and suggest a suitable compensation (preferably in the form of CLAIM items which may be provided).
Bug reports should be posted on the forum or emailed to gamemaster@olympia.v-labs.be.
1. A player may not control more than one faction in the game. Also, multiple players from the same account are not allowed. Each player must have their own unique email address. Exceptionally, a holiday replacement may be assigned in case you will be unavailable to play for a short period of time. Please send an e-mail to gamemaster@olympia.v-labs.be to indicate this.
2. Players should not send in orders for another player's faction, to ruin that person's turn or otherwise benefit.
3. Players must inform the GM of any game bugs found. Send an email to gamemaster@olympia.v-labs.be or post a bug report on the forum.
4. Anti-social behavior, including harassing telephone calls, sending obscene/obnoxious unwanted communications, mail bombing, etc. will not be tolerated.
Punishment for serious violations is generally banishment from Olympia. So don't cheat, do play fair, and be a good sport.
All decisions of the GM are final.
The Olympia calendar has two months for each season, for a total of eight months per Olympian year. Each month is 30 game days long.
| Season | Month | Name |
|---|---|---|
| Spring | 1 | Fierce Winds |
| Spring | 2 | Snowmelt |
| Summer | 3 | Blossom bloom |
| Summer | 4 | Sunsear |
| Fall | 5 | Thunder and rain |
| Fall | 6 | Harvest |
| Winter | 7 | Waning days |
| Winter | 8 | Dark night |
Features may be added to Olympia every so often, such as new areas in the map, NPC races, magical artifacts, skills, spells, etc. It is also sometimes necessary to make slight alterations to existing game mechanics to correct bugs or flaws in game balance.
While it is inevitable that some players will be affected by rule changes, every effort is made to not disrupt existing game positions.
This is mentioned only as a warning that the rules may evolve over time. Changes are announced on the forum.
Visit the Olympia web site at http://olympia.v-labs.be/g3 use the online signup form.
The Olympia web site also includes back issues of The Olympia Times, articles about Olympia written by players, and other useful information.
Nobles, items, locations, and skills
Everything in the Olympian world has a unique code. referenced with an "entity number". The code is shown in brackets after the name. Some examples:
Used interchangeably. These are the individuals under the control of players. All player orders are given to characters.
Players start with one character. Others may be hired or persuaded to join the player's faction.
Characters may possess items, travel through locations, learn skills, engage in combat, cast magical spells, etc.
All of the units controlled by a player are called the player's faction. A player starts with only one character, but the faction may grow to have many units.
The player character, or PC, is the character the player starts with. The PC begins with a loyalty of oath-2. The PC may later FORM other characters. Nothing is special about the PC other than being the player's first character; if the PC is killed, play continues with the player's other characters.
Characters may hold items, such as gold, scrolls, weapons, magic potions, jewels, lumber, rugs, etc.
Characters may also have non-descript men in their employ. These men are represented as possessions for simplicity. They include peasants, workers, sailors, and different kinds of soldiers.
These men may not learn skills, hold any items, or act independently from the noble they are with.
For example, one might see:
Seen here:
Law Netexus [2020], with three peasants
Law Netexus is a character; the three peasants are non-descript men accompanying him.
Characters obtain peasants with the RECRUIT order.
"Men" may also include beast-fighters such as dragons (see the Beastmastery skill), but does not include work-animals such as horses and oxen which have no combat values.
Characters may learn skills, which are used to perform tasks. For instance, Sailing [601] must be known in order to sail a ship.
Skills are grouped into the following categories:
There are also six schools of magic. See the STUDY and RESEARCH commands for information about learning skills.
A player starts with a certain amount of Noble Points (NP's). Each player gets an additional NP at fixed turns that are a multiple of eight (so at turns 8, 16, 24, 32, etc...). Players who join the game late, get additional starting NP's, known as Catch-up NP's. Ideally, all players will have an equal number of NP's at their disposal at any time.
NP's are used to buy nobles with the FORM command. They are also required to learn some advanced skills, and to swear characters to oath loyalty.
A group of characters joined such that they move and fight together.
A location on the map. Provinces may have sub-locations within them, such as cities, bogs, caves, etc. Provinces are either forest, swamp, mountain, desert, plains, or ocean.
Each turn is a game month, or 30 game days.
New players start in a Safe Haven city. Combat or magic are not permitted in safe havens. New players may acclimate themselves in safety before venturing out into the world.
| Command | Arguments | Time | Priority |
|---|---|---|---|
| ACCEPT | <from-who> <item> [qty] | 0 days | 0 |
| ADMIT | <who or what> [ALL] [units] | 0 days | 0 |
| ATTACK | <target> [flag] | 1 day | 3 |
| BANNER | [unit] "message" | 0 days | 1 |
| BEHIND | <number> | 0 days | 1 |
| BOARD | <ship> [maximum fee] | 0 days | 2 |
| BRIBE | <who> <amount> [flag] | 7 days | 3 |
| BUILD | <structure> "Name" [max days] [id] | varies | 3 |
| BUY | <item> <qty> <price> [have-left] | 0 days | 1 |
| CATCH | [number of horses] [days] | as given | 3 |
| CLAIM | <item> [number] | 0 days | 1 |
| COLLECT | <item> [number] [days] | as given | 3 |
| CONTACT | <who> | 0 days | 0 |
| DECREE | <decree> | 0 days | 0 |
| DEFAULT | <who> | 0 days | 0 |
| DEFEND | <who> | 0 days | 0 |
| DIE | 0 days | 1 | |
| DROP | <item> <qty> [have-left] | 0 days | 1 |
| <new email address> | |||
| EXECUTE | [prisoner] | 0 days | 1 |
| EXHUME | [body] | 7 days | 3 |
| EXPLORE | 7 days | 3 | |
| FEE | [gold per 100 wt] | 0 days | 1 |
| FERRY | 0 days | 1 | |
| FISH | [number of fish] [days] | as given | 3 |
| FLAG | string | 0 days | 1 |
| FLY | <direction or destination> [...] | varies | 2 |
| FORGET | <skill> | 0 days | 1 |
| FORM | <unit> "Name of new character" | 7 days | 3 |
| FORMAT | <number> | ||
| GARRISON | <castle> | 1 day | 3 |
| GET | <who> <item> [qty] [have-left] | 0 days | 1 |
| GIVE | <to-who> <item> [qty] [have-left] | 0 days | 1 |
| GUARD | <flag> | 0 days | 1 |
| HONOR | <amount> | 1 day | 3 |
| HOSTILE | <who> | 0 days | 0 |
| IMPROVE | [days] | varies | 3 |
| LORE | <lore sheet> | ||
| MAKE | <item> [qty] | as given | 3 |
| MESSAGE | <# of lines of text> <to-who> | 1 day | 3 |
| MOVE | <direction or destination> [...] | varies | 2 |
| NAME | [unit] "new name for unit" | 0 days | 1 |
| NEUTRAL | <who> | 0 days | 0 |
| NOTAB | <number> | ||
| OATH | <level> | 1 day | 3 |
| PASSWORD | ["password"] | ||
| PAY | <to-who> [amount] [have-left] | 0 days | 1 |
| PILLAGE | [flag] | 7 days | 3 |
| PLAYERS | |||
| PLEDGE | <who> | 0 days | 1 |
| POST | <# of lines of following text> | 1 day | 3 |
| PRESS | <# of lines of text> | 0 days | 1 |
| PROMOTE | <who> | 0 days | 1 |
| PUBLIC | |||
| QUARRY | [number of stones] [days] | as given | 3 |
| QUEST | 7 days | 3 | |
| QUIT | |||
| RAZE | [building] | varies | 3 |
| RECRUIT | [days] | as given | 3 |
| REPAIR | [days] | as given | 3 |
| RESEARCH | <skill> | 7 days | 3 |
| RESEND | [turn] | ||
| RUMOR | <# lines of text> | 0 | 1 |
| SAIL | <direction or destination> [...] | varies | 4 |
| SEEK | [who] | 7 days | 3 |
| SELL | <item> <qty> <price> [have-left] | 0 days | 1 |
| STACK | <character> | 0 days | 1 |
| STOP | |||
| STUDY | <skill> | 7 days | 3 |
| SURRENDER | <character> | 0 days | 1 |
| TAKE | <who> <item> <qty> [have-left] | 0 days | 1 |
| TERRORIZE | <who> <severity> | 7 days | 3 |
| TRAIN | <kind> <days> | as given | 3 |
| UNGARRISON | <garrison> | 1 day | 3 |
| UNLOAD | 0 days | 3 | |
| UNSTACK | <who> | 0 days | 1 |
| USE | <skill> [arguments...] | varies | 3 |
| VIS_EMAIL | <new email address for the player list> | ||
| WAIT | conditions | varies | 1 |
Orders for Olympia game 3 should be sent to g3@olympia.v-labs.be.
The 'Reply-To:' header on turn reports is set to this e-mail address, so using the reply feature of your e-mail client should send orders to the right place.
Your orders are automatically loaded into the game and scanned for syntax errors and queues them for your units. It will send a reply as soon as it receives mail from you, showing whether or not there were any errors with the orders it received.
Orders must be of the following form:
begin player-number password
email, lore, password commands
unit player-number
commands for player entity: name, format or quit
unit unit-number
commands for unit
unit unit-number
commands for unit
end
The `Subject:' line on your message is ignored.
The begin keyword tells the order scanner what your player number is. If you have not set a password, you do not need to supply one.
The unit command replaces a set of orders for a unit. Any pending orders for the unit will be cleared, and the new orders sent in will queue up. Orders that are still executing for the unit will not be interrupted unless the first order queued is the stop order.
Do not match an end for every unit command! There should only be one end, at the end of all of the unit sections. The Olympia order parser will not read beyond the end.
For example, here is a set of orders for player Fate [812], who has two characters, Osswid [5499] and Candide [1269]:
begin 812
password sneaky
unit 5499
explore
move east
explore
study 600
unit 1269
move north
stack 5499
end
The parser tries to be as flexible as possible. It is case insensitive and is not strict about spaces on a line, so you may use indentation to make your orders more readable.
Orders may be commented with the `#' character. Everything from a `#' to the end of the line will be ignored by the parser:
move north # Head to Drassa to meet up with Osswid
stack 5499 # stack with him
No one will read the comments but you. Neither the GM nor the Olympia engine will try to interpret them for any reason.
Note that arguments must be enclosed in quotes if they are more than one word:
name "Osswid the Constructor"
The acknowledgement will show any errors that occurred while the orders were being parsed, and list the current pending commands for all of your units.
There is a limit of 250 orders which may be queued per unit. Additional orders will be dropped and will not appear in the unit's command queue.
Suppose the turn report shows the following orders queued:
unit 5499
# > study 160 (executing for three more days)
recruit 10
explore
Sending in new orders for this unit will not disturb the still-running study command unless the first order is stop.
For example: If this were sent in:
unit 5499
move south
This would be the result:
unit 5499
# > study 160 (executing for three more days)
move south
To interrupt the study and get on with the move right away, instead send in:
unit 5499
stop
move south
This will show:
unit 5499
# > study 160 (executing for three more days)
stop
move south
Note that the stop queues like any other order; it does not actually interrupt the executing command until the turn runs. This means that the stop itself can be replaced by sending in another set of orders later.
Orders may be sent in for units which are not yet under control, such as characters that you intend to bribe or terrorize into switching to your faction.
As soon as the unit comes under your control, the orders queued for it will begin to execute.
Orders may also be sent in for new nobles which will be formed during the turn. First choose one of the possible unit numbers from the choices listed near the beginning of the turn report:
The next five nobles formed will be: 5717 3215 4902 4489 5628
Supply one of these numbers as the first parameter to the form order:
form 5628 "Feasel the Wicked"
Then queue some orders for Feasel to execute as soon as he appears:
unit 5628
unstack
study 160
move out
recruit
...
An order template appears at the bottom of the turn report. This template lists all of the units for a player and shows any pending orders for those units.
Order template
---------------------
begin 812 # Master Bogomil's Family
unit 2508 # Tudor
# > make 74 (still executing)
unit 2947 # Milo
unit 4375 # Beorn
# > move s (executing for one more day)
pillage
recruit
unit 4763 # Sylvia
unit 5977 # Drango
# > collect 87 0 0 (still executing)
sail e
sail s
fish
explore
unit 5418 # Comte de le Sang
end
Note that the layout of the order template matches the syntax the order scanner expects. Many players find it convenient to edit this template to add or change commands for their units. Mail everything from the begin to end (inclusive) to the order scanner. It is wise to save a copy of the orders you submit in case there are errors and they need to be resent.
Be careful
Beware of sending in different sets of orders too quickly. Sometimes messages sent within a short time of each other will arrive out of order. This can wreak havoc on your turn if the wrong orders arrive last. Compose your orders offline and review them before mailing. A simple typographical error in your orders could ruin your whole turn!
Some players make clever use of the PASSWORD order to make sure that an order set lingering out in the email system on the network which arrives late won't replace a more recent order set sent in. For example, say you submit some orders on Friday, and they don't show up by Monday. Monday you send an updated set of orders to order scanner and get an instant reply. The Friday orders have not arrived yet, but you're worried that they're out there and will arrive sooner or later, replacing the newer set of orders you just sent in. Solution: issue a PASSWORD order in the newer set, so the Friday orders will fail when they do arrive.
Commands that fail generally take zero time.
For instance, if study is issued for a skill which the location does not offer, it will fail immediately, and take zero time. The failed study order will not take a week, and it will not count toward the limited study time for that month.
Production commands fail immediately if none of their input resources are available. For instance, recruit in a location with no peasants will immediately fail, taking zero time. However, resources may sometimes become depleted while the command is being executed. In such cases, the command may fail even after it has spent some time executing.
You can replace orders for some units, but leave pending orders for other units alone, by only including unit sections for the ones you want to change.
If you want to see what orders are queued, but not change anything send in:
begin 999 # whatever your player number is ...
end
To change your email address, send in:
begin 999
email new@address.com # give your new address
end
As a security measure, the confirmation will be sent to both the new and old addresses.
To change the name of your faction, issue the name order for the faction's player entity:
begin 999
unit 999
name "Seekers of Fame and Power" ...
end
Important: Don't forget the unit command for the player entity.
Each Olympia player faction has a number. This number is represented by an entity in the game. However, unlike a character, this entity is mostly used as a place holder for the faction. No one can see the faction entity, and it can issue very few orders.
For example, suppose player Fate [501] has one character Osswid [5499]. Fate does not exist in any location, so it does not receive a location report, and no one can see it. However, Osswid, being the player character for the faction, is sworn to Fate [501]. Fate may execute only a limited set of administrative orders.
Characters, not factions, issue most orders. Do not try to form or recruit with the player entity. For most turns, the player entity will have no orders queued for it.
The orders a player entity may issue are:
To drop out of the game, issue the quit order for your player entity.
For instance, player 501 would quit by sending in the following orders:
begin 812 password
unit 812 # don't forget unit for the player unit!
quit
end
No turn report will be sent for the turn in which a player quits.
When a character enters a location, it is added to the end of the list of characters already there. The unit that has been in a location the longest will appear at the top of the list.
If a character leaves a location and later returns, it will be put at the end of the list again.
For example:
Seen here:
Candide [1269]
Osswid [5499]
Feasel the Wicked [1109]
Candide has been here longest, followed by Osswid, then Feasel. If Candide were to leave and return, he would appear at the end of the list.
If a character unstacks from beneath another unit, the character will appear just after the unit, rather than at the end of the list.
For example:
Seen here:
Candide [1269], accompanied by:
Osswid [5499]
Feasel the Wicked [1109]
Osswid is stacked beneath Candide. If Osswid unstacks, he will appear after Candide, not after Feasel:
Seen here:
Candide [1269]
Osswid [5499]
Feasel the Wicked [1109]
Note: In Olympia game G3, new player characters are added to the top of the list of characters in the safe haven in which they join, not the bottom. Additonal characters formed by them will appear at the bottom of the list as usual.
All orders have a priority of 0-4.
The order scheduler will first try to start all priority 0 orders. Only when no more priority 0 orders are ready to start will a priority 1 order be started.
In other words, the order scheduler will not start an order at a higher priority when an order may be started at a lower priority.
Orders at the same priority are resolved in location order. If two units in a location are both waiting to start a move order, the first unit in the location will go first.
The above description of order priorities may seem complicated, but the intent is to let players ignore same-day synchronization issues in most cases. Rather that needing wait to guarantee that give happens before move, the lower priority of give makes this happen naturally.
For example, consider three units stacked together, top, mid and bot:
top:
move ec69
yew
mid:
unstack
recruit
bot:
recruit
These should be executed in the following order:
mid: unstack # unstack is prio-1
top: move ec69 # move is prio-2
mid: recruit # recruit is prio-3 [top and bot arrive at ec69]
top: yew # yew is prio-3
bot: recruit # recruit is prio-3
The unstack happened first since it's a priority 1 command. The move went second. When top and bot finished moving, there were only priority three commands left, so they ran in location order.
Command precedence within a location
Seen here:
Candide [1269]
Osswid [5499]
Feasel the Wicked [1109]
Order precedence within a location is an advantage for commands or skill uses which obtain resources from the location. For instance, if Candide and Osswid both attempted to harvest all of the lumber available in their location, Candide would have precedence, since his harvest order would finish before Osswid's, if they were started on the same day.
At the same time ...
No two things ever happen at exactly the same instant in Olympia. Someone always goes first.
Suppose two characters were outside of a building (which nobody is inside), and both wanted to enter, to claim it:
Seen here:
Osswid [5499]
Candide [1269]
Inner locations:
Hooting Own Inn [ep76], inn
Both Osswid and Candid issue `move ep76' as their first order on day 1 of the month. What happens?
Osswid's command begins before Candide's, since Osswid appears before Candid in the location list. Therefore, Osswid will enter the inn first.
Osswid ? Candide ------- 8 days -------- 8 days -------- city A city B city C
If Osswid and Candide both leave for city B on the same day, we cannot predict who will get their first.
Olympia's map is a large grid of locations called provinces. Groups of provinces form continents, islands and oceans. These collections are called regions, and are usually named.
A province's description will include a list of the directions in which a character may travel:
Plain [ae48], plain, in region Tollus
Routes leaving Plain [ae48]:
North, to Plain [ad48], 7 days
East, to Plain [ae49], 7 days
South, to Ocean [af48], Tymaerian Sea, 1 day
West, to Ocean [ae47], Tymaerian Sea, 1 day
This is a non-descript province in the Tollus region.
From this province, a character may travel north or east on foot or by horse, or may sail by ship to the south or west.
move north -or- move n -or- move ad48
move east -or- move e -or- move ae49
sail south -or- sail e -or- sail af48
sail west -or- sail w -or- sail ae47
Land movement will automatically use the fastest available mode. For example, if a character has enough horses for all of the members in the party to ride, then the travelers will go on horseback.
Ocean movement requires that the character be in a ship.
Route distances are rated for the number of days it normally takes to traverse them. Land distances are rated for a lightly loaded character walking, and ocean distances are given for an ordinary ship traveling in normal weather.
Actual travel times may differ from times given in the route listing. Land distances depend on the surrounding terrain and the modes of transport available. For example, horses often speed up movement, but over especially rough or treacherous terrain, they may actually slow travel because they must be led and managed. A stiff wind may speed ocean vessels, while lack of wind may slow their progress.
A province may contain sub-locations within its borders. Sub-locations may usually only be entered from the surrounding province. They will be listed separately in the location description:
Inner locations:
Carim [em28], city, 1 day
The city Carim may be entered with the `move em28' order. Travel into a city requires one day.
Note: move in may be used to enter a sub-location, although this order may be ambiguous if the location contains more than one sub-location. In such a case, the first sub-location in the Inner locations list will be entered. Using move in is not recommended if the entity number of the sub-location is known.
Characters in a sub-location will receive a report for the surrounding province. However, characters in the outer province will not normally be able to see into an inner location without entering it.
Carim [em28], city, in province Plain [ae48]
Routes leaving Carim [em28]:
Out, to Plain [ae48], 1 day
Inner locations:
Hooting Own Inn [ep76], inn
Characters in the city Carim may move out (or `move ae48') to the surrounding province. They may also attempt to enter the inn, which is a sub-location of the city. Notice that no travel time rating is listed for the inn; entering it takes no time (zero days).
move out -or- move ae48
move ep76
A character in Carim will receive a location report both for the city as well as the surrounding province Plain [ae48]. Characters in the Hooting Own Inn will receive a location report for the inn and one for Carim, but will not get a report for Plain [ae48]. A character in the city may not see inside the inn without entering.
Characters in a sub-location receive a report for the immediate surrounding location.
Characters are not able to see into inner locations without going into them.
City default garrisons
Every non-safe-haven city in the regular world (except safe havens) has an initial default garrison with 25-150 pikemen. Each garrison is set to admit all and defend all. Each noble stacked with the garrison will earn 4gp/day for aiding the city's defenses.
Characters spotted will be listed in the location report:
Seen here:
Fighters of Pelenth [2019], "carrying a gold banner"
Osswid the Constructor [5499]
All characters listed as being seen in the location may interact without requiring any travel. Thus, the Fighters of Pelenth and Osswid are considered to be in essentially the same place.
This is true whether the characters are in a province, a city, a ship, an inn, or some other sub-location.
However, a character in a sub-location may not interact with characters in the surrounding area. A noble in the city must first enter the inn before he may interact with those inside.
Olympian provinces are arranged in a square grid. Travel is possible in the four main compass points. Thus, to move diagonally, two move orders are required. To move northwest, for instance, one would first need to `move n', then `move w'.
The map coordinates for a province may be read from the province's entity number. The row is represented by the leading two letters, the column by the two digits. The northwest corner is [aa00], with rows increasing to the south, and columns increasing to the east.
00 01 02 ... 99
+----------------------
aa|
ab| ab02
ac| ac01 ac02 ac99
ad| ad02
af|
...
...
fz| fz02
Row sequence is: "abcdfghjkmnpqrstvwxz"
Entity numbers for sub-locations do not correspond to any coordinate system.
The map wraps at the east and west edges. Traveling west from ac00 will lead to ac99, for instance.
The map may have some holes, representing impassable provinces. Routes into some provinces may also be hidden.
Plain [cd21], plain, in region Tollus Routes leaving Plain [cd21]:
North, to Plain [cc21], 7 days
East, to Plain [cd22], 7 days
West, to Plain [cd20], 7 days
Notice the lack of a southern exit. This means that there is no known southern route from Plain [cd21], into what should be Plain [ce21]. Exploration may find a southern route, but it is possible that none may ever be found, and the terrain to the south is completely impassable.
If exploration finds a hidden route, any noble in the player's faction will be able to use it.
> explore
A hidden route has been found!
South, to Plain [ce21], 7 days
The location description for this place will now include the hidden route:
Plain [cd21], plain, in region Tollus
Routes leaving Plain [cd21]:
North, to Plain [cc21], 7 days
South, to Plain [ce21], 7 days, hidden
East, to Plain [cd22], 7 days
West, to Plain [cd20], 7 days
However, units from other factions, even if they know that the hidden route's entity number is [ce21], will not be able to travel across it.
All factions with units in a stack traveling across a hidden route, with the exception of units being held prisoner, will learn of its existence. Nobles from factions wanting to learn how to use the hidden route can stack with a noble about to move across the route.
A ship in an ocean province may sail into an adjoining land province.
Ocean [cw12], ocean, in South Sea
Routes leaving Ocean [cw12]:
North, to Ocean [cv12], Atnos Sea, 4 days
East, to Mountain [cw13], West Camaris, impassable
South, to Plain [cx12], West Camaris, 1 day
West, to Ocean [cw11], 4 days
Inner locations:
Island [eb97], island, 1 day
A ship sailing in this ocean province may dock by sailing to Plain [cx12] or Island [eb97].
Ships may not dock in mountain provinces, as the rocky cliffs are too dangerous to approach. Routes between ocean and mountain provinces are marked `impassable'.
A city in a province adjoining an ocean will have been founded on the best spot for an ocean port. The ocean will only be accessible through the port city in this case, and not through the surrounding region.
Plain [ae48], plain, in region Tollus
Routes leaving Plain [ae48]:
...
West, to Ocean [ae47], Tymaerian Sea, impassable
Inner locations:
Carim [em28], port city, 1 day
Note that from the province surrounding the port city, access to the ocean is not possible.
Carim [em28], port city, in province Plain [ae48]
Routes leaving Carim [em28]:
West, to Ocean [ae47], Tymaerian Sea, 1 day
Out, to Plain [ae48], 1 day
However, ships may sail into and out of the port city itself. From the Tymaerian Sea, this looks like:
Ocean [af48], ocean, in Tymaerian
Sea Routes leaving Ocean [af48]:
North, city, to Carim [em28], Tollus, 1 day
South, to Ocean [ag48], 3 days
Drassa [ew66], port city, in province Forest [cu26], safe haven
Routes leaving Drassa [ew66]:
East, to Ocean [cu27], Atnos Sea, 1 day
South, to Ocean [cv26], Atnos Sea, 1 day
Out, to Forest [cu26], 1 day
Skills taught here:
Shipcraft [600]
Combat [610]
Construction [680]
Seen here:
Kosar the Indefectible [2022], with six peasants, one archer, two soldiers, accompanied by:
Dr. Pangloss [3682]
Law Netexus [2020], prisoner
Alion Krysaka [2785], prisoner
Ships docked at port:
HMS Pinafore [ib18], galley, owner:
Captain McCook [2019], with five workers
Market report:
No goods offered for trade.
Every province has a civilization level. Provinces with no civilization (a level of zero) are considered wilderness. Civilization levels for provinces are shown in the turn report:
Mountain [cq24], mountain, in Lesser Atnos, civ-1
Forest [ac35], forest, in Torba Bacor, wilderness
The civilization level of a province is determined by the presence of cities and buildings, or half of the maximum civilization level of its surrounding provinces, whichever is higher.
There is no fixed civ level cap. However, only the first building of each type counts towards the civ level in a location.
| Feature | Contribution |
|---|---|
| Safe Haven | 2 |
| Castle | 1.5 + improvement level / 4 |
| City | 1 |
| Tower | 1 |
| Temple | 1 |
| Inn | 1 |
| Mine | 1 |
Any fractional remainder is dropped after the contributions are summed.
Only the first building or feature of each type counts toward the civilization level. For example, if two inns in a province, only the first would add a civ point to the total.
Players should take care when exploring the Olympian world. There are many dangers, both from non-player characters (NPC's) as well as from other players. While the threat of death to nobles is always present, the following dangerous areas warrant extra caution.
Hades, also known as The Land of the Dead, is a subterranean world populated with demons, ghouls and spirits thirsty for the blood of the living. Only the bravest warriors should consider walking these dark paths.
The Faery world lies in a nearby, but separate reality. Occasionally a Faery hill will exist simultaneously in both Faery and the outside world. During this time, mortals may cross between the two worlds. Faery is protected by the Faery Hunt, a tough band of elves armed with magical bows. Each hunt group consists of 10-50 elves, each with a combat rating of (50,50,100). Rumors speak of a magical talisman, the elfstone, which allows mortals to pass unharmed in Faery, and to summon Faery hills to the mortal world.
The Cloudlands is a small region which floats over Mt. Olympus and the Imperial City. It is generally only accessible by flight. The Cloudlands is home to three cities: Nimbus, Stratos and Aerovia. Weather magic is taught in these three cities.

Note: Isle of the Ancients is rumored to contain the Imperial City and the Golden City. Mount Olympus can also be found there.
Nobles have a health rating of 1-100, which indicates how wounded they are. A noble with health 100 has no wounds; a noble with a health of zero dies. Nobles also have a flag which indicates whether they are suffering from an illness. A sick noble will lose some health each week, while a wounded noble who is otherwise free of illness will recover somewhat each week.
Health is shown in the turn report for each noble that the player controls.
This is a noble in perfect health:
Health: 100%
This is a rather sick noble:
Health: 38% (getting worse)
If the noble were cured of illness, this would instead show:
Health: 38% (getting better)
Medical technology is rather crude in the age of Olympia. Sanitation and hygiene are not the best. Even a minor wound runs a risk of developing into a serious, possibly life-threatening problem.
When a noble receives a new injury, their health is reduced by the amount of the injury, and a check is made to see whether they get sick. The chance that a character falls ill is (100 - health). Thus, the more seriously the noble is wounded, the greater the probability that infection will set in.
Health is updated at the end of each game week (on days 7, 14, 21 and 28). Sick nobles lose 3-15 health each week. Healthy but wounded nobles recover by a like amount. Each week sick nobles have a 5% chance of fighting off their illness.
Nobles located in an inn benefit from the rest and relaxation that the inn provides. Inns increase the chance of fighting off infection to 10% each week.
Illness can also be cured by spells, special skills, or magical potions. Sick nobles would be wise to seek out those practiced in healing, and recover in a nearby inn.
Notes:
When a noble is killed in battle or dies, the body is moved into the province as an item which may be found with EXPLORE. An executed noble's body is given to the character who performed the execution.
A dead body exists for one and one half game years, at which point it fully decomposes, and the dead noble's spirit passes on.
Example: A dead body rots after twelve months have passed, so if a noble dies in turn 20, his body will decompose at the end of turn 32.
The bodies of nobles lost at sea will wash ashore somewhere.
Bodies decompose after one and one half years regardless of whether they remain in the province or are possesions of another.
Priests may learn a skill Lay to rest, hastening the passing of the dead noble's spirit. Some exceptionally skilled priests possess the ability to resurrect dead characters.
In general, NP's invested in characters are returned to the character's player if the character deserts or his body decomposes.
Characters which renounce service becaused of lapsed contract or fear loyalty do not immediately return the NPs to the previous owner. The previous owner of these characters will not receive NPs for them until they swear to a new player faction or die.
When a body decomposes, the number of NP's which were invested in the character are returned to the original owner.
Characters issue buy and sell commands to indicate their desire to trade goods. Every trade must be between a buyer and a seller. Whenever a compatible buy and sell request are found, the trade will be executed.
Trades are only matched in cities, where merchants gather at the local bazaar to swap goods. (Note that characters are always free to use the give command to exchange items, regardless of where they are. But buy and sell orders are only matched in cities.)
A buyer indicates what he wants to buy, how much of it he wants, and the most he is willing to pay. A seller indicates what item is being sold, how much of it is to be sold, and the per-item price.
A trade will match if the seller's price does not exceed the maximum price specified by the buyer; if the buyer has enough gold to buy at least one of the item; if the seller possesses at least one of the item; and if the buyer and seller are both in the same city.
If the buyer is willing to pay more than the seller is asking, the trade takes place at the seller's price.
Example: A noble who wants to buy five iron [79] at no more than 10 gold each issues:
> buy 79 5 10
Try to buy five iron [79] for 10 gold each.
If someone who had iron issues a sell order which matches this buyer's request, the trade would be executed:
> sell 79 5 10
Sold five iron [79] for 50 gold.
The buyer would see:
Bought five iron [79] for 50 gold.
Either the buy or the sell order could have been issued first. If the order can't be matched with pending trades from other units in the city, it will become a standing order and remain in effect until executed or canceled.
> buy 79 0
Cleared pending buy for iron [79].
Note that the buyer and seller can't specify what character they will deal with. They will trade with any unit that has a matching buy or sell order.
Market report
The location report for each city includes a market report listing pending trades.
| trade | who | price | qty | item |
|---|---|---|---|---|
| buy | 2019 | 100 | 1 | peasant [10] |
| buy | 4274 | 74 | 3 | iron [79] |
| sell | 3682 | 12 | 11 | sailor [19] |
| sell | 2019 | 50 | 1 | elite guard [15] |
A trade will not be listed unless it could be executed. For instance, a unit might issue an order to sell iron [79], even though the unit doesn't possess any. (Perhaps the character plans to get some iron later in the month, and wants the buy order to be in place when the iron arrives). This order will not be shown in the market report, because the seller doesn't have any iron to sell.
Similarly, the buyer must have enough gold to buy at least one of the item. No buy order would be listed for a penniless unit that wanted to buy five iron at 10 gold each. If the unit later obtained 10 gold, enough to buy one of the five desired units of iron, the order would be listed in the market report for one iron, not five.
Some traders may work through middlemen to hide their identity. In such cases, the who field of the market report will not show their unit number, and their identity will not be revealed when the trade is executed.
Even sneakier traders may have their pending trades omitted from the market report entirely.
City purchasing
Some cities will issue buy or sell orders on their own behalf for certain goods. Cities trade orders are identity to those submitted by players when participating in markets.
Enterprising characters may turn a profit by using skills under the Trade [730] category to find new tradegoods for sale in city markets, and buyers for those tradegoods in other city markets.
Resolution of trades
If a buyer has a choice between two or more sellers, the one offering the lowest price will be chosen. If several sellers offer at the same price, the one nearest the top of the location's character listing will win the trade. A seller with a choice among two or more buyers will pick the highest unit as it appears in the location's character listing.
Since characters are added to the end of the list when they enter a location, the units who have been in a place the longest tend to appear toward the top of the list. Characters who have been in a place the longest have an advantage when one of several possible trades may be matched.
However, consumption or production by the city itself will always have lowest priority. Cities defer to characters when multiple matching trades are possible.
The location market report is ordered according to how multiple trades will resolve.
| trade | who | price | qty | item |
|---|---|---|---|---|
| sell | 3682 | 10 | 1 | iron [79] |
| sell | 2019 | 12 | 1 | iron [79] |
A buyer would get 3682's iron, since the price is lower.
| trade | who | price | qty | item |
|---|---|---|---|---|
| sell | 2019 | 10 | 1 | iron [79] |
| sell | 3682 | 10 | 1 | iron [79] |
A buyer would get 2019's iron. 2019 must appear before 3682 in the location character list.
| trade | who | price | qty | item |
|---|---|---|---|---|
| buy | 4846 | 10 | 1 | iron [79] |
| buy | 1783 | 12 | 1 | iron [79] |
4846 would win the buy from a lone seller. 1783 must come after 4846 in the location character list.
| trade | who | price | qty | item |
|---|---|---|---|---|
| buy | 4846 | 10 | 1 | iron [79] |
| buy | 1783 | 11 | 1 | iron [79] |
sell 79 1 10 will match 4846. sell 79 1 11 will match 1783.
Partial trades
Partial trades are executed, if possible. If a buyer wants 100 iron, but only 25 iron are available, he will buy 25. The pending buy order will be reduced so that 75 more will be bought whenever possible.
More market examples
A buyer who desires three iron at no more than five gold each orders:
> buy 79 3 5
Try to buy three iron [79] for 5 gold each.
Suppose the only seller of iron in this city had ordered:
> sell 79 5 6
Try to sell five iron [79] for 6 gold each.
The trade will not take place, because the seller's price exceeds the buyer's. Later, the buyer travels to a different city, where another seller has previously issued:
> sell 79 10 4
Try to sell ten iron [79] for 4 gold each.
As soon as the buyer enters the city, the trade will be matched:
Bought three iron [79] for 12 gold.
Note that the trade takes place at the seller's price, and that the seller will still be offering seven iron at four gold each.
If the seller had only one unit of iron for sale, the trade would have executed, but the buyer would still be looking for two more iron to buy, at five gold each or better.
Nobles are bound to their lords by one of three kinds of loyalty:
The loyalty bond is rated. For example, a character's loyalty could be oath-1, contract-500, or fear-50.
A player's initial character has oath-2 loyalty.
Newly hired nobles have loyalty contract-500. Nobles are paid for their service with the honor command. A noble who issues `' will spend 50 gold to raise his own contract loyalty rating by 50 points.honor 50
A noble may take an oath of loyalty, pledging one or two Noble Points to secure it. This would yield loyalty oath-1 or oath-2. The oath order secures an oath of loyalty for a noble.
Nobles may be terrorized by their masters. The severity of their treatment accumulates in the loyalty rating: fear-10, for instance. Fear loyalty is maintained with the terrorize order.
Only one kind of loyalty may be active at a time.
Contract and fear loyalty decay over time. Contract loyalty loses the greater of 50 points or 10% of the current rating each month. Fear loyalty loses 1-2 rating points each month. Oath loyalty does not decay.
Units which fall to contract-0 or fear-0 have a 50% chance of deserting each month.
Nobles serving through contract or fear are susceptible to bribes, which may induce them to renounce loyalty to their lord, and pledge their service to the bribing faction. For details on bribing characters, see the bribe order.
Oath-1 nobles ignore all bribes. There is a persuasion skill which may cause an oath-1 noble to defect, although its use is difficult and rarely succeeds. Oath-1 nobles may reveal their factional affiliation if tortured.
Oath-2 nobles will not renounce loyalty to their lord under any circumstances, nor can they be forced to reveal any information about themselves.
Summary:
Decays by max(50, 10% of current rating) each month
terrorize used on noble
Decays 1-2 points each month
Does not decay
Commands dealing with loyalty bonds:
bribehonoroathterrorizeOne unit may stack under another unit. Two or more units grouped in this way are referred to as a stack.
Stacks move together and fight together. Here is a stack of four units:
Law Netexus [2020], accompanied by: Feasel the Wicked [1109] Drakkar the Trader [1752] Alion Krysaka [2785]
Law Netexus is the stack leader, the top-most unit in the stack.
Only one level of stack depth is shown, so all that can be determined from the location report is that Feasel, Drakkar and Alion are stacked somewhere beneath Law Netexus. The exact arrangement of stacking bonds is not shown.
Feasel might be stacked under Law Netexus, with Drakkar and Alion under Feasel. Or Feasel, Drakkar, and Alion may all be stacked directly beneath Law Netexus.
Generally, such internal arrangements are only important when the stack breaks up. If Drakkar is stacked beneath Feasel, he will stick with Feasel if Feasel drops out of the stack. But if Drakkar were stacked beneath Law Netexus, he would not follow Feasel if Feasel unstacked.
If Law Netexus issues a move order, the entire stack will move. If, however, Feasel issues a move order, he will first drop out of the stack before moving.
Similarly, if Law Netexus engages combat with the attack order, all characters in the stack will fight together. If one member of the stack is attacked, the entire stack will respond in defense.
Multiple levels of internal stacking can be useful if one wants several stacks to join together for a while, but then split apart later into their old arrangements.
Ocean ships may not be stacked together. There is no way to cluster ships into a fleet.
Carrying capacity: Men and items are rated for how much they weigh, and how much they can carry, walking, riding or flying.
| Name |
Weight |
Walking | Riding | Flying |
| Man | 100 | 100 | - | - |
| Riding Horse | 1000 | 150 | 150 | - |
| Wild Horse | 300 | self | self | - |
| Warmount | 300 | 150 | 150 | - |
| Knight | 400 | 100 | 100 | - |
| Elite Guard | 400 | 100 | 100 | - |
| Ox | 1000 | 1500 | self | - |
| Winged Horse | 300 | 150 | 150 | 150 |
`man' includes all of the varieties of men, including peasants, sailors, workers, etc. as well as nobles. A knight includes both the man and the horse, hence the 400 weight.
In order to ride, the total riding capacity must cover the weights of all the units that may not ride themselves.
Examples:
ride capacity is 150 - 100 = 50 walk capacity is 250
ride capacity is 150 - 100 = 50 walk capacity is 250
The wild horse can walk or ride on its own, but will not carry anything.
ride capacity is 150 - 100 = 50 walk capacity is 1750
The ox may be driven alongside the horse, but will not carry anything when moving so quickly.
A stack will ride if there is enough riding capacity to carry all of the non-riders. Otherwise, the stack will walk.
In order to fly, the total flying capacity for the stack must cover the weights of all units that can not fly themselves.
Stacks which are overloaded beyond their walking capacity will travel slower than normal. A stack loaded at 150% of its walking capacity will take 50% longer to traverse a route. Stacks overloaded to over 200% of walking capacity may not travel at all.
Weights and capacities are always considered for the stack as a whole. One unit may have all the men, and another unit may have all the horses. If they are stacked together, the distribution of items across units is irrelevant.
Nobles may be accompanied by different kinds of men. Men may be peasants obtained with the recruit order, or peasants who have been trained into other kinds of men such as sailors, soldiers or workers.
The different kinds of men:
A peasant may be trained into a soldier, sailor, worker, or crossbowman. Soldiers may be given further training to become pikemen, swordsmen, or archers. More advanced fighters may be trained from swordsmen and archers.
+--- sailor ------- pirate
+---- worker
+----- crossbowman
/
peasant ------ soldier ------ swordsman --- knight ----- elite guard
\
+---- archer ------ elite archer
+--- pikeman
+-- blessed soldier
Training a man may require that the noble have a certain skill, or possess some item. For instance, training soldiers into swordsmen requires a longsword [74] for each swordsman produced. The training character must also know Combat [610].
Some men may only be trained in certain kinds of locations. Elite guard and elite archers, for instance, may only be trained in castles. Blessed soldiers may only be trained in temples.
Training takes one day per man. Training five archers into five elite archers would take five days, for example. Training ten peasants into ten crossbowmen would take 10 days.
num kind skill input man input item where --- ----------- ----- -------------- ---------------- ------ 11 worker none peasant [10] 12 soldier 610 peasant [10] 13 archer 615 soldier [12] longbow [72] 14 knight 616 swordsman [20] warmount [53] 15 elite guard 616 knight [14] plate armor [73] castle 16 pikeman 610 soldier [12] pike [75] 17 blessed soldier 750 soldier [12] temple 19 sailor 601 peasant [10] 20 swordsman 616 soldier [12] longsword [74] 21 crossbowman 610 peasant [10] crossbow [85] 22 elite archer 615 archer [13] castle 24 pirate 616 sailor [19] longsword [74] ship
For more information and examples, see the train order.
Men such as soldiers, workers, archers, etc. must be paid in gold monthly or they will leave the service of their noble. Peasants do not willingly leave a noble's service, but will starve if they are not paid. This cost is charged to the noble holding them at the end of each month.
If the noble does not have enough gold to pay his men, he will ask other nobles in his stack (provided they belong to the same player) for gold. Thus, only one member of a stack need carry gold for maintenance costs for the entire stack. Nobles will not share gold with units from other players.
If the noble can only afford to pay some of his men, one-third of those not paid will leave service at the end of the month. The computer chooses which men remain and which leave or starve.
num kind cost --- ----------- ---- 10 peasant 1 11 worker 2 19 sailor 2 21 crossbowman 2 12 soldier 2 13 archer 3 16 pikeman 3 17 blessed soldier 3 20 swordsman 3 24 pirate 3 14 knight 4 22 elite archer 4 15 elite guard 5
Note that nobles may drop men to release them from service deliberately.
Weapons and armor are required for the training of some kinds of fighters. Archers require longbows, for instance, elite guard require plate armor, etc.
Weapons and armor are made with the make command. The Weaponsmithing [617] subskill of Combat [610] is required to make weapons and armor.
num item material --- ---- -------- 72 longbow yew [68] 73 plate armor iron [79] 74 longsword iron [79] 75 pike wood [77] 85 crossbow wood [77]
One unit of the input material may turned into one of the desired items each day. For example, make 72 2 would spend two days turning two yew [68] into two longbows [72].
Skills represent knowledge that Olympian characters may know. Shipbuilding, thievery, kidnaping, training soldiers, castle building, mixing potions, and forging magical artifacts are just a few of the possible actions which skills allow a character to perform.
Skills are divided into category skills and sub-skills within those categories. The skill categories are:
num name time to learn --- ---- ------------- 600 Shipcraft three weeks 610 Combat three weeks 630 Stealth four weeks 650 Beastmastery four weeks, 1 NP req'd 670 Persuasion four weeks 680 Construction three weeks 690 Alchemy four weeks 700 Forestry three weeks 720 Mining three weeks 730 Trade three weeks
There are also six schools of magic. For more details on learning and casting magical spells, see the Magical Arts section.
The category skill must be learned before any of the sub-skills within the category may be known.
With each skill learned, the player will receive a lore sheet describing background information about the skill and how it may be used. Most skills are invoked with the `' order. The skill lore sheets will give specific information about arguments to use skilluse and and requirements or limitations for using the skill.
The lore sheets for the skill categories list some of the skills available for study within the category.
For instance, a noble wishing to undertake the study of Shipcraft would first learn the category skill with the study command:
study 600
The Shipcraft lore sheet lists some of the sub-skills available for building and sailing ships. One of these is Sailing [601], the skill required to control a ship on the ocean. The aspiring captain could then order:
study 601
Once Sailing [601] is known, the lore sheet describing its usage will appear in the player's turn report.
To begin study of a skill requires the following:
The source of instruction may be one of the following:
Some sub-skills within a category may not be listed in the category lore sheet. These are not directly studyable, even once the parent skill is known. They must either be learned from a scroll, a rare book, or through research.
Many cities offer instruction in skills. Shipcraft [600], for example, is commonly taught in port cities.
The turn report lists skills taught by the location:
Skills taught here: Alchemy [690]
research, and is listed as `Partially known' in the turn report.Partially known skills: Improve ship rigging [9999], 0/7
Inventory:
qty name
--- ----
1 Old book [6001]
Old book [6001] permits study of the following skills:
Alchemy [690]
A fee of 100 gold is charged when study is first issued for a skill. The payment is used to acquire various materials needed for the study and eventual practice of the skill.
Some advanced skills require Noble Points to begin study. Each player begins the game with a number of NPs, and receives an additional one each year on the anniversary of their entry into the game. Noble Points may be spent to acquire new nobles, or to learn advanced skills.
Most skills do not require Noble Points to learn. NPs are required for some heroic combat skills and for advanced magical spells.
Characters may STUDY up to 14 days per turn. Fast study days dont count towards this limit.
All new players are given 100+ "fast study" points. Each fast study point may be applied to a skill being studied in lieu of actually spending a day studying.
For example, the order study 600 7 would apply 7 fast study days to learning Shipcraft. This study order would take 0 days to execute.
Experience is counted for each turn that a skill use is successfully completed. If a skill is used more than once per turn, only the first success will count towards experience.
Projects which take multiple turns to complete, such as shipbuilding or castle construction, only count towards experience when the project is finished.
use level ----- ----- 0-4 apprentice 5-11 journeyman 12-20 adept 21-34 master 35+ grand master
A few skills are not rated for experience. These may be skills which are not directly used, or ones for which experience has no meaning. If a skill is not rated for experience, the skill level will not be shown in the skill listing.
For instance:
Skills known:
Shipcraft [600]
Sailing [601], apprentice
Shipbuilding [602], apprentice
Fishing [603], apprentice
Combat [610]
Survive fatal wound [611]
Fight to the death [612]
Since experience is not applicable to Survive fatal wound [611] and Fight to the death [612], its levels are not shown.
study is issued:
study up to 14 days per month.research, so it may now be studied.
study of that skill has no effect.Direct character-to-character teaching is not possible in Olympia. However, it is said that some magicians and alchemists possess the ability to record knowledge on scrolls, which other characters may study from.
This is a rough, heavily edited example of how some study commands might look in a turn report. All of the other details that a real turn report would have were omitted to focus on the study orders.
Turn one:
Skills taught here: Shipcraft [600] 1: > study 600 1: Paid 100 gold to begin study. 1: Will study Shipcraft for seven days. 7: Learned Shipcraft [600]. Lore for Shipcraft [600] ------------------------ All skills concerning ocean travel fall under this category. Shipcraft encompasses the building and repair of ships, training of sailors, and navigation at sea. The following skills may be studied directly once Shipcraft is known: num skill time to learn --- ----- ------------- 601 Sailing one week ...
Further skills may be found through research.
Turn two:
1: > study 601 1: Paid 100 gold to begin study. 1: Will study Sailing for seven days. 7: Learned Sailing [601].
(It doesn't matter where 601 is studied, since 600 offers it directly.)
Turn three:
1: > study 690 1: Instruction in [690] is not available here.
(Need to find a location or book that offers instruction in Alchemy)
Turn four:
1: enter xxxx 1: Arrival at City of Alchemists [xxxx] Skills taught here: Alchemy [690] 1: > study 690 1: Paid 100 gold to begin study. 1: Will study Alchemy for seven days. Partially known skills: 690 Alchemy, 7/14
(Alchemy requires 14 days of study to learn, seven of which we have completed.)
Turn five:
1: > study 690
1: Continue studying Alchemy.
7: Learned Alchemy [690].
Skills known:
600 Shipcraft
601 Sailing, apprentice
690 Alchemy
Research attempts to discover sub-skills which are not commonly known or made available when the category skill is learned.
Research is mostly used to discover new magical spells, as few spells are granted when a magic school is learned. However, even common skills such as Shipcraft, Combat and Construction may have hidden sub-skills which can be found through research.
Research for all skill categories except Religion [750] must be performed in a tower, by the tower's owner (the first character inside the tower). Towers make good laboratories for scholarly investigations, and minimize distractions. Other occupants of the tower may not use research.
Research into Religion [750] must be performed in a temple, by the temple's owner.
Research by mages of 6th black circle level and above (maximum aura of 31 or higher) must be done in provinces with a civilization level of 1 or less.
When a category skill is learned, its lore sheet appears in the player's turn report, listing information about the skill as well as sub-skills which may be studied directly based on the parent skill.
An example:
Lore for Shipcraft [600] ------------------------ All skills concerning ocean travel fall under this category. Shipcraft encompasses the building and repair of ships, training of sailors, and navigation at sea. The following skills may be studied directly once Shipcraft is known: num skill time to learn --- ----- ------------- 601 Sailing one week ... Further skills may be found through research.
The last line (`Further skills ...') indicates that there are sub-skills of Shipcraft which are not mentioned in the lore sheet. These hidden skills may represent rare or hard-to-learn knowledge, or perhaps technology which has not yet been discovered.
Study of these skills is not possible based simply on knowledge of the parent skill. Sailing [601] can be learned by a character, no matter where he is, once Shipcraft is known. Hidden Shipcraft skills, however, must be learned in other ways, even if the character has learned their entity numbers from other players.
There are two possible ways such hidden skills may be learned:
Research is the more difficult choice. However, to learn rare sub-skills there may be no alternative. Perhaps there are no players who already know the rare sub-skill, and so cannot record scrolls to instruct others. Or if there are, they choose to keep their knowledge secret.
Research incurs a fee of 25 gold to pay for miscellaneous materials and costs.
Each week of research yields a 25% chance that a new skill will be discovered.
If research is successful, the new sub-skill will be added to the character's partially known skill list. It then must be studied in order to become fully known and usable.
For example:
1: > research 600 1: Will research Shipcraft for seven days. 7: Research uncovers a new skill: Improve ship rigging [9999]. 7: To begin learning this skill, order 'study 9999'. Partially known skills: 9999 Improve ship rigging, 0/7
The `0/7' qualifying the new sub-skill in the partially known skill list indicates that seven full days of study are required to learn the skill, and none of them have yet been completed.
1: > study 9999 1: Paid 100 gold to begin study. 1: Will study Improve ship rigging for seven days. 7: Learned Improve ship rigging [9999].
The research order is no longer used on the new skill once it becomes partially known. Research may continue to be used on Shipcraft [600], however, to seek out more hidden sub-skills.
Category skills may not be learned through research.
Magic is a dead cat in an oil-stained burlap bag.
Magic is a smelly old man, despised but feared by his neighbors.
Magic is what the king turns to, when his soldiers fail.
--- a long-dead wise man of Areth Pirn
Magic is the dark art by which events are influenced outside of the normal boundaries of cause-and-effect. Rather than the glamorous ideal of shining wizards casting powerful fireballs at wicked foes, the reality of magic instead tends to be base, tedious work which earns few friends.
Hated and feared, the magician pursues his craft out of the sight of men. Like wisps of smoke rising from an ember cast into dry straw, so the mage's spells slowly take hold, woven with secret knowledge and foul ingredients.
The casting of a magical spell is accomplished with three ingredients: Knowledge of the spell, possession of any items necessary to fuel the spell, and a sufficient level of magical aura to perform the ritual or ceremony.
Aura is a mystical force necessary to cast spells. Powerful mages will have a high aura rating, while apprentice sorcerers may only command a few points worth of aura.
Characters are rated for their current aura level and their maximum aura level. With each magical spell learned, a character will gain one point of maximum and current aura. Current aura is depleted by casting spells, and is naturally replenished at a rate of two points per turn. Current aura will increase until it reaches the maximum aura level. Other ways of gaining current aura may be found as the mage researches his craft.
Spells are rated on the amount of aura which the casting mage must possess. Minor spells may demand only one point of aura to cast. Powerful spells may require a current aura level of ten or higher.
Characters receive a rating in the turn reports based on their magical abiliity:
maximum aura label ------------ ----- 6-10 conjurer 11-15 mage 16-20 wizard 21-30 sorcerer 30+ ??
For example:
Osswid the Brave [5639], wizard, with three workers
The Basic magic [800] spell Appear common [803] allows magicians to prevent this label from displaying.
Many spells will require the magician to possess a rare or obscure item in order for the cast to succeed. Many of these items exist, of interest chiefly to sorcerers. Roots from plants found only in dense forests, bat's wings, and a dark blue powder which produces a brilliant cobalt flame when burned are only a few. Usually the required item is consumed by the attempt to cast the spell.
Magic is divided into six schools of study:
num name time to learn --- ---- ------------- 800 Magic four weeks, 1 NP req'd 820 Weather magic five weeks, 1 NP req'd 840 Scrying five weeks, 1 NP req'd 860 Gatecraft five weeks, 1 NP req'd 880 Artifact construction six weeks, 1 NP req'd 900 Necromancy six weeks, 2 NP req'd
Magical spells are simply sub-skills of one of the magical skill categories.
An aspiring mage will issue the study order to learn the basics of a particular school of magic, known as the category skill. For example, one wishing to pursue knowledge of Magic [800] would order:
study 800
Once the category skill has been learned, the mage will receive a lore sheet listing some of the known spells of that school. The magician may then attempt to learn these spells through study.
A character must know the category skill for a school of magic before a spell in that school can be known.
Only some of the spells in the each school are commonly known. The more rare, obscure or powerful spells will need to be discovered via research or by finding magic scrolls describing them.
Knowledge of individual spells in a school of magic is not possible without having learned the category skill.
Since all cities offer instruction in Magic, and several useful spells may be learned quickly, apprentice mages often begin their studies here.
Weather magic is taught in Nimbus, Stratos and Aerovia, the three cities of the Cloudlands and randomly in non safe haven cities.
Scrying is taught in the Faery City, and randomly in non safe haven cities.
Knowledge of this art is taught in all safe haven cities.
Knowledge of this art is taught in random non safe haven cities.
Monsters may sometimes be found guarding ancient books which teach the rare magical skill categories.
Learning the skill category Religion [750] labels the character as a priest. Religion [750] requires 1 Noble Point and five weeks to learn. Religion [750] may be studied in any temple. Religion is not taught by cities. Skills in the Religion category are known as prayers.
Temples yield 100 gold in offerings per month to their owner, if the owner is a priest. Temples may be built anywhere, except inside another building.
Research into Religion [750] must be performed in a temple rather than a tower.
Combat in Olympia occurs when one stack attacks another stack.
A unit will be defended by any other characters it is stacked with. Thus, a unit which is part of a stack cannot be attacked alone. No matter which unit is specified in the attack order, the entire stack containing the unit will respond.
Only the leader of a stack may initiate combat. If another unit in a stack wants to issue attack, it must first drop out of the stack.
Combat involves nobles, who possess strong heroic fighting abilities, and fighters who may accompany them. Fighters include soldiers, pikemen, swordsmen, knights, elite guard, crossbowmen, archers, and elite archers.
Each kind of fighter has an attack and defense rating:
attack defense missile
+----------------------------
peasant | 1 1
worker | 1 1
sailor | 1 1
soldier | 5 5
pikeman | 5 30
swordsman | 15 15
pirate | 5 (15) 5 (15)
knight | 45 (20) 45 (20)
elite guard | 90 (65) 90 (65)
crossbowman | 1 1 25
archer | 5 5 50
elite archer | 10 10 75
Combat is resolved as follows:
For instance, a noble plus two pikemen has an offensive value of (80+80) + (5+30) + (5+30) = 230 with a break point of 115.
A noble plus two knights has an offensive value of (80+80) + (45+45) + (45+45) = 340 with a break point of 170.
Therefore, a noble with two pikemen will continue to fight if the pikemen are killed. However, a noble with two knights will be declared the loser if both knights are killed.
The offensive value used is either the attack or the effective missile rating, whichever is higher.
The chance that the attacker will score a hit against the target is:
A = attacker's attack rating B = target's defense rating A / (A + B)
For example:
A(attack=90) vs B(defense=45) A has a 2/3 chance of killing B A(attack=90) vs B(defense=90) A has a 1/2 chance of killing B
If the attacker scores a hit against a noble, the noble will receive a random wound of 1-100 health points. Note that there is a 1% chance that a perfectly healthy noble will be instantly killed, and a greater chance that a previously wounded noble will die.
Wounded nobles do not continue fighting, even if their wounds are minor.
If a hit is scored against a fighter (soldiers, pikemen, archers, etc.), the fighter is killed. However, a blessed soldier has a 50% chance of surviving a hit.
A man successfully attacking a building or a ship will cause one point of damage to the structure. A siege engine attacking a building will cause 5-10 points of damage.
The winner in combat will attempt to take prisoners. The chance that a given defeated unit will be taken prisoner is proportional to the sizes of the remaining forces.
(Taking prisoners in battle and claiming loot requires many soldiers to run after the fleeing enemy. Thus, the chance of success is based on numerical advantage rather than combat skill.)
1:1 25% 2:1 50% 3:1 75%
If the winning side outnumbers the defeated force by 2:1, there is a 50% chance that a given defeated unit will be captured. Defeated units which are not captured retreat from battle. If they are occupying a building or are located in a city, they may flee into the outlying province.
The victor always has at least a 25% chance of taking a unit prisoner, but no better than a 75% chance.
The victor will claim the defender's position in the location list if it is better, or will move into the defender's structure, ejecting the losing force. (The attacker may specify a flag to the attack order to inhibit this behavior.)
Prisoners are stripped of their belongings by the victor, including any men accompanying the prisoners, such as workers or peasants. The stack leader of the winning force receives all of the loot from the battle.
When a noble is taken prisoner (including via SURRENDER), a portion of the prisoner's items will always be lost. If a unique item is lost, it will have to have found by exploration of the province.
Units may issue the behind command to declare whether they will line the front or the rear in battle. Rear units do not become targets for the enemy until all of the units in the rows in front of them have been killed. Only missile fighters, such as archers, may attack from the rear.
The leader of each stack (the top-most unit in the stack) will be the last unit to receive hits, regardless of its behind status.
Units in the rear may attack with their missile rating. Units in front attack with either their missile rating, or their attack rating, whichever is higher.
Thus, a noble with rating (attack=80, defense=80, missile=40) will do an attack of 40 when in the rear, and an attack of 80 when in front.
Weather effects on battle are as follows:
If a fighter's missile rating is zero, it can not attack from the rear. In this case, the fighter will use its attack rating like a regular soldier.
Structures which may aid fighters in battle are rated for their defensive bonus.
Castle Imperius [gx56], castle, defense 25
During battle, the fortification rating is added to the defense number for the men who fit inside the structure.
structure men protected --------- ------------- Castle first 500 Tower first 100 Galley or roundship first 50 Other structures first 50
Attacking fighters may randomly select the structure instead of an enemy fighter. The attack is resolved in the same way as for two fighters, using the attacker's attack rating and the structure's defense rating. If the attacker is successful the structure's defense rating will be lowered by one point.
Once the defense rating reaches zero, further hits will cause the building to become damaged. A fully damaged building (100% damage) will collapse, ejecting its occupants.
Siege engines always select the structure as a target.
engine attack defense missile ------ ------ ------- ------- catapult 25 200 25 battering ram 30 250 siege tower 30 250
Siege engines do 5-10 points of damage to the structure per hit.
Siege engines are not used in combat at sea.
Nobles may possess items which grant attack, defense or missile bonuses in combat. Only one item may be wielded for each category. If the noble possesses multiple items with bonuses in the same area, the item with the largest bonus will be chosen.
For example, suppose Osswid had the following items:
Shield of Achilles [fx78] +25 defense Sword of Death [gl23] +10 attack Mithril Axe [wt29] +15 attack Magic javelin [ht02] +5 missile
Osswid would wield the javelin and axe, and wear the shield. He would not use the Sword of Death.
Nobles automatically use items with combat bonuses in battle. No special orders are needed to wield them.
Characters may become prisoners by losing to an enemy in battle, or by being kidnaped (kidnaping is a subskill of Stealth).
Since prisoners are unable to report where they are and what they are seeing, they do not contribute to the turn report of their faction. The player's turn report will show that that a unit is being held prisoner, but little else.
Prisoners will not execute any orders while they are in captivity. Queued orders will remain pending, but none will be processed.
Prisoners when spotted appear as stacked units, marked with the `prisoner' string:
Seen here:
Kosar the Indefectible [2022], with six peasants, one archer,
two soldiers, accompanied by:
Alion Krysaka [2785], prisoner
Unstacking a prisoner sets them free. Kosar could free Alion by ordering `'.unstack 2785
Prisoners may be transferred between units with the give command. Kosar could transfer Alion to Osswid [501] by ordering:
give 501 2785
Prisoner escapes
Prisoners are always on the lookout for ways to escape. Units holding prisoners can reduce their chances by remaining inside a structure, not transferring prisoners with give, and not traveling with prisoners.
Commands dealing with permissions:
admithostileneutraldefenddefaultAttitudes can be declared by or for either specific units, or an entire faction. For instance, player [613] could declare a permission or attitude for player [555], or a specific attitude for individual units within player 555's faction.
Declaring a permission for a player works so long as the player's units are not concealing their faction identity with Conceal faction [635], a subskill of Stealth [630].
By default, a unit may not stack with a character belonging to another faction. A unit is also denied entry to a building or ship controlled by another player.
Players may allow units from other factions to stack with them or enter buildings or ships they control with the admit order.
A unit may have one of four combat attitudes to another unit:
hostiledefendneutraldefaultEvery character, and player faction entity, keeps three lists of units or other factions which have attitudes declared towards them. A unit is either on the hostile, defend, or neutral list. If a unit does not appear on any of the three lists, it has attitude default.
Example:
player 778 816
hostile 816
units 4205 6499
4600 6530, concealing lord
6599
Player 778 has declared player 816 hostile. One of 816's characters is concealing its lord.
If 4205 or 4600 run into unit 6499, they will attack it on sight. However, since 6530 is hiding its affiliation with 816, it will not be attacked on sight.
If 6499 is attacked and both 6530 and 6599 are present, 6599 will aid in the defense, but 6530 will not, because that might give away its affiliation.
If player 816 wanted 6530 to defend the faction's units anyway, either 816 or 6530 should issue the order `'. This would override the default attitude of units in the faction to one another.defend 816
Attitude toward units is considered before attitude toward the unit's faction. Thus, one may declare a faction hostile, but exclude certain units within the faction by specifically declaring them neutral.
A unit must be the top-most character in its stack to aid in defense. If a unit joins a combat because of defend, it will bring its entire stack along, even if the other members of the stack have not declared a defend attitude.
Defenders only help when units are attacked, not when they initiate attacks. For example, if A has declared `', and B attacks C, A will not help B, even if B loses the battle.defend B
Characters declared defend to units which are guarding a province against pillaging will aid the guards if they are attacked, either explicitly with attack, or implicitly via `'.pillage 1
Units which joined a combat because of a defend declaration are shown with the qualification `ally' in the combat report.
The following structures may be built by characters with the Construction [680] skill:
kind effort material skill where ---- ------ -------- ----- ----- inn 300 75 wood 680 province or city mine 500 25 wood 680 or 720 mountain or rocky hill temple 1,000 50 stone 680 anywhere tower 2,000 100 stone 680 anywhere castle 10,000 500 stone 680 province or city
The term `anywhere' means a province, city, or other sublocation. Buildings may not be built inside other buildings, with the exception of towers. Up to six towers may be built inside a castle.
Effort is in worker-days.
The builder must know the required skill, have at least three workers, and possess at least one-fifth of the necessary construction materials in his inventory.
To start building, unstack from beneath other characters and issue one of the following build orders:
build inn "name of inn"build mine "name of mine"build temple "name of temple"build tower "name of tower"build castle "name of castle"For example, a character who wanted to build a tower would need to know Construction [680], have at least three workers [11], and possess at least 20 stone [78].
The construction materials will immediately be deducted from the builder's inventory and put to use. The builder and his workers will be placed inside the new structure.
The remaining construction materials are paid as work on the structure progresses. A second fifth is required as the building becomes 20% complete, the third fifth at 40%, etc. Construction halts if the builder runs out of materials.
The building is completed when the required number of worker-days is invested in construction.
To resume construction of a partially completed building, first enter the structure, then issue the appropriate build order (such as build inn, build mine, etc.)
Mines may only be built in mountain provinces or on rocky hills. Only one mine per location is allowed. Mines may also be built by characters with the Mining [720] skill.
Only one castle may be built in each province. The castle may be built either in the province or a city, if the province has one. Castles may not be built in sub-locations other than cities.
Inns must be built in provinces or cities. A good site for an inn is just outside a city, as the inn will benefit from the patronage of many travelers.
The restive environment inns provide help wounded nobles to heal. Nobles located in an inn have an 10% increased chance of fighting off infection each week.
Inns generate income each month from the visitors who stop for a meal and a pint of ale, or spend in the night in one of the inn's rooms. (Nobles who enter are not directly charged. Other patrons are anonymous; the only indication of their presence is the income the inn generates.)
Inns generate between 50 and 75 gold per month. Looting and pillaging scares away customers, and so lowers the inn's income. If more than one inn is built in a province, the profits are split between them.
Income is paid to the owner of the inn at the end of each month.
The owner of a building or a ship is the first character shown inside. This will be the first character to have entered the building or ship, unless another character attacked the previous owner and taken position at the head of the list.
For example, assume the following characters are on a ship, the HMS Pinafore [4000]:
Candide the Captain [1269], with ten sailors Osswid [5499], accompanied by: Feasel the Wicked [1109]
Since Candide is first in the ship's character list, he is the owner of the ship. Only Candide may issue sail orders, or change the ship's name. If Candide were to leave, Osswid would become the new captain of the ship.
The owner of a building or ship may determine who may enter with the admit order. The default is to refuse entry to units from other factions.
If the first character inside a building leaves, he is no longer the owner.
A building is a castle, tower, inn, temple or mine.
A mine is a deep shaft or tunnel which allows workers to extract valuable resources from the earth, such as iron and gold. At most one mine may be built in each mountain province or rocky hill.
A new mine has an initial depth of one. The mine shaft becomes deeper as characters use it to obtain natural resources. The shaft will become one level deeper for every three uses of a mining extraction skill.
As the depth of the shaft increases, the mix of resources obtainable changes. Iron is usually found nearest the surface. As one proceeds deeper, gold may be found in higher quantities. Other rare elements may be found by going deeper still.
The deeper a mine becomes, the more frequently cave-ins or other accidents will occur. With each accident, the mine's damage percentage will rise. If not attended with repair, the mine will eventually collapse. Once a mine collapses, it remains in the province for one game year (eight game months). Characters may not enter or use a collapsed mine. After the year has passed, the collapsed mine will vanish, and a new mine may be built in the location.
Opium is produced in swamp regions, and consumed by markets in desert, plain, forest, and mountain provinces. All markets (except those in swamp regions) have some level of opium demand. However, this demand will not be visible in the market report at low levels.
Satisfying opium demand in a market will cause the next month's demand to be higher. As peasants become addicted to opium, the increased demand will be shown in the location's market report. If no opium is sold to a market, the demand will fall.
Opium adversely affects the city's tax base. The more opium the market buys, the more tax revenues will be reduced.
Gangs of ten or more fighters may use the pillage command to seize loot from a province or a city. Pillaging yields 1/3 of the tax base for a location, and destroys another third. For example, a location with a tax base of 300 gold would yield 100 gold to a pillager, and be left with 100 gold (100 was destroyed by the act of pillaging).
Pillaging has a harmful effect on the future tax revenue of the location. The more a location has been pillaged, the lower its tax base. Provinces and cities take as many months to recover as they have been pillaged. For example, a city which was pillaged for five months in a row would take five months to return to its normal tax base.
Pillagers must first defeat any units guarding the province, including any province garrisons.
Each province and city generates an amount of gold each month. This gold is known as its tax base. The size of the tax base is determined by the civilization level of the province. This gold may be pillaged, taxed by a castle, or taxed by a garrison. It does not accumulate if left uncollected at the end of a turn.
A castle automatically collects all of the gold in its province.
The `' order installs a group of at least ten soldiers in a province to claim it and guard against pillaging. Garrisons must be bound to a castle.garrison castle
A garrison pays maintenance for its members from the province tax base, then forwards 1/2 of the remaining gold to its castle.
The castle owner gains status from the number of provinces under control:
provinces rank --------- ---- 1-5 lord 6-12 knight 13-25 baron 25-37 count 38-50 earl 51-63 marquess 64+ duke region king (region must have at least 15 provinces)
A noble may pledge to another noble, granting status and control of owned provinces. The status of a noble who pledges is the smaller of the original status or one below the rank of the pledge target:
new status = min(original status, one below rank of pledge target)
Control of a province allows one to change its name or the name of any of its sublocations, take items from the garrison, and issue decrees to watch for certain units, or to attack specified units on sight.
The castle continues to receive the income from garrisoned provinces, even if the castle's owner is pledged to another noble.
Every noble in the pledge chain shares control of the garrisoned provinces. In other words, a castle owner may pledge to a noble, who in turn may pledge to a third noble, etc. Thus a province may have any number of rulers.
Visitors to a province are informed of the castle to which the garrison is bound, and the top-most ruler in the pledge chain (which may simply be the owner of the castle):
Province controlled by Amber Keep [0909], castle, in Forest [cj12] Ruled by Erekosse [5210], baron ... Seen here: Garrison [780], garrison, on guard, with ten soldiers
Each province generates a tax base each month. The amount of gold fed into the tax base is determined by the civilization level of the province:
civ level tax gold --------- -------- wilderness 50 civ-1 100 civ-2 150 civ-3 200 civ-4 250 civ-5 300 civ-6 350 civ-7 400
Cities add a flat 100 gold/month to their province's tax base.
The tax base support garrisons, can be collected by castles, or seized through pillaging.
Pillaging and opium consumption reduce the future tax base of a province.
A city's tax base is added to the province's tax base at the end of the turn. If the city is pillaged during the month, the amount transferred to the province will be diminished.
Gold left in the province at the end of the turn does not accumulate.
Castles are the foundation of land ownership. A castle provides its owner with taxes from the province it is located in, as well as from garrisons in other provinces which are bound to the castle.
The owner of a castle automatically receives half of the remaining tax base from the castle's province at the end of each month. If a garrison is stationed in the same province as a castle, the garrison will first pay maintenance from the province's tax base, then the castle will collect half of whatever is left.
Each province may contain only one castle. The castle must be built in the outer province or in a city, if the province has one. (Tax revenue for the castle is the same no matter where it is built.) Castles may not be built inside other sublocations.
A castle alone is not sufficient to rule a province. A garrison must be stationed outside the castle in the province to protect it.
Garrisons are groups of men who are stationed in provinces to protect them, and collect taxes in the name of a castle. Garrisons must be created with the garrison order, and must be bound to a castle located in the same region.
For example, suppose that the region Lesser Atnos had 20 provinces. One of these provinces contains Amber Keep [0909]. A garrison bound to Amber Keep could be stationed in each of the 20 provinces (including the province containing the castle itself).
Continuing the example, garrison units not in the Lesser Atnos region could not be bound to Amber Keep. The castle a garrison is bound to must be in the same region.
Garrisons can be bound to any castle in the region. If Lesser Atnos had two castles, some of the garrisons could be bound to one, and the rest to the second castle.
A garrison in a province containing a castle must be bound to that castle.
A garrison may only be installed in a province adjoining a province which already contains a garrison bound to the same castle, or the province the castle is in.
Garrisons are established with the `' order. Ten soldiers are required to create a garrison. The garrison castlegarrison order must be issue at the outer level of a province; one can't establish a garrison while inside a city, building or other sublocation.
The garrison pays the maintenance cost of its men directly from the tax base of the province. Half of the remaining tax base is forwarded to the castle the garrison is bound to.
For example, a garrison of ten soldiers would require 20 gold per month to support. This would leave 280 gold remaining in a typical province. 50% of this, or 140 gold, would be forwarded to the owner of the garrison's castle.
Example:
> garrison cy09 Installed Garrison [780], garrison, on guard, with ten soldiers
Visitors to this province would see:
Province controlled by Amber Keep [0909], castle, in Forest [cj12] Ruled by Erekosse [5210], baron
Note that Erekosse may be located inside the castle, or the castle's owner may have pledged service to him, in which case Erekosse could be anywhere.
Garrisons do not provide full location reports to their owners. They do notice any resource depletion activity, such as timber cutting or mining, as well as any large or unusual parties which enter their province. This includes any stack of five units or more, any party of 20 or more men, and most monsters or wild beasts.
Garrisons do not monitor activity in hidden locations, even if the players who rule over the garrisons have discovered the hidden locations.
The `' order may be given by a ruler to instruct all garrisons to watch for a particular unit. This is useful for locating individuals who would otherwise go unnoticed by the garrisons.decree watch who
Since a province may only have one garrison, garrisons may be referred to without knowing their entity number. The keyword garrison will match the province's garrison, if there is one.
Examples:
give garrison 12 5 attack garrison
The number of provinces a noble controls determines his status or rank:
provinces rank --------- ---- 1-5 lord 6-12 knight 13-25 baron 25-37 count 38-50 earl 51-63 marquess 64+ duke region king (region must have at least 15 provinces)
In addition, if a character has control over every province in a region, and the region contains at least 15 provinces, then the character is given the rank of king.
Provinces may be directly owned, if the noble is the owner of a castle, or indirectly, through other pledged nobles.
A noble may pledge his lands to another noble. This grants the pledge target status by increasing the number provinces he may rule over.
For example, suppose there are two castle owners, Osswid and Feasel. Osswid has garrisoned six provinces, and Feasel has three. Osswid is therefore a baron, and Feasel is a lord.
If Feasel and Osswid both pledge to Candide, Candide would attain the rank of Count. Osswid and Feasel would remain at the same rank in this example.
Candide would receive garrison reports for all provinces which Osswid and Feasel control. He would have the same privileges in the controlled provinces: he could take items from the garrisons, alter the names of the provinces or their sublocations, and issue watch and hostile decrees.
However, the income generated by the provinces would continue to be forwarded to the castles. No extra income goes to the pledge target.
The status of a noble A who is pledged to another noble B will be either A's original status, as determined by how many provinces he controls, or one rank below B, whichever is lower.
For example, a noble with 5 provinces who pledges to a king will remain a baron. However, if pledged to another baron, the noble's rank would fall to lord.
Relics are unique item artifacts which are introduced into the game via quests with monsters. All relics except the Throne return to the netherworld after use or some delay to be given out to a new adventurer via QUEST.
Long ago, the emperor of Olympia sat on his throne in the emperor's palace, high amidst Mt. Olympus. It is said that whoever rebuilds the famed castle on Mt. Olympus, and sits upon the throne, will be titled Emperor of Olympia.
The Crown of Prosperity was once worn by the most prosperous mortal to ever rule in Olympia, King Damar. Damar now wears his crown in the underworld and reflects on his past adventures of long ago, before the first Great Ending swept away all that he knew, and carried him from his beloved city of Kircarth to the land of the dead.
Sometimes nobles are able to acquire the Crown and hold it for a time. The crown infuses whatever province it ends each turn in with a measure of prosperity and economic health, equivalent to a +2 increase in the province's civilization level.
However, this prosperity does not last forever, for King Damar's ghostly hand invariably will reach out from the underworld to reclaim his relic. The Crown can be expected to return to its rightful owner 12-24 turns after its appearance in the mortal world.
The most feared of the ancients was a wizard of terrible power known as Bastrestric ther Archymonaged. Bastrestric routinely incinerated his foes (or anyone who offended him) with bursts of raw aura energy directed from his black tower in the castle built on Mt. Olympus.
Though he was the most powerful living mage in the known world, and by any measure a fearsome, unholy force, Bastrestric yearned for ever greater abilities. He felt increasingly constrained by the limits of his mortal body, and thus in time resolved to abandon it. BtA's spirit jumped free of his body, plunging directly into the aura rivers which bind together the deepest structures of the very world itself. Only a scorched, empty body was left behind in his tower.
BtA's spirit has passed on, but the remants of his mortal body continue to radiate intense power.
Use of BtA's skull (USE 403) causes an intense aura burst which a mage will attempt to absorb. If successful, the mage will gain a 50-75 boost to current aura (within the limit of 5 times the mage's maximum aura).
There is a 25% chance that the mage will be killed by use of the skull. Non-mages who use the skull will be instantly killed.
BtA's skull will vanish with use, or within 10-20 turns after appearing in the mortal world.
Players may build two kinds of ships in Olympia: galleys and roundships.
A galley, also known as a warship, is a slender rowed vessel. Galleys require 14 sailors as oarsmen for travel, and may carry up to 5,000 units of cargo. The oars permit the ship to be maneuvered regardless of wind conditions.
Galleys may be fitted with rams, which are used to crush the sides of enemy ships in battle.
The roundship, also known as the merchantman, is a deep, wide sailing ship, usually with one or two masts and steered with great, oar-like paddles. The large cargo space makes it well suited for trade and extended ocean travel.
With favorable winds, roundships will make better time than galleys, even when fully loaded. Roundships require a crew of eight sailors travel, and may carry up to 25,000 units of cargo.
The Shipcraft [600] skill category allows nobles to train sailors, and has sub-skills for building and sailing ships.
ship capacity sailors ---- -------- ------- galley 5,000 14 roundship 25,000 8
Ships may be damaged while sailing by storms, or by submerged rocks in coastal waters. Damaged ships may be repaired with the repair command. Repairing a damaged ship requires one unit of pitch [261].
The capacity of a damaged ship is a reduced in proportion to the amount of damage. A galley with 10% damage may only carry 4,500 units of cargo.
The Sailing [601] subskill of Shipcraft [600] is required to pilot a ship. Shipcraft may be learned in any port city. For information about piloting galleys and roundships, see the sail order.
Construction of ships requires a character to have the Shipbuilding [602] skill, a subskill of Shipcraft [600].
ship effort material ---- ------ -------- galley 250 worker-days 50 wood roundship 500 worker-days 100 wood
To begin construction of a ship, the shipbuilder should unstack from beneath other characters and issue one of the following build orders:
build galley name of galleybuild roundship name of roundshipOne-fifth of the lumber will immediately be deducted from the shipbuilder's inventory and put to use building the new ship. The shipbuilder and his workers will be placed inside the new ship.
At least three workers are needed to begin construction of a ship.
Until the ship is completed, it will be shown as `in progress':
Ships docked at port:
HMS Pinafore [1111], galley-in-progress, 28% completed, owner:
Osswid the Constructor [5499], with five workers
The remaining construction materials are deducted from the builder's inventory as work on the ship progresses. A second fifth of the lumber is required when the ship becomes 20% complete, a third fifth when the ship becomes 40% complete, etc. Construction halts if the builder runs out of materials
For example, a noble who wanted to build a galley would need to know Shipbuilding [602], have at least three workers, and start with at least 10 wood [77]. (40 more wood is required to bring the galley to completion).
As soon as the required number of worker-days has been invested in construction, the ship will be christened and declared seaworthy.
To resume construction of a partially completed ship, first enter the ship, then issue the either build galley or build roundship.
There are several commands useful for operating a commercial ferry:
feeboardunloadferryThe captain of a ferry must issue `' command to set a fee which will be charged to passengers wishing to fee goldboard his ship. The fee is expressed as how many gold pieces per 100 weight of the passenger's stack will be charged.
For instance, if the captain wanted to charge 1/2 gold per unit weight of the passengers stack, he would issue `'. (a 50 gold fee for every 100 weight).fee 50
The fee is a property of the captain, not the ship.
A character may clear the fee with the `' order. If no fee is set, then the ship is not considered to be operating as a ferry, and characters are may not use the fee 0board order to enter the ship.
Passengers issue `' to board a ferry. The order will fail if the ship is not present, or if it is not operating as a ferry (the captain of the ship has no fee set). board shipboard will cause the character to pay the captain the required boarding fee, then move the character's stack onto the ship.
The captain shouldn't issue an admit order to let characters on board who will be paying to take the ferry. Otherwise they could board the ship with move instead of board, bypassing the ferry fee.
Suppose now that the captain has a ship, has set a fee, announced his service in the Olympia Times and with post, and is now ready to ferry passengers. What should he tell them? How will the synchronization work?
Passengers should travel to the port the ferry will be arriving at and issue `'.wait ferry ship
When the ship arrives at port, the captain should order unload to eject his current load of passengers, then ferry to signal any passengers waiting in port that they may now board.
Note that passengers should not use wait ship to wait for the ferry. Otherwise, they will attempt to board as soon as the ship reaches the port. The captain's unload order may not have executed at this point. In this case, board orders might fail because there won't be any room to enter the ship until the existing load of passengers has disembarked.
Example:
Posted by Captain McCook [3402]: "Captain McCook's ferry to Drassa departs each Sunsear on the 15th. The fee is 1 gold/wt. Issue WAIT FERRY 1234 then BOARD 1234 for ferry service. Arrr!"
Captain McCook's orders:
> fee 100 # 1 gold/wt. is our fee > sail ... # arrival at port > unload # unload current passengers > wait day 15 # wait until stated time of departure > ferry # sound our horn > sail ... # on to the next port
Passengers wishing to travel on McCook's ferry:
> wait ferry 1234 # [1234] is McCook's ship
> board 1234 # pay our gold and embark
> wait loc destination # Captain McCook will unload us at the
# end of the journey, so wait until we
# find ourselves in the destination city.
name swamp man-like beast fighter
---- ----- -------- ----- -------
peasant [10] no yes no (1,1,0)
worker [11] no yes no (1,1,0)
soldier [12] no yes no (5,5,0)
archer [13] no yes no (5,5,50)
knight [14] no yes no (45,45,0)
elite guard [15] no yes no (90,90,0)
pikeman [16] no yes no (5,30,0)
blessed soldier [17] no yes no (5,5,0)
ghost warrior [18] no yes no (0,0,0)
sailor [19] no yes no (1,1,0)
swordsman [20] no yes no (15,15,0)
crossbowman [21] no yes no (1,1,25)
elite archer [22] no yes no (10,10,75)
angry peasant [23] no yes no (2,1,0)
pirate [24] no yes no (5,5,0)
elf [25] no yes no (50,50,100)
spirit [26] no yes no (50,50,0)
undead [31] no yes no (10,10,0)
savage [32] no yes no (1,1,0)
skeleton [33] no yes no (6,6,0)
barbarian [34] no yes no (2,1,0)
wild horse [51] yes no no -
riding horse [52] yes no no -
warmount [53] yes no no -
winged horse [54] yes no no -
nazgul [55] yes no yes (80,80,0)
battering ram [60] no no no (30,250,0)
catapult [61] no no no (25,200,25)
siege tower [62] no no no (30,250,0)
ox [76] yes no no -
ratspider [81] no no yes (5,5,0)
centaur [271] yes no yes (30,30,0)
minotaur [272] yes no yes (30,5,0)
giant spider [278] yes no yes (150,100,0)
rat [279] yes no yes (3,3,0)
lion [280] yes no yes (100,100,0)
giant bird [281] yes no yes (200,150,0)
giant lizard [282] yes no yes (45,45,0)
bandit [283] no yes no (3,3,0)
chimera [284] yes no yes (130,130,0)
harpie [285] yes no yes (80,120,0)
dragon [286] yes no yes (500,500,250)
orc [287] no yes yes (20,15,0)
gorgon [288] yes no yes (10,20,0)
wolf [289] yes no yes (5,5,0)
cyclops [291] no yes yes (25,75,0)
giant [292] no yes yes (75,25,0)
faery [293] no yes no (9,9,9)
hound [295] yes no no (1,1,0)
The weights of some of the animals has been increased a bit. A -1 in a carrying capacity field means that the item will carry its own weight, but nothing additional. Capacity does not include the weight of the item itself.
item name weight land ride fly ---- ---- ------ ---- ---- --- 1 gold 0 0 0 0 10 peasant 100 100 0 0 11 worker 100 100 0 0 12 soldier 100 100 0 0 13 archer 100 100 0 0 14 knight 400 100 100 0 15 elite guard 400 100 100 0 16 pikeman 100 100 0 0 17 blessed soldier 100 100 0 0 18 ghost warrior 0 0 0 0 19 sailor 100 100 0 0 20 swordsman 100 100 0 0 21 crossbowman 100 100 0 0 22 elite archer 100 100 0 0 23 angry peasant 100 100 0 0 24 pirate 100 100 0 0 25 elf 100 100 0 0 26 spirit 100 100 0 0 31 undead 100 100 0 0 32 savage 100 100 0 0 33 skeleton 100 100 0 0 34 barbarian 100 100 0 0 51 wild horse 1,000 -1 -1 0 52 riding horse 1,000 150 150 0 53 warmount 1,000 150 150 0 54 winged horse 1,000 150 150 150 55 nazgul 1,500 150 150 150 59 flotsam 30 0 0 0 60 battering ram 300 0 0 0 61 catapult 300 0 0 0 62 siege tower 300 0 0 0 63 ratspider venom 0 0 0 0 64 lana bark 1 0 0 0 65 avinia leaf 1 0 0 0 66 spiny root 1 0 0 0 67 farrenstone 1 0 0 0 68 yew 3 0 0 0 69 elfstone 1 0 0 0 70 mallorn wood 30 0 0 0 71 pretus bones 1 0 0 0 72 longbow 3 0 0 0 73 plate armor 5 0 0 0 74 longsword 5 0 0 0 75 pike 5 0 0 0 76 ox 2,000 1,500 -1 0 77 wood 30 0 0 0 78 stone 100 0 0 0 79 iron 10 0 0 0 80 leather 30 0 0 0 81 ratspider 1 0 0 0 82 mithril 5 0 0 0 83 gate crystal 1 0 0 0 84 blank scroll 2 0 0 0 85 crossbow 10 0 0 0 87 fish 2 0 0 0 93 opium 1 0 0 0 94 woven basket 1 0 0 0 95 clay pot 5 0 0 0 96 tax cookie 0 0 0 0 98 drum 2 0 0 0 99 hide 50 0 0 0 101 mob cookie 0 0 0 0 102 lead 10 0 0 0 261 pitch 100 0 0 0 271 centaur 1,000 150 150 0 272 minotaur 800 -1 -1 0 273 undead cookie 0 0 0 0 274 fog cookie 0 0 0 0 275 wind cookie 0 0 0 0 276 rain cookie 0 0 0 0 277 mage menial cookie 0 0 0 0 278 giant spider 500 -1 -1 0 279 rat 50 -1 -1 0 280 lion 750 -1 -1 0 281 giant bird 1,500 -1 -1 -1 282 giant lizard 1,000 -1 -1 0 283 bandit 100 100 0 0 284 chimera 800 -1 -1 0 285 harpie 500 -1 -1 -1 286 dragon 2,500 -1 -1 -1 287 orc 100 100 -1 0 288 gorgon 200 -1 -1 0 289 wolf 100 -1 -1 0 290 crystal orb 1 0 0 0 291 cyclops 200 200 0 0 292 giant 200 200 0 0 293 faery 10 10 0 0 294 petty thief cookie 0 0 0 0 295 hound 65 -1 0 0 401 Imperial Throne 0 0 0 0
+--- sailor ------- pirate
+---- worker
+----- crossbowman
/
peasant ------ soldier ------ swordsman --- knight ----- elite guard
\
+---- archer ------ elite archer
+--- pikeman
+-- blessed soldier
num kind skill input man input item where --- ----------- ----- -------------- ---------------- ------ 11 worker none peasant [10] 12 soldier 610 peasant [10] 13 archer 615 soldier [12] longbow [72] 14 knight 616 swordsman [20] warmount [53] 15 elite guard 616 knight [14] plate armor [73] castle 16 pikeman 610 soldier [12] pike [75] 17 blessed soldier 750 soldier [12] temple 19 sailor 601 peasant [10] 20 swordsman 616 soldier [12] longsword [74] 21 crossbowman 610 peasant [10] crossbow [85] 22 elite archer 615 archer [13] castle 24 pirate 616 sailor [19] longsword [74] ship
attack defense missile
+----------------------------
peasant | 1 1
worker | 1 1
sailor | 1 1
soldier | 5 5
pikeman | 5 30
swordsman | 15 15
pirate | 5 (15) 5 (15)
knight | 45 (20) 45 (20)
elite guard | 90 (65) 90 (65)
crossbowman | 1 1 25
archer | 5 5 50
elite archer | 10 10 75
num kind cost --- ----------- ---- 10 peasant 1 11 worker 2 19 sailor 2 21 crossbowman 2 12 soldier 2 13 archer 3 16 pikeman 3 17 blessed soldier 3 20 swordsman 3 24 pirate 3 14 knight 4 22 elite archer 4 15 elite guard 5
level stone worker-days ----- ----- ----------- 1 50 1000 2 60 1250 3 70 1500 4 80 1750 5 90 2000 6 100 2500
IMPROVE [days]
Runs for the specified number of days, or until the next improvement level is reached, whichever comes first.
A castle's improvement level determines how many provinces may be garrisoned to it:
castle
improvement provinces rank
----------- --------- ----
0 1-5 lord
1 6-12 knight
2 13-24 baron
3 25-37 count
4 38-50 earl
5 51-63 marquess
6 64+ duke
region king
(A region must have at least 15 provinces to have a king)
structure men protected --------- ------------- Castle first 500 Tower first 100 Galley or roundship first 50 Other structures first 50
| Feature | Contribution |
|---|---|
| Safe Haven | 2 |
| Castle | 1.5 + improvement level / 4 |
| City | 1 |
| Tower | 1 |
| Temple | 1 |
| Inn | 1 |
| Mine | 1 |
Each use of BREED incurs a 20% chance of an accident which may kill one parent.
The time necessary for the BREED command to function is dependent on the type of animal produced:
beast days ----- ---- dragon [286] 45 giant bird [281] 28 giant spider [278] 21 chimera [284] 21 nazgul [55] 14 lion [280] 14 harpie [285] 14 all other beasts 7
where what combat how many ----- ---- ------- -------- islands pirate [24] (5,5,0) 5-30 cyclops [291] (25,75,0) 1-5 caves rat [279] (3,3,0) 10-50 wolf [289] (5,5,0) 3-10 ratspider [81] (5,5,0) 5-20 gorgon [288] (10,20,0) 3-5 orc [287] (20,15,0) 5-20 ruins bandit [283] (3,3,0) 2-10 cyclops [291] (25,75,0) 2-5 minotaur [272] (30,5,0) 3-10 centaur [271] (30,30,0) 3-10 giant lizard [282] (45,45,0) 1-3 battlefields skeleton [33] (6,6,0) 10-100 spirit [26] (50,50,0) 5-50 giant [292] (75,25,0) 3-10 nazgul [55] (80,80,0) 5-20 graveyards undead [31] (10,10,0) 10-100 harpie [285] (80,120,0) 3-10 giant spider [278] (150,100,0) 3-10 giant bird [281] (200,150,0) 1-3 lairs lion [280] (100,100,0) 3-8 chimera [284] (130,130,0) 2-10 dragon [286] (500,500,250) 1 enchanted forests, faery hills faery [293] (9,9,9) 5-20 elf [25] (50,50,100) 5-20 pits & bogs rat [279] (3,3,0) 5-25 gorgon [288] (10,20,0) 3-7 cyclops [291] (25,75,0) 2-3 minotaur [272] (30,5,0) 1-5 sand pits giant lizard [282] (45,45,0) 15-30 circles of stone skeleton [33] (6,6,0) 3-15 gorgon [288] (10,20,0) 3-15 orc [287] (20,15,0) 3-15 cyclops [291] (25,75,0) 3-15 minotaur [272] (30,5,0) 3-15 centaur [271] (30,30,0) 3-15 spirit [26] (50,50,0) 3-15 giant [292] (75,25,0) 3-15 nazgul [55] (80,80,0) 3-15 harpie [285] (80,120,0) 3-15 chimera [284] (130,130,0) 3-15 tunnel chamber, rat [279] (3,3,0) 10-50 levels 1-6 ratspider [81] (5,5,0) 5-20 gorgon [288] (10,20,0) 3-6 orc [287] (20,15,0) 5-20 tunnel chamber, cyclops [291] (25,75,0) 5-10 levels 5-6 minotaur [272] (30,5,0) 5-15 giant lizard [282] (45,45,0) 5-15 giant spider [278] (150,100,0) 5-15
use level
----- -----
0-4 apprentice
5-11 journeyman
12-20 adept
21-34 master
35+ grand master
Skill schools: 600 Shipcraft three weeks 610 Combat three weeks 630 Stealth four weeks 650 Beastmastery four weeks, 1 NP req'd 670 Persuasion four weeks 680 Construction three weeks 690 Alchemy four weeks 700 Forestry three weeks 720 Mining three weeks 730 Trade three weeks 750 Religion five weeks, 1 NP req'd 800 Magic four weeks, 1 NP req'd 820 Weather magic five weeks, 1 NP req'd 840 Scrying five weeks, 1 NP req'd 860 Gatecraft five weeks, 1 NP req'd 880 Artifact construction six weeks, 1 NP req'd 900 Necromancy six weeks, 2 NP req'd 920 Advanced sorcery six weeks Shipcraft [600] 601 Sailing two weeks 602 Shipbuilding two weeks 603 Fishing two weeks Combat [610] 611 Survive fatal wound four weeks 612 Fight to the death four weeks 613 Construct catapult two weeks 614 Defense two weeks 615 Archery three weeks 616 Swordplay two weeks 617 Weaponsmithing two weeks Stealth [630] 631 Petty thievery two weeks 632 Determine inventory of character two weeks 633 Determine skills of character two weeks 634 Determine character's lord two weeks 635 Conceal faction four weeks 636 Learn of richest nearby noble two weeks 637 Torture prisoner three weeks 639 Sneak into structure three weeks 641 Conceal self four weeks Beastmastery [650] 651 Bird spy three weeks 652 Capture beasts in battle four weeks 653 Use beasts in battle four weeks 654 Breed beasts four weeks 655 Catch wild horses two weeks 656 Train wild horse to riding horse two weeks 657 Train wild horse to warmount three weeks 658 Summon wild men three weeks 659 Persuade wild men to remain three weeks 661 Breed hound three weeks Persuasion [670] 671 Bribe noble two weeks 672 Persuade oathbound noble three weeks 673 Raise peasant mob two weeks 674 Rally peasant mob three weeks 675 Incite mob violence three weeks 676 Train angry peasants two weeks Construction [680] 681 Construct siege tower two weeks 682 Stone quarrying two weeks Alchemy [690] 691 Extract venom from ratspider three weeks 692 Make potion of slavery three weeks 693 Brew healing potion three weeks 694 Brew potion of death three weeks 695 Record skill on scroll three weeks 696 Collect rare elements two weeks 697 Turn lead into gold four weeks Forestry [700] 701 Construct battering ram two weeks 702 Harvest lumber two weeks 703 Harvest yew two weeks 704 Collect rare foliage two weeks 705 Harvest mallorn wood two weeks 706 Harvest opium two weeks 707 Improve opium production two weeks Mining [720] 721 Mine iron two weeks 722 Mine gold two weeks 723 Mine mithril two weeks Trade [730] 731 Conceal identity of trader two weeks 732 Find tradegood for sale two weeks 733 Find market for tradegood two weeks Religion [750] 751 Receive vision four weeks 752 Resurrect dead noble four weeks 753 Preparatory ritual three weeks 754 Lay to rest four weeks 755 Remove blessing from soldiers four weeks 756 Immunity from Vision four weeks Magic [800] 801 Meditate two weeks 802 Perform common tasks for gold two weeks 803 Appear common two weeks 804 View current aura level of others three weeks 805 Reveal abilities of another mage two weeks 806 Tap health for aura three weeks 807 Heal three weeks 808 Modern magic script three weeks 809 Shroud abilities from scry three weeks 811 Detect ability scry three weeks 812 Dispel ability shroud three weeks 813 Advanced meditation three weeks 814 Hinder meditation three weeks Weather magic [820] 821 Fierce wind three weeks 822 Bind storm to ship three weeks 823 Scribe weather symbols three weeks 824 Summon rain three weeks 825 Summon wind three weeks 826 Summon fog three weeks 827 Direct storm three weeks 828 Dissipate storm three weeks 829 Renew storm strength three weeks 831 Lightning bolt four weeks 832 Seize control of storm three weeks 833 Fog of death three weeks Scrying [840] 841 Scry location three weeks 842 Shroud location from magical scry two weeks 843 Dispel location shroud three weeks 844 Ciphered writing of Areth-Pirn three weeks 845 Create magical barrier three weeks 846 Remove magical barrier three weeks 847 Locate character three weeks 848 Detect location scry three weeks 849 Farcasting three weeks 851 Save farcast state three weeks 852 Banish undead three weeks Gatecraft [860] 861 Teleport two weeks 862 Detect gates two weeks 863 Jump through gate two weeks 864 Seal gate two weeks 865 Unseal gate with key two weeks 866 Notify if gate unsealed two weeks 867 Forcefully unseal gate three weeks 868 Reveal gate key three weeks 869 Notify of gate jumps two weeks 871 Language of the Ancients three weeks 872 Reverse jump through gate three weeks Artifact construction [880] 881 Forge auraculum two weeks 882 Reveal creator of artifact two weeks 883 Reveal where artifact was created two weeks 884 Cloak creator of artifact four weeks 885 Cloak region of artifact creation two weeks 886 Curse noncreator loyalty two weeks 887 Forge magical weapon three weeks 888 Forge magical armor three weeks 889 Forge magical bow three weeks 891 Dispel cloaking from artifact three weeks 892 Arcane symbols three weeks 893 Destroy artifact three weeks 894 Forge palantir three weeks Necromancy [900] 901 Transcend death four weeks, 1 NP req'd 902 Runes of Evil three weeks 903 Summon ghost warriors three weeks 904 Raise undead three weeks 905 Summon demon lord three weeks 906 Renew demon bond three weeks 907 Banish demon lord three weeks 908 Eating of the dead four weeks 909 Aura blast three weeks 911 Absorb aura blast three weeks Advanced sorcery [920] 921 Trance four weeks 922 Teleport items four weeks
These are the different orders accepted by the order scanner. The order scanner will report for syntax errors, not logical errors.
ACCEPT <from-who> <item> [qty] time: 0 days priority: 0
If ACCEPT is issued by a character, it applies to items given to that character only. If ACCEPT is issued by the player entity, it applies to every unit in the faction.
If from-who is 0, the item will be accepted from anyone. Otherwise from-who should specify a character or a faction. If item is 0, any item will be accepted. If qty is zero or is not present, any quantity of the item will be accepted.
If qty is specified, the given quantity must be less than or equal to the qty specified on the matching ACCEPT order. If the GIVE is successful, the given quantity will be deduced from the remaining qty value in the outstanding ACCEPT.
A GIVE which could be passed by multiple overlapping ACCEPT orders will choose the first which matches, first for the character, then for the player entity. If an ACCEPT order specifies an item quantity limit, the quantity must be greater than or equal to the amount specified in the GIVE order. Multiple conflicting ACCEPT orders will not combined to satisfy a single GIVE.
Examples:
ACCEPT 0 0 # accept anything from anyone
ACCEPT 0 10 # accept peasants from anyone
ACCEPT 2950 0 # accept anything from character 2950
ACCEPT 2950 10 # accept peasants from character 2950
ACCEPT 2950 10 5 # accept up to 5 peasants from
# character 2950
ACCEPT 501 10 # accept peasants from any character
# in faction 501
ACCEPT 501 10 5 # accept up to 5 peasants from characters
# in faction 501
ADMIT <who or what> [ALL] [units] time: 0 days priority: 0
Allow units to stack with the specified character, or to enter the given building or ship. By default, a unit may not stack with a character belonging to another faction, or enter a building controlled by another player.
The first argument to admit may either be a character, building or ship. If a character is given, admit will specify who may stack with the unit. If a building or ship is given, admit will determine who may enter the structure.
There are three cases for the rest of admit's arguments: If no further arguments are given, admit will clear the permissions for the given entity, and deny admission or stacking to any foreign unit:
admit 3590 # admit no one to 3590
If a list of units or players is given, those units will be permitted to enter or stack with the given entity:
admit 3590 778 2960 4240 # allow any member of faction 778,
# as well as 2960 and 4240, into 3590
Note that if a faction is specified, units within the faction must not be concealing their lord in order to be recognized.
Permission may be granted to every player's units:
admit 3590 all # allow anyone into 3590
A list of units to exclude may follow `ALL':
admit 3590 all 778 2960 4240 # allow anyone into 3590, except
# any member of faction 778, or
# units 2960 or 4240.
Summary examples:
admit 3590 # admit no one to 3590 admit 3590 all # admit anyone to 3590 admit 3590 778 # admit any member of faction 778 to 3590 admit 3590 all 778 # admit anyone but a member of faction 778 admit 3590 2960 4240 # admit 2960 or 4240 to 3590
If there are too many units to list on a line with a single admit order, more admit orders may be used:
admit 3590 2596 3921 3934 3999 4012 4045 4046 4256 4300
has the same meaning as:
admit 3590 2596 3921 3934 3999 4012 admit 3590 4045 4046 4256 4300
Don't forget to give the entity again as the first argument on continuation admit orders! (3590 in the above example)
Note, however, that the first admit order each turn begins a new admit list for the entity. In other words, units cannot be added to admit lists. Suppose, on the turn after the above admit orders were issued, the player ordered:
admit 3590 4345
Instead of adding 4345 to the admit list for 3590, the list would first be cleared, and 4345 would be the only permitted unit.
Only admit permissions toward the top most character of a stack are considered. Other units which do not have admit permission may accompany a character who does.
Admit lists are kept for the faction as a whole, not for particular units. The admit order should be executed by the player entity.
ATTACK <target> [flag] time: 1 day priority: 3
Engage two stacks in combat. Only the top most character in a stack may initiate combat.
target may be another unit, a ship, or a building, or a sub-location.
If flag is 1, the attacker will not attempt to move into the defender's position.
For example, one would use the order `' to attack this castle:attack 7099
Inner locations:
Castle [7099], castle, defense 20, owner:
Law Netexus [2020], with three peasants
Do not use `', as Law Netexus is not in the same location as characters outside the castle. If successful, the attackers will move into the castle.attack 2020
A unit may not attack another member of its own faction. Two units in the same stack may not engage in combat.
Prisoners may not be attacked. To attack the stack holding a prisoner, issue an attack order for another member of the stack (such as the top unit in the stack).
BANNER [unit] "message" time: 0 days priority: 1
Provide a short message describing something about the unit. The message will appear after the unit in the turn report.
If a unit number is specified, the given unit's banner will be changed. This is useful for setting banners on entities which don't execute orders directly, such as ships and castles. Banners may not be set for units controlled by another player.
Example:
> banner "carrying a gold standard" > banner 2019 "carrying a gold standard" Seen here: Fighters of Pelenth [2019], "carrying a gold standard"
The message should be limited to 50 characters or it will be rejected.
BEHIND <number> time: 0 days priority: 1
Indicate how close to the front lines the unit should stand in combat. Number should be between 0 and 9. 0 is the front, 9 the rear.
Only missile fighters such as archers may attack from the rear. Swordsmen, knights, etc. may not. When all of the units in a row have been killed or taken prisoner, the next row will advance (skipping any empty rows).
BOARD <ship> [maximum fee] time: 0 days priority: 2
Pay a fee to board a ship operating as a ferry. If a maximum is specified, no more than that amount of gold will be paid as a boarding fee.
The board order requires that the ship be operating as a ferry. In other words, the ship's captain must have set a boarding fee with the fee order. Boarding fees are charged per 100 weight of the passengers. For example, if the captain's fee is 200 per 100 weight, and a stack with a total weight of 1,500 wants to board the captain's ship, the stack leader must have 3,000 gold. The fee will be deducted from the boarding stack leader's inventory and given to the captain of the ship.
The board order will fail if the ship is already overloaded, or if the ship would be overloaded if the stack boarded the ship.
Passengers waiting to board a ferry should use wait ferry. Ferry captains should sound their horn before departure with the ferry order.
"Breed" is an alias for using the Beastmastery skill Breed Beasts [654].
BRIBE <who> <amount> [flag] time: 7 days priority: 3
Offer a character gold in an attempt to win their service. The Persuasion subskill Bribe noble [671] is required to use the bribe order.
The amount must be at least 250 gold or the receiving noble will not consider it a serious offer.
Nobles with oathbound loyalty ignore bribes. They may accept the gift, but they will not renounce loyalty to their lord.
Nobles with contract loyalty will consider the bribe if it meets or exceeds their current loyalty rating. For example, a noble of loyalty contract-750 would ignore any bribe of less than 750 gold.
Nobles with fear loyalty, or nobles not sworn to any lord, will seriously consider any bribe of at least 250 gold.
If the receiving noble considers the bribe, there is a 33% chance they will renounce loyalty to their current lord, and swear fealty to the bribing character. There is also a chance that they will report the bribe or pocket it for themselves. In some cases they may even renounce loyalty to their lord, but not swear fealty to the briber, instead choosing to go off on their own.
Characters who are successfully bribed will have loyalty contract-250 to the bribing character. If flag is 1, and the bribe attempt is successful, the bribed character will stack with the briber.
Bribes will be refused by characters who have already switched lords during the month because of bribery. For example, suppose Osswid successfully bribes Feasel, and Feasel swears loyalty to Osswid. Later that turn, if Procrustes attempts to bribe Feasel, Feasel will refuse to accept the bribe.
Examples:
bribe 5499 750 # Offer [5499] 750 gold to switch factions.
# If successful, [5499] will not stack with the
# briber.
bribe 3409 300 1 # Offer [3409] 300 gold to switch factions.
# If successful, [3409] will stack with the briber.
BUILD <structure> "Name" [max-days] [id] time: varies priority: 3
Build the indicated structure or ship. All construction tasks require at least three workers to begin. The character should acquire the required quantity of building material, unstack from beneath other characters, and issue one of the following build commands:
build inn "name of inn" build mine "name of mine" build temple "name of temple" build tower "name of tower" build castle "name of castle" build galley "name of galley" build roundship "name of roundship"
For example, to start building a castle, one might issue:
build castle "Castle Blood"
A new structure or ship will be created, and the builder will be placed inside. Construction proceeds until completed. Interrupted construction may be resumed by entering the uncompleted structure and reissuing the appropriate build command (build roundship, build tower, etc.)
If the optional [id] parameter is supplied, the builder may determine the entity-ID of the newly-built structure by specifying one from the unformed list appearing on the most recent turn report.
kind effort material skill where ---- ------ -------- ----- ----- inn 300 75 wood 680 province or city mine 500 25 wood 680 or 720 mountain or rocky hill temple 1,000 50 stone 680 anywhere tower 2,000 100 stone 680 anywhere castle 10,000 500 stone 680 province or city galley 250 50 wood 602 ocean port roundship 500 100 wood 602 ocean port
Effort is in worker-days.
Construction [680] is required to erect buildings. Shipbuilding [602], a subskill of Shipcraft [600], is required to build ships. Mines may be built either with Construction [680] or Mining [720].
The noble will cease work after the specified maximum number of days have been spent at construction, or the task is finished, whichever comes first. If a maximum number of days to spend working is not given, construction continues until the task is finished.
BUY <item> <qty> <price> [have-left] time: 0 days priority: 1
Buy quantity of the given item for no more than price each.
If quantity is zero, any pending buy order for the indicated item will be canceled.
Only one pending buy order may be active for each item at a time. If two buy orders are issued for the same item, and the first has not yet completed, the second buy order will replace the first.
Buys and sells are only matched in cities, where markets may be found to execute trades. However, buy and sell may be issued anywhere.
If the a match is found with a seller, the trade will be executed immediately. Otherwise, the trade will be saved until a match with a seller may be found.
Example:
> buy 79 3 5 Try to buy three iron [79] for 5 gold each.
If there is a seller of iron in the city, selling for 5 gold or less, the trade will be executed:
1: Bought three iron [79] for 15 gold.
Otherwise, the buy will be placed on the character's pending trades list:
Pending trades: trade price qty item ----- ----- --- ---- buy 5 3 iron [79]
At the end of the turn, the buy order will appear in the city's market report:
Market report: trade who price qty item ----- --- ----- --- ---- buy 2019 5 3 iron [79]
A trade will match between a buyer and a seller if the buyer's price is greater than or equal to the seller's price. The actual price that the trade will be made at is the seller's price.
Have-left is an amount of gold that the character will not spend on this trade. For instance, if the unit issued buy 79 2 10 5, this would mean `Buy two iron [79] for 10 gold each, but not if I'll have less than 5 gold left over.' If the character had 15 gold, only one of the iron would be bought.
CATCH [number of horses] [days] time: as given priority: 3
Attempt to catch any wild horses found roaming the plains or in a pasture. Each day the noble will have a 50% chance of catching a wild horse, if any can be found. Up to five horses may be caught per month in a location.
A unit must know the Catch wild horses [655] subskill of Beastmastery [650] in order to catch horses.
Examples:
catch # catch as many horses as possible
catch 1 # stop after catching 1 wild horse
catch 0 10 # try to catch horses for 10 days
catch 1 10 # stop after catching 1 wild horse, or 10 days,
# whichever comes first
In all cases, horse-catching ceases when no more horses can be found roaming the plains. catch is an alias for `'.collect 51
CLAIM <item> [number] time: 0 days priority: 1
New players are given a few things to get them started. Rather than load them with possessions when they first set foot in the world, slowing their travel and make them tempting targets for bandits, they may obtain these items at any time with the claim command.
New players are given:
3,000 gold [1] 100 stone [78] 50 wood [77]
Any unit in the player's faction may claim the items.
> claim 77 Claimed 50 wood. > claim 1 1000 Claimed 1,000 gold.
claim may not be used in Hades, Faery or the Cloudlands.
COLLECT <item> [number] [days] time: as given priority: 3
Catch, harvest, collect or produce the given item from the unit's current location, if possible. Collection proceeds until the desired quantity of the item has been obtained, or the given number of days has passed, whichever comes first.
If neither number or days is given, collect will continue until the location's supply of the item is fully depleted.
Collection ceases when no more of the resource is available in the location. Thus, `' may obtain less than 10 fish [87], if the current ocean province's supply of fish runs out.collect 87 10
Examples:
collect 10 # Recruit as many peasants [10] as possible
collect 68 2 # Harvest two yew trees
collect 87 0 10 # Fish for 10 days
collect 87 25 10 # Fish until 25 fish [87] have been caught, or
# for 10 days, whichever comes first
Many collection commands have aliases so they can be more easily remembered. For example, the above orders could be written:
recruit yew 2 fish 0 10 fish 25 10
Most collection tasks require the unit to possess a particular skill, and to be in a likely location to obtain the desired item.
num item who where qty skill chance alias --- ---- --- ----- --- ----- ------ ----- 10 peasant noble city, province[1] 10 none 100%recruit68 yew worker yew groves 5 703 100%yew77 wood worker forest 30 702 100%wood78 stone worker mountains 50 682 100%quarry87 fish sailor ocean 50 603 50%fish51 wild horse noble plains 5 655 50%catch
Other rare items which may be collected are listed in the lore sheets for Collect rare foliage [704], a subskill of Forestry [700], and Collect rare elements [696], a subskill of Alchemy [690].
Explanation of table columns:
Fishing, however, requires sailors. The noble himself does not participate. The more sailors available for fishing, the quicker the fish will be caught.
activity subskill category -------- -------- -------- recruiting none none cutting yew Harvest yew [703] Forestry [700] cutting timber Harvest lumber [702] Forestry [700] quarrying Stone quarrying [682] Construction [680] fishing Fishing [603] Shipcraft [600] horse catching Catch wild horses [655] Beastmastery [650]
However, some tasks have an element of randomness. Horse-catching, for example, is a difficult, uncertain task. Each day there is only a 50% chance that a noble will catch a wild horse.
The chance is for the unit as a whole, not for individual men engaged in the task. Thus, a unit of sailors will collect fish about half of the days they spend fishing. The other half, no fish will be caught.
task alias ---- -----collect10recruitcollect68yewcollect77woodcollect78quarrycollect87fishcollect51catch
For example, the orders `' and `collect 51 0 10' are equivalent.catch 0 10
Note that if no arguments are supplied to the collect order (or one of its aliases), it may never terminate. For instance, suppose a unit with one sailor fishes alone in an ocean province:
fish -or- collect 87
Since no arguments were given for the fish order, fishing will continue as long as the ocean has a supply of fish. The sailor will produce, on average, a fish every two days, or 15 fish per month. Since this is less than the monthly supply of fish in an ocean province, the sailor will never exhaust the supply, and thus is likely to continue fishing forever, until interrupted with a stop order.
[1] forest, plains or mountain
CONTACT <who> time: 0 days priority: 0
Used by characters hidden through stealth, magic, or because of fog to inform other units of their presence.
For example, if Osswid [5501] is employing stealth skills to hide, he will not be visible to other characters. Orders issued by other units referencing [5501] will fail.
However, Osswid may desire to allow certain units to interact with him while he is hidden. If this is the case, he should issue contact orders for those units to be informed of his presence.
The contact order may also be specify a player number. In this case, every unit in the specified player's faction will be aware of the hidden unit's presence.
Contact information is maintained until the hidden unit moves. Once the unit has moved, it must issue new contact orders if other units are to continue to be able to interact with it.
The contact order is silent; it does not provide a message to the contacted player or faction.
Units belonging to the same player are always aware of each other's presence. They do not need to use contact.
Hidden units are not shown in the location report, even if their presence has been reveal through contact or seek.
DECREE <decree> time: 0 days priority: 0
Issue a decree to all garrisons that the noble controls, either directly or through other characters who have pledged to the noble. There is no way to issue selective decrees to individual garrisons; all garrisons under control receive the same decree.
The decree may be one of the following:
decree watch order per month. Additional watch decrees are ignored.decree hostile orders per month. Additional hostile decrees are ignored.
DEFAULT <who> time: 0 days priority: 0
Clear any hostile, neutral or defend attitude for the unit or faction. May be issued by either a character or the player entity.
DEFEND <who> time: 0 days priority: 0
Declare a unit or player to have attitude defend towards another unit or player who. When a unit is attacked, other units which have defend attitude to the unit will join the combat and aid with defense.
When a combat occurs, the attitude of the top-most character in each stack in the location is checked. If any unit is declared defend to the victim of the attack, the unit's stack will join the combat on the victim's side.
DIE time: 0 priority: 3
Instantly kills the unit. Normal rules for death apply.
DROP <item> <qty> [have-left] time: 0 days priority: 1
Discard the specified quantity of item. If have-left is specified, at least this many will not be discarded. If quantity is zero, the entire inventory of the given item will be discarded.
For example, if Feasel has 100 gold [1]:
drop 1 50 # Throw away 50 gold drop 1 0 # Throw away 100 gold (0 means all) drop 1 # Throw away 100 gold (blank means all) drop 1 100 # Throw away 100 gold drop 1 100 25 # Throw away 75 gold (keep 25) drop 1 0 25 # Throw away 75 gold (keep 25)
Common items including gold, lumber, swords, beasts, etc. are permanently lost when discarded. It is assumed that they are quickly scavenged by others.
Unique items, such as magical artifacts, scrolls, potions and rare books, do not become permanently lost. Such items will be found through exploration of the province in which they were lost. Unique items lost at sea will wash ashore on a nearby island or coast, where they may also be found through exploration.
The drop order is also be used to release men such as peasants, workers, soldiers, etc. from service:
drop 10 3 # Release 3 peasants from service
When used on a ship, drop will throw items overboard.
EMAIL <new email address>
Change the address to which turn results should be sent to the given address. Must appear after the begin order.
EXECUTE [prisoner] time: 0 days priority: 1
Put the given prisoner to death. If no prisoner is specified, all of the noble's prisoners will be executed.
EXPLORE time: 7 days priority: 3
Explore the current location for hidden features or routes. If there is something to find, there is a random chance with each attempt that the explorer will find it.
1: > explore 1: Explore location for hidden features. ... 7: Exploration uncovers no new features.
Exploration in a province may also turn up rare items which have been lost.
If the exploring character is on a ship on the ocean, the surrounding ocean province will be searched for hidden islands or sea routes.
FEE [gold per 100 wt] time: 0 days priority: 1
Set a fee required to board a ship. The fee is an amount of gold which will be charged per 100 weight to units attempting to board a ship captained by the unit which issued fee.
If fee is zero or is not given, the boarding fee will be cleared. If no fee is set, units may not enter the ship with the board order.
Examples:
> fee 200 # charge passengers 2 gold for every point of weight
> fee 0 # we're not a ferry anymore; don't let strangers on
# with the board order
FERRY time: 0 days priority: 1
Sound a ship's horn, signaling units in port waiting with wait ferry that they may begin boarding the ferry. ferry may only be used by the captain of a ship.
Units waiting to board a ferry should use wait ferry instead of wait ship to allow existing passengers on the ferry time to unload. If those trying to board do so before existing passengers have unloaded, the board order may fail because of ship weight limits.
FISH [number of fish] [days] time: as given priority: 3
A unit must be on a ship on the ocean in order to fish. Each day, the unit has a 50% chance of encountering fish. If fish are found, each sailor will catch one fish that day, as long as fish stocks in the ocean province last. Ocean provinces generate 50 catchable fish per month.
A unit must know the Fishing [603] subskill of Shipcraft [600] in order to fish, and must have at least one sailor.
Only sailors may be used for fishing. Pirates will not fish.
Examples:
fish # obtain as many fish as possible
fish 25 # stop after getting 25 fish
fish 0 5 # fish for five days
fish 25 5 # stop after five days, or 25 fish, whichever
# comes first
In all cases, fishing will cease as soon as the stocks in the ocean province have been exhausted. fish is an alias for `'.collect 87
FLAG string time: 0 days priority: 1
Signal characters waiting with a wait flag order. The string is an arbitrary sequence of characters or numbers, but it should match the flag specified in the wait flag order.
For example, a character may wait for a particular signal from Osswid [5499]:
> wait flag yellow 5499
This will wait for Osswid [5499] to raise a flag saying `yellow'. Osswid would issue:
> flag yellow
Which would cause the wait order to complete.
The wait flag order defaults to watching for flags from units in the player's faction. It may also watch for flags from units in another faction, a flag from a specific unit, or a flag from any unit in the game:
wait flag yellow # wait for 'flag yellow' from a unit
# in our faction
wait flag yellow 5499 # wait for 5499 to order 'flag yellow'
wait flag yellow 918 # wait for any unit belonging to player
# 918 to order 'flag yellow'.
wait flag yellow 0 # wait for any unit in the game to give
# the yellow flag
Characters do not need to be in the same location to flag.
Flags are remembered for the duration of the month. If a wait flag is issued for a flag which has already been raised, the wait will immediately finish (it will take zero time).
However, flags which have been raised are not remembered between turns, so a flag raised on the 30th of month 5 will not satisfy a wait flag on the 1st of month 6.
FLY <direction or destination> [...] time: varies priority: 2
Fly in the indicated direction, or to the specified location. Refer to the move order for details about movement.
Characters must have some means of flight to be able to use fly. For instance, a sufficient number of winged horses must be available to carry the entire stack and its belongings. If the weight of the stack exceeds the flight weight capacity, the fly order will fail.
Flying traverses any link in a maximum of four days.
rated time time to fly of route across ---------- ----------- 0 days 0 days 1 day 1 day 3 days 3 days 4 days 3 days 8 days 4 days 14 days 4 days
Flying animals, such as winged horses, become tired when flying over the ocean, as they have no place to land and rest. Up to fifteen days may be spent flying over the ocean. At the end of the fifteenth day, the exhausted animals will be unable to continue, and the entire stack will plunge into the sea, killing all of the stack's characters.
Any arrival at a land or ship location will allow the flying creatures to rest and regain their strength.
Multiple destinations or destinations may be given as arguments to fly. If the first fails, the next will be tried, until a passable route is found, or fly runs out of arguments.
For example, `' would first try to fly north. If travel north was not possible for any reason, east would next be tried, then west. In this way exploring units can attempt to deal with the case of running into a hole in the map or other impassable province.fly n e w
FORGET skill time: 0 days priority: 3
Forgets the known skill.
Any invested noble points for learning advanced skills are refunded if the skill was completely known. If you forget the main skill, any subskills are also forgotten.
WARNING: To recover the noble point for Transcend Death [901] while forgetting Necromancy[900], you have to forget Transcend Death [901] before forgetting Necromancy [900].
Gold that was invested while learning the skill is never refunded.
FORM <unit> "Name of new character" time: 7 days priority: 3
Spend a Noble Point to obtain a new character for the player's faction. Nobles must be formed in a city.
The unit parameter should be selected from the line near the top of the turn report listing new character numbers:
The next five nobles formed will be: 5717 3215 4902 4489 5628
If 0 is given for unit, the first number in the list will be chosen. However, if more than one form is to be issued during the month, it can be uncertain which will execute first. By specifying the new unit number, the player will know the correct entity number when submitting orders for the new character.
Any character in the player's faction may issue form. The newly obtained noble will appear and stack beneath the forming character. The new noble is given the name specified as the second argument to form.
Orders for new units may be submitted in the turn they are formed. As soon as the new unit comes into existence, it will begin to execute its commands.
New units are unequipped and untrained, and join with loyalty contract-500.
Example:
1: > form 3215 "Feasel the Wicked" 1: Attempt to form a new noble. 7: Feasel the Wicked [3215] stacks beneath us.
More than five units may not be formed in a turn.
FORMAT <num>
Some players find the location activity logs less useful than others, and prefer them to be banished to the end of the turn report. `' will do this. `format 1' is the default. format 0format should appear after the begin order.
GARRISON <castle> time: 1 day priority: 3
Claim a province in the name of a castle by leaving a garrison of soldiers to defend it.
The castle must be completed in order to bind a garrison to it.
There may not be any existing garrison in the location. Only provinces may be garrisoned (the character should be at the outermost level, not inside a sublocation or building).
The character must have ten soldiers [12] to create a garrison. The soldiers will be removed from the noble's inventory and placed in the new garrison.
GET <who> <item> [qty] [have-left] time: 0 days priority: 1
Get the given quantity of item from the specified target.
Characters may get items from other units in their faction, or from garrisons which they control. get may not be used to take items from another faction's units; the other faction's units must issue give orders.
Specifying zero for the quantity will cause the unit to attempt to take all of the target's inventory of the item. If have-left is given, at least that many will not be taken.
For example, if Feasel [5499] had 100 gold[1]:
get 5499 1 50 # Get 50 gold from Feasel get 5499 1 0 # Get all 100 gold from Feasel get 5499 1 100 # Get all 100 gold from Feasel get 5499 1 100 25 # Get 75 gold from Feasel get 5499 1 0 25 # Get 75 gold from Feasel
Prisoners may also be transferred with the get order.
get 5499 4569 # Transfer prisoner [4569] from [5499]
When taking men from a garrison, the garrison must be left with at least ten men, or the get will fail. For example, if a garrison had five peasants and six soldiers, either a peasant or a soldier could be taken. No men can be taken from a garrison with less than ten men.
GIVE <to-who> <item> [qty] [have-left] time: 0 days priority: 1
Give quantity of an item in inventory to another character. Specifying zero for quantity will cause the unit to give all of its inventory of the item. An amount specified by have-left will be retained.
For example, if Feasel has 100 gold [1]:
give 5499 1 50 # Give 50 gold to [5499] give 5499 1 0 # Give all 100 gold to [5499] give 5499 1 100 # Give all 100 gold to [5499] give 5499 1 100 25 # Give 75 gold to [5499] give 5499 1 0 25 # Give 75 gold to [5499]
Prisoners may also be transferred with the give order.
give 5499 4569 # Give prisoner [4569] to [5499]
GUARD <flag> time: 0 days priority: 1
Protect a city or province from looting and pillaging. `' will cause the unit to suppress guard 1pillage attempts by other characters. The guarding unit must be the top unit in its stack.
Any number of units in a location may be on guard. The message `on guard' will appear next to guard units in the location report.
A character attempting to pillage the city or province may specify a flag which causes them to attack the guards. In this case, all of the stacks on guard will respond to the attack. However, allies of the guard units will not respond. Only guard stacks will be involved in combat to suppress looting and pillaging.
Specifying a flag of 0 turns off guarding. Any movement by the guarding character will also clear the guard flag. For example, if a unit issued `' in a city, then moved out of the city, the guard 1guard flag would be cleared, and the unit would no longer be on guard.
The guarding units must be inside the location they are to guard. Units in a castle in a city will not protect the city. Units guarding a city will not protect the surrounding province.
HONOR <amount> time: 1 day priority: 3
Pay a unit for its service. Units paid will take gold out of their own inventory and use it for their own purposes.
Nobles with oathbound loyalty will refuse to be paid, and reject the gold. Nobles with fear loyalty will be converted to contract loyalty.
The amount of money paid accumulates in the noble's contract loyalty rating. For instance, a fear-10 noble honored with 500 gold would have loyalty contract-500. A contract-250 noble honored with 500 gold would become contract-750.
HOSTILE <who> time: 0 days priority: 0
Declare unit or player who hostile to the unit or player issuing the order. Units declared hostile will be attacked on sight.
If the player entity issues hostile, any unit in the player's faction will attack the hostile unit on sight. If an individual character issues hostile, the character will attack the hostile unit on sight.
Units will only initiate automatic attacks if they are in perfect health. Hostile units which are being held prisoner will not be attacked.
An entire faction may be declared hostile by specifying another player entity instead of an individual unit. Any unit not concealing its affiliation with the faction declared hostile would be attacked on sight.
Examples:
hostile 4240 # attack 4240 on sight hostile 778 # attack any member of faction 778 on sight
IMPROVE [days] time: varies priority: 3
The improve order, when executed inside the castle, uses workers and stone to raise the improvement level of a castle.
level stone worker-days
----- ----- -----------
1 50 1000
2 60 1250
3 70 1500
4 80 1750
5 90 2000
6 100 2500
improve runs for the specified number of days, or until the next improvement level is reached, whichever comes first.
Castles start at defense 50. Each level of improvement grants 5 more defense points.
A castle's improvement level also determines how many provinces may be garrisoned to it:
castle provinces rank
------ --------- ----
0 1-5 lord
1 6-12 knight
2 13-24 baron
3 25-37 count
4 38-50 earl
5 51-63 marquess
6 64+ duke
region king
(A region must have at least 15 provinces to have a king)
LORE <lore sheet>
Resend a lore sheet which has appeared before in the player's turn report. Must appear after the begin order.
The lore command is processed by the order scanner, and does not appear in the turn report. Requested lore sheets appear at the end of the acknowledgement sent by the order scanner.
MAKE <item> [qty] time: as given priority: 3
Make the indicated item. qty defaults to as many as possible. Each of the following items requires one day each to produce:
num item skill material --- ---- ----- -------- 72 longbow 617 yew [68] 73 plate armor 617 iron [79] 74 longsword 617 iron [79] 75 pike 617 wood [77] 84 blank scroll 690 lana bark [64] 85 crossbow 617 wood [77] 94 woven basket none none 95 clay pot none none 99 hides none ox [76]
Knowledge of Weaponsmithing [617], a subskill of Combat [610], is required to make weapons and armor. Alchemy [690] must be known to produce blank scrolls from lana bark. No skills or input materials are needed to make woven baskets or clay pots.
Examples:
To make 5 longbows from 5 yew (a kind of wood):
make 72 5 # takes 5 days
To make 1 plate armor from 1 iron:
make 73 1 # takes 1 day
To make 5 woven baskets:
make 94 5 # takes 5 days
Although making pots and baskets is considered menial labor, some desperate nobles have resorted to selling them in cities to earn gold. Each city in Olympia either buys woven baskets or clay pots.
MESSAGE <# of lines of text> <to-who> time: 1 day priority: 3
Send a message to the target named in the second parameter. The target may be any valid entity, such as a character, a player, or a location (including provinces, cities, ships, buildings, or other sublocations).
The number of lines in the message should be given as the first argument to message. The text of the message should follow the message order.
For example:
message 2 2909 Aye, ye not be safe in this world for long, Oleg. I be remembering ya, and yer past fould deeds. Arrr! move ev18 recruit
(The text of the message is indented here to make the orders easier to read. The order scanner will ignore leading spaces on each line.)
This would send the message to character [2909]. The recipient would see the message in his turn report:
Received a message from Captain McCook [2104]: "Aye, ye not be safe for long in this world, Oleg. I be remembering ya, and yer past foul deeds. Arrr!"
Take care to carefully count the lines of text in the message. If the wrong number of lines is given, your character may end up sending his orders to the recipient instead of executing them.
Each line of message text must be less than 60 characters long, or the message will be rejected.
MOVE <direction or destination> [...] time: varies priority: 2
Travel in the indicated direction, or to the specified location. If a location is specified, there must be a direct route to it from the character's current location.
Compass points may be abbreviated: `n', `s', `e', `w'. Units may also move out of a sublocation to the surrounding province or location.
Visible routes leaving each province are listed in the turn report.
For example:
Routes leaving Plain [cw04]: North, to Ocean [cv04], South Sea, 1 day East, to Plain [cw05], 7 days South, to Plain [cx04], 7 days West, to Plain [cw03], 7 days
The following would be valid move commands from the example province:
move e -or- move cw05 -or- move east move s -or- move cx04 -or- move south move w -or- move cw03 -or- move west
Note that move cannot be used to enter the ocean region [cv04]. The character would need to issue the sail order as captain of a ship to move north into the South Sea.
Route distances are rated in the number of days it would normally take a lightly loaded character, walking, to traverse them. Actual travel times may differ from the rated times.
Characters overloaded with belongings will make slower progress. Horses usually speed progress, but over especially rough or treacherous terrain, they may actually slow travel because they must be led and managed.
Inventory is considered for the stack as a whole. For instance, if one character possesses enough horses for every member of the stack, the stack may ride. Similarly, if one character is badly overloaded, but other characters have extra carrying capacity, they will assist their stackmate. Distribution of goods between units within a stack is irrelevant to movement.
The units stacked beneath a moving character will move with the stack leader. If the unit issuing move is stacked beneath another character, he will first automatically unstack before movement begins.
For example:
Seen here:
Osswid the Constructor [5499], accompanied by:
Feasel the Wicked [502]
If Osswid issues a move order, Feasel will go with Osswid. If Feasel issues a move order, however, Feasel would first unstack from Osswid before beginning travel.
Multiple destinations or destinations may be given as arguments to the move order. If the first fails, the next will be tried, until a passable route is found, or move runs out of arguments.
For example, `' would first try to move north. If travel north was not possible for any reason, east would next be tried, then west. In this way exploring units can attempt to deal with the case of running into an impassable province or a coast.move n e w
Stacks with large numbers of figures relative to the number of nobles travel slower. A movement penalty of:
delay = number of figures / (number of nobles * 10)
is imposed for stack movement. For example, a stack with one noble and 9 peasants will move in the rated time. A stack with 10 peasants and one noble will take an extra day to move. A stack with 40 peasants and 2 nobles will take two extra days, etc. A figure is either a man or something that fights, but does not include beasts without combat attack or defense values.
The additional delay is capped at a maximum of twice the original route distance.
NAME [unit] "new name for unit" time: 0 days priority: 1
Change the name of a unit. If a unit number is specified, the given unit's name will be changed. This is useful for setting the name on entities which don't execute orders directly, such as ships and castles. Names may not be set for units controlled by another player.
Names of characters should be no longer than 35 characters. Names for other entities, such as towers, ships and items should be no longer than 25 characters. Longer names will be rejected.
Note that the name must be enclosed in quotes or it will not be recognized.
Examples:
> name "Feasel the Wicked" > name cx53 "Castle Chardia"
NEUTRAL <who> time: 0 days priority: 0
Declare unit or player who to have attitude neutral to the player or faction issuing the order. Units declared neutral will not be aided if they are attacked.
Units in the same faction will defend each other if they are attacked, unless either unit is concealing its lord. This behavior may be suppressed with neutral. A unit may declare other units in its faction neutral. Or, the entire faction may declare itself neutral. In this case, members of the faction who were attacked would not aid each other, unless they were stacked together.
NOTAB <num>
Ordinarily, tab characters may appear in turn reports. Some players read their reports on computer equipment which cannot correctly display tab characters. If this is the case, issue the command:
notab 1
and tabs will be converted to spaces for your report.
OATH <level> time: 1 day priority: 3
Have a character take an oath of loyalty. Either 1 or 2 should be specified for level. One or two NPs will be deducted from the player's faction, and the specified character's loyalty will become oath-1 or oath-2.
Noble Points's spent on oathbound loyalty accumulate. Thus, oath-1 may be upgraded to oath-2 with the `' order.oath 1
PASSWORD ["password"]
Set or clear a password for the player. If no argument is given, any existing password will be cleared. Otherwise, the specified password will be set.
Examples:
begin 663 password "xyzzy9" end
This would set a password `xyzzy9' for the faction. Further orders will require the password to be specified after the player number on the begin line:
begin 663 "xyzzy9" password # clear the password end
PAY <to-who> [amount] [have-left] time: 0 days priority: 1
Pay amount of gold to indicated entity, keeping at least have-left funds available. The pay command is shorthand for the equivalent give command to transfer gold from one unit to another.
The amount of gold to be paid will default to all of the unit's gold if not specified or if zero.
For example, if Feasel has 100 gold:
pay 5499 100 # pay 100 to [5499] pay 5499 0 # pay 100 to [5499] pay 5499 0 25 # pay 75 to [5499] pay 5499 100 25 # pay 75 to [5499]
PILLAGE [flag] time: 7 days priority: 3
Loot and pillage a province or city. If flag is not given, pillaging will not take place if the province is being protected by guards. If flag is 1, the looters will first attack the guards, then proceed with pillaging if the guards are defeated.
At least 10 fighters must be in the pillaging stack. They may be soldiers, pikemen, nobles, or other kinds of fighting units. Only the top most character in a stack may initiate pillaging.
Pillaging will seize 1/3 of the available tax base, which otherwise would have gone to the location owner (if there is one). Another 1/3 of the potential taxes are destroyed.
Pillaging reduces the future tax base for a city or province. Locations take as many months to recover from pillaging as they have been pillaged. A city pillaged at least once per month for three months in a row will take three months to recover its full tax base.
Pillaging can be dangerous. There is a 33% chance that a mob of 12-36 angry peasants will form to resist further pillaging attempts. Angry peasants have a combat rating of (attack-2, defense-1, missile-0). If a mob forms, there is a 33% chance that the mob will immediately attack the pillager in retaliation.
PLAYERS
Ask the order scanner to send a list of the players in the game.
PLEDGE <who> time: 0 days priority: 1
Pledge all lands under control to another noble. The target noble will share control of all lands the pledging character owns, and the pledged lands will count towards the target's status.
Issue `' to revoke control.pledge 0
There is no way to pledge individual provinces. The target receives control and status for every province that the character owns, including provinces the character obtains after the pledge order is given.
POST <# of lines of following text> time: 1 day priority: 3
Post a public message in the location. All characters in the location will see the text of the message in the location description section of their turn reports. Signs remain visible for one turn.
The number of lines in the post should be given as an argument to post, followed by the text of the sign. For example, here is a post command followed by a move and a recruit:
post 3 All ye beware! These lands are the property of noble Osswid. Those who trespass here without his permission will come to a GRAVE end! move ev18 recruit
(The text of the post is indented here to make the orders easier to read. The order scanner will ignore leading spaces on each line.)
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character may end up posting his orders on a sign instead of executing them.
Each line of posted text must be less than 60 characters long, or the post will be rejected.
PRESS <# of lines of text> time: 0 days priority: 1
Submit a signed message to the Olympia Times.
The press order may be given by a character or by the player entity. The identity of the submitting entity will appear in the Times beneath the entry.
The number of lines in the entry should be given as an argument to press, followed by the text of the entry. For example, here is a press item submitted by Osswid [501].
PRESS 3 All ye beware! Osswid hereby claims the entire continent of Provinia as his rightful domain. Those who trespass here without his permission will come to a GRAVE end!
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character orders may end up published in the Olympia Times instead of executing them.
Alternatively, one may specify 0 for the lines of text argument, and terminate the message with the end keyword:
PRESS 0 All ye beware! Osswid hereby claims the entire continent of Provinia as his rightful domain. Those who trespass here without his permission will come to a GRAVE end! END
Take great care when using the 0 lines/end keyword feature. If you forget the end, or mistype it, none of the orders following the press command will execute. Instead, they will be published in the Olympia Times. This is obviously very bad, so if you intend to use the end keyword to avoid having to count lines, please be careful.
Each line of posted text must be less than 78 characters long, or the post will be rejected.
Editorial guidelines for submissions to the Olympia Times:
PROMOTE <who> time: 0 days priority: 1
Advance the given unit so that it appears before the character issuing promote in the location list.
The character to be promoted should be stacked immediately beneath the promoting character, or appear later in the location list at the same level.
Examples:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
Osswid issues `':promote 502
Feasel the Wicked [502] Osswid the Constructor [5499]
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Candide [1269]
Osswid issues `':promote 1269
Candide [1269] Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
PUBLIC
This order publishes your next turn report. The faction receives 100 claim gold. The order template will be omitted in the published report
QUARRY [number of stones] [days] time: as given priority: 3
Building stone is used in the construction of temples, castles and towers. Up to 50 stone may be removed from mountain provinces or rocky hills each month. Ten stone may be taken from desert provinces each month.
A unit must have the Stone quarrying [682] subskill of Construction [680] in order to cut building stone. At least one worker is also required.
Each worker will cut and prepare one building stone [78] per day.
Examples:
quarry # cut as much building stone as possible
quarry 25 # stop after cutting 25 stone
quarry 0 5 # quarry stone for five days
quarry 25 5 # stop after five days, or 25 stone, whichever
# comes first
In all cases, quarrying will cease as soon as the supply of ready stone in the province has been exhausted.
QUEST time: 7 days priority: 3
There is a 50% chance that QUEST will succeed and discover a group of monsters or beasts. Once QUEST has been successful in a particular sublocation, it will not yield further results there during the following 4-12 turns.
If QUEST discovers a group of monsters or beasts, the questing noble will immediately initiate an attack. Note that the questing noble and his stack may be killed or taken prisoner if they are overpowered in combat by the monsters.
QUEST may not be used in safe havens, or initiated by a character who is not a stack leader.
The type and number of monsters discovered depends in some part on the kind of sublocation which is quested in. The following table describes which sort of adversaries will be found in the various locations. The choice between the adversaries discovered via QUEST is random. The table indicates how many of the given foes can be expected to appear.
| Where | What | Combat | How Many |
|---|---|---|---|
| Islands | Pirate [24] | (5,5,0) | 5-30 |
| Cyclops [291] | (25,75,0) | 1-5 | |
| Caves | Rat [279] | (3,3,0) | 10-50 |
| Wolf [289] | (5,5,0) | 3-10 | |
| Ratspider [81] | (5,5,0) | 5-20 | |
| Gorgon [288] | (10,20,0) | 3-5 | |
| Orc [287] | (20,15,0) | 5-20 | |
| Ruins | Bandit [283] | (3,3,0) | 2-10 |
| Cyclops [291] | (25,75,0) | 2-5 | |
| Minotaur [272] | (30,5,0) | 3-10 | |
| Centaur [271] | (30,30,0) | 3-10 | |
| Giant Lizard [282] | (45,45,0) | 1-3 | |
| Battlefields | Skeleton [33] | (6,6,0) | 10-100 |
| Spirit [26] | (50,50,0) | 5-50 | |
| Giant [292] | (75,25,0) | 3-10 | |
| Nazgul [55] | (80,80,0) | 5-20 | |
| Graveyards | Undead [31] | (10,10,0) | 10-100 |
| Harpie [285] | (80,120,0) | 3-10 | |
| Giant Spider [278] | (150,100,0) | 3-10 | |
| Giant Bird [281] | (200,150,0) | 1-3 | |
| Lairs | Lion [280] | (100,100,0) | 3-8 |
| Chimera [284] | (130,130,0) | 2-10 | |
| Dragon [286] | (500,500,250) | 1 | |
|
Enchanted Forests, Faery hills |
Faery [293] | (9,9,9) | 5-20 |
| Elf [25] | (50,50,100) | 5-20 | |
| Pits & Bogs | Rat [279] | (3,3,0) | 5-25 |
| Gorgon [288] | (10,20,0) | 3-7 | |
| Cyclops [291] | (25,75,0) | 2-3 | |
| Minotaur [272] | (30,5,0) | 1-5 | |
| Sand Pits | Giant Lizard [282] | (45,45,0) | 15-30 |
| Circles of Stone | Skeleton [33] | (6,6,0) | 3-15 |
| Gorgon [288] | (10,20,0) | 3-15 | |
| Orc [287] | (20,15,0) | 3-15 | |
| Cyclops [291] | (25,75,0) | 3-15 | |
| Minotaur [272] | (30,5,0) | 3-15 | |
| Centaur [271] | (30,30,0) | 3-15 | |
| Spirit [26] | (50,50,0) | 3-15 | |
| Giant [292] | (75,25,0) | 3-15 | |
| Nazgul [55] | (80,80,0) | 3-15 | |
| Harpie [285] | (80,120,0) | 3-15 | |
| Chimera [284] | (130,130,0) | 3-15 | |
|
Tunnel Chamber, levels 1-6 |
Rat [279] | (3,3,0) | 10-50 |
| Ratspider [81] | (5,5,0) | 5-20 | |
| Gorgon [288] | (10,20,0) | 3-6 | |
| Orc [287] | (20,15,0) | 5-20 | |
|
Tunnel Chamber, levels 5-6 |
Cyclops [291] | (25,75,0) | 5-10 |
| Minotaur [272] | (30,5,0) | 5-15 | |
| Giant Lizard [282] | (45,45,0) | 5-15 | |
| Giant Spider [278] | (150,100,0) | 5-15 |
QUIT
Quit Olympia. This command must be issued by the player entity.
No turn report is mailed for the turn a quit order is processed.
RAZE [building] time: varies priority: 3
Tear down a building the character is inside. The command completes when the structure has been completely destroyed. The noble will safely leave buildings before they collapse.
raze must be executed by the owner of the structure (the top-most unit inside the building).
Sturdier structures require more men to do a given amount of damage:
man-days per structure point of damage --------- --------------- galley 1 roundship 1 temple 2 inn 2 tower 2 mine 2 castle 3
For example, two men can cause 1% of damage to a tower in a day.
Any men present with the noble will help with destruction. The noble is counted when the number of men are computed.
RECRUIT [days] time: as given priority: 3
Recruit one peasant each day for the given number of days. If days is not specified, recruiting will obtain as many peasants as possible.
Peasants must be recruited in plains, mountain or forest provinces, or in cities. Recruiting can not be done in other sublocations (such as rocky hills, forest glades, etc.)
Up to 10 peasants may be recruited per location each month. One peasant is recruited each day the recruit command is used.
The recruit order will stop or fail when no further peasants are available to be recruited.
For example, one player could recruit for up to 10 days per month in a mountain province, obtaining one peasant on each of the 10 days.
If two players in a mountain province each issued recruit 10, both would recruit five peasants (each player would get a peasant a day until all 10 had been recruited).
Recruit is an alias for `'.collect 10
REPAIR [days] time: as given priority: 3
Repair the damaged ship or building that the character is inside. Requires at least one worker [11].
worker-days per structure point of damage --------- --------------- galley 1 roundship 1 temple 2 inn 2 tower 2 mine 2 castle 3
Work proceeds until the structure has been fully repaired, or the given number of days has passed. Multiple units may work at repair simultaneously.
For example, a tower with 50% damage would require 100 worker-days to fully repair. A ship with 50% damage would require 50 worker-days. A castle, 150 worker-days.
Each use of repair on a ship requires one unit of pitch [261]. One unit of pitch is sufficient for a ship repair job, no matter how many days the repair takes. Pitch may be purchased in any port city.
RESEARCH <skill> time: 7 days priority: 3
Attempt to learn hidden sub-skills of the specified category skill. Research into any skill except Religion [750] must be performed in a tower, by the tower's owner (the first character inside the tower). Research into Religion [750] must be performed in a temple.
Research requires a nominal fee of 25 gold to pay for materials. This fee is charge regardless of whether the research yields any results.
There is a 25% chance of success for each week of research.
If successful, the new subskill will be added to the character's partially known skill list. It then must be studied in order to become fully known and usable.
Example:
1: > research 600 1: Will research Shipcraft for seven days. 7: Research uncovers a new skill: Improve ship rigging [9999]. 7: To begin learning this skill, order 'study 9999'. Partially known skills: 9999 Improve ship rigging, 0/7
Research will fail immediately if there are no researchable skills to learn under the category. In this case the 25 gold fee is not charged.
Research by mages of 6th black circle level and above (maximum aura of 31 or higher) must be done in provinces with a civilization level of 1 or less.
RESEND [turn]
Ask the order scanner to resend a turn report. The turn argument defaults to the turn most recently run.
Because of their large size, turn reports other than the most recent may not be kept by the order scanner. If you request a report and the scanner responds that the report cannot be found, then the reports for that turn were deleted to reclaim disk space.
RUMOR <# of lines of text> time: 0 days priority: 1
Submit an unsigned message to the Olympia Times.
The rumor order may be given by a character or by the player entity. The identity of the submitting entity will not appear with the message; rumor posts are anonymous.
The number of lines in the entry should be given as an argument to rumor, followed by the text of the entry. For example: here is a rumor someone submitted.
RUMOR 3 As whispered from ear to ear in the great hall of the Chateau Olympique: Q: Why do so many people take an instant dislike to Oleg the Loudmouth? A: Saves time in the long run.
Take care to carefully count the lines of text in the post. If the wrong number of lines is given, your character may end up publishing his orders in the Olympia Times instead of executing them.
Alternatively, one may specify 0 for the lines of text argument, and terminate the message with the END keyword:
RUMOR 0 As whispered from ear to ear in the great hall of the Chateau Olympique: Q: Why do so many people take an instant dislike to Oleg the Loudmouth? A: Saves time in the long run. END
Take great care when using the 0 lines/END keyword feature. If you forget the END, or mistype it, none of the orders following the rumor command will execute. Instead, they will be published in the Olympia Times. This is obviously very bad, so if you intend to use the END keyword to avoid having to count lines, please be careful.
Each line of posted text must be less than 78 characters long, or the post will be rejected.
Editorial guidelines for submissions to the Olympia Times:
SAIL <direction or destination> [...] time: varies priority: 4
Pilot a ship in the given direction, or to the specified location. If a location is specified, there must be a direct route to it from the current location of the ship.
Compass points may be abbreviated: `n', `s', `e', `w'.
The Sailing [601] subskill of Shipcraft [600] is required to use the sail order.
The character issuing the sail order must be the ship's captain, i.e. the character must be the first unit listed in the `Seen here' report of the ship.
The captain must have a crew to assist in the handling of the ship. Galleys require fourteen pirates or sailors to row the ship. Roundships require at least eight pirates or sailors to man the ship's rigging.
ship crew capacity ---- ---- -------- galley 14 5,000 roundship 8 25,000
If the required number of crew are not available, travel is still possible, but will take an extra day for each hand the crew is short.
For example, a galley with only 10 men at the oars will take four extra days to travel across an ocean route. A roundship with no sailors at all would take eight extra days to traverse a route.
The sail order will fail if the ship is overloaded. Use drop to throw items overboard if necessary.
Multiple destinations or destinations may be given as arguments to sail. If the first fails, the next will be tried, until a passable route is found, or sail runs out of arguments.
For example, `' would first try to sail north. If travel north was not possible for any reason, east would next be tried, then west. In this way exploring units can attempt to deal with the case of running into an impassable ocean route, or a coast.sail n e w
Roundships sail from windy provinces in one day less than the rated time, provided the route would require two days or longer. For example, a roundship leaving a windy province across a route rated at three days would take only two to travel the link. But a roundship leaving port will always take one day, never zero days.
SEEK <who> time: 7 days priority: 3
Seek for a hidden character. Characters may be hidden because of fog lying over a province, or through the application of stealth or magical skills.
Hidden characters can not be interacted with by a unit unless they contact the unit first, or the unit successfully finds them with seek. The seek order will return immediately if the character is visible, or has already been found with a previous seek order.
If a character is specified, there is a 10% chance that the character will be found during each of the seven days the order is being executed.
If the who argument is not given, seek will seek for any hidden nobles present. In this case there will be a 5% chance of finding a hidden noble during each of the seven days.
If a unit found with seek moves, the contact information is lost, and the unit again becomes inaccessible.
Hidden units are not shown in the location report, even if their presence has been revealed through contact or seek.
SELL <item> <qty> <price> [have-left] time: 0 days priority: 1
Sell quantity of the given item for max-price each.
If quantity is zero, any pending sell order for the indicated item will be canceled.
Only one pending sell order may be active for each item at a time. If two sell orders are issued for the same item, and the first has not yet completed, the second sell order will replace the first.
Buys and sells are only matched in cities, where markets may be found to execute trades. However, buy and sell may be issued anywhere.
If the a match is found with a buyer, the trade will be executed immediately. Otherwise, the trade will be saved until a match with a buyer may be found.
Example:
> sell 79 3 5 Try to sell three iron [79] for 5 gold each.
If there is a buyer of iron in the city, buying for 5 gold or more, the trade will be executed:
1: Sold three iron [79] for 5 gold.
Otherwise, the sell will be placed on the character's pending trades list:
Pending trades: trade price qty item ----- ----- --- ---- sell 5 3 iron [79]
At the end of the turn, the sell order will appear in the city's market report:
Market report: trade who price qty item ----- --- ----- --- ---- sell 2019 5 3 iron [79]
A trade will match between a buyer and a seller if the buyer's price is greater than or equal to the seller's price. The actual price that the trade will be made at is the seller's price.
Have-left is an amount of the item that character will keep and not sell. For instance, if the unit issued `', this would mean "Sell ten iron for 15 gold each, but keep 5 iron for myself." If there character only have ten iron, this order would put five up them up for sale.sell 79 10 15 5
STACK <character> time: 0 days priority: 1
Stack beneath the specified character. If the character is already stacked beneath another unit, the character will first unstack before stacking with the new character.
Example: Two characters, Feasel and Osswid, are in the same location:
Seen here: Osswid [5499] Feasel the Wicked [502]
If Feasel issued the order `', he would stack beneath Osswid:stack 5499
Seen here:
Osswid [5499], accompanied by:
Feasel the Wicked [502]
STOP
Interrupt a command left running at the end of a turn. Must be the first order queued for a unit.
For example, suppose on day 28 a unit begins an explore command. Explore takes seven days, so as of the end of the turn, it will still have four days left before it completes. The order template for the unit will list the executing command:
unit 5499 # Osswid # > explore (executing for four more days)
The player may interrupt this command with the stop order, and begin unit 5499 executing a new set of orders (say, beginning with a move) on day 1 of the next turn:
unit 5499 # Osswid # > explore (executing for four more days) stop move ...
(Remember that `#' begins a comment in the orders, from the `#' to the end of the line).
The stop order will interrupt the executing explore before day 1 begins on the next turn. Some commands, such as collect, will give partial results; the unit will have whatever it has already collected. Other orders, such as explore, give no partial benefit, and the three days already invested in exploration will be wasted.
If a character executing a move order is interrupted with stop, the character will return to the original location, as if no travel had taken place.
STUDY <skill> time: 7 days priority: 3
Study the given skill for one week.
If the skill has been studied before, learning will continue. Otherwise, the character must meet the requirements necessary to begin learning the skill.
Characters are limited to studying for at most 14 days per turn. (This does not include any "fast study" days spent).
To begin study of a skill requires the following:
SURRENDER <character> time: 0 days priority: 1
Surrender to the specified character. The effect is exactly as if the new prisoner lost in combat, except there is no combat. A portion of the prisoner's items will always be lost. If a unique item is lost, it will have to have found by exploration of the province.
TERRORIZE <who> <severity> time: 7 days priority: 3
Terror may be used to convert prisoners to a faction, or to reinforce fear loyalty among the faction's own units. The character to be terrorized must be stacked beneath the terrorizing unit.
When used on one's own units, terrorize will establish or increase fear loyalty. Nobles of contract loyalty will be converted to fear. The severity amount will be added to the noble's fear rating. For instance, a fear-4 noble terrorized at severity 10 will become fear-14.
The severity indicates how much the noble will be abused to gain fear. The noble will suffer a severity hit to health as a result. Thus, there is a danger that the noble will fall ill with increasing amounts of terror.
Prisoners may also be terrorized. Prisoners of contract or fear loyalty lord have severity percent chance of swearing fealty to the terrorizing unit. Oathbound units can not be induced to convert through terror.
Thus, the more severe the terrorization, the greater the chance that a prisoner will swear to the terrorizer, but also the greater the victim's wounds. Prisoners have been known to die as a result of over-zealous conversion attempts.
Characters belonging to other player factions may not be terrorized unless they are being held prisoner.
Units of fear loyalty may not use the terrorize order.
To avoid a newly terrorized unit to immediately renounce loyalty at the end of the turn, if a severity is not provided when terrorizing, it defaults to 3. This buys you one turn to get it right.
TIMES time: 0 priority: 3
TIMES 1 # deactivates the Olympia Times being sent to you
TIMES 0 # activates the Olympia Times being sent to you
TRAIN <kind> [days] time: as given priority: 3
Attempt to produce the given kind of men through training. One day is required to train each man.
num kind skill input man input item where --- ----------- ----- -------------- ---------------- ------ 11 worker none peasant [10] 12 soldier 610 peasant [10] 13 archer 615 soldier [12] longbow [72] 14 knight 616 swordsman [20] warmount [53] 15 elite guard 616 knight [14] plate armor [73] castle 16 pikeman 610 soldier [12] pike [75] 17 blessed soldier 750 soldier [12] temple 19 sailor 601 peasant [10] 20 swordsman 616 soldier [12] longsword [74] 21 crossbowman 610 peasant [10] crossbow [85] 22 elite archer 615 archer [13] castle 24 pirate 616 sailor [19] longsword [74] ship
Examples:
To train 5 peasants into 5 workers:
train 11 5 # takes 5 days
To train 5 peasants into 5 sailors (requires knowledge of Sailing [601]):
train 19 5 # takes 5 days
To train 3 soldiers into 3 swordsmen (requires knowledge of Swordplay [616], and a longsword [74] for each soldier to be trained):
train 20 3 # takes 3 days
UNGARRISON [garrison] time: 1 day priority: 3
Disband the garrison in the current province. The character removing the garrison must be a member of a faction which has rulership over the province.
If a specific garrison is given as an argument to ungarrison, only that garrison will be disbanded. This can be useful as a safety check, in case a failed move order might cause the wrong garrison unit to be disbanded.
The garrison's men will be transferred to the noble issuing ungarrison.
Examples:
ungarrison 5611 # remove Garrison [5611] from this province ungarrison # remove any garrison from this province
UNLOAD time: 0 days priority: 3
Unload all passengers from a ship. May only be used by the captain of a ship. Every character not in the captain's stack will disembark from the ship.
Passengers may only be unloaded while the ship is docked in a port. They will not jump off a ship at sea.
UNSTACK [who] time: 0 days priority: 1
When used without an argument, unstack removes the noble from being stacked beneath another noble:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Captain McCook [2019], with five workers
502: > unstack
After:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Captain McCook [2019], with five workers
A stack leader may give an argument to unstack, specifying a unit to be dropped from the stack:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502] Captain McCook [2019], with five workers
5499: > unstack 502
After:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Captain McCook [2019], with five workers
Note that in this example [2019] is stacked beneath [502], not [5499]. That is why Captain McCook remains with Feasel when Feasel unstacks.
A special case of unstack is invoked if the noble specifies itself as the argument. In this case, the noble will drop out of the stack alone, leaving behind both those stack above as well as below:
Before:
Osswid the Constructor [5499], accompanied by:
Feasel the Wicked [502], accompanied by:
Captain McCook [2019], with five workers
502: > unstack 502
After:
Osswid the Constructor [5499], accompanied by: Captain McCook [2019], with five workers Feasel the Wicked [502]
The effect on the stack in this case is the same as if Feasel had died or been captured in battle.
More examples:
Before:
Osswid the Constructor [5499], accompanied by: Feasel the Wicked [502]
After Feasel unstacks:
Osswid the Constructor [5499] Feasel the Wicked [502]
If other characters were stacked beneath Feasel, they would remain with him.
Before:
Osswid the Constructor [5499], accompanied by:
Feasel the Wicked [502], accompanied by:
Candide [1269]
If Candide were stacked beneath Feasel, and Feasel unstacked, then:
Osswid the Constructor [5499] Feasel the Wicked [502], accompanied by: Candide [1269]
On the other hand, if Candide were stacked beneath Osswid, then:
Osswid the Constructor [5499], accompanied by: Candide [1269] Feasel the Wicked [502]
USE <skill> [arguments...] time: varies priority: 3
Make use of a skill or spell that the character knows. Sub-skills usually have a function which is invoked through use. These actions are described in the lore sheets revealed when sub-skills are learned.
Category skills do not have direct use functions. For example, one could use the Sailing [601] skill to sail a ship:
use 601 west
But no use function exists for the category skill, Shipcraft [600].
VIS_EMAIL <new email address for the player list>
Set a different email address to appear in the player list than the one the turn reports are sent to.
For example:
email "skrenta@shadow.com" vis_email "skrenta@pbm.com"
Would cause turn reports to be sent to skrenta@shadow.com, while the player list shows skrenta@pbm.com as player 501's email address:
501 House of Osswid
Rich Skrenta <skrenta@pbm.com>
WAIT conditions time: varies priority: 1
Wait for one of the the specified conditions to occur. The first condition which is satisfied will cause the wait command to terminate. If one of the specified wait conditions is true when the wait order is issued, no wait will take place, and the order will complete in zero time.
The following conditions may be waited on:
ferry order.
Units waiting to board a ferry should use wait ferry instead of wait ship. This will allow passengers on the ship time to disembark. When passenger unloaded is complete, the captain will sound the ship's horn, and those wishing to board may proceed.
Otherwise, those waiting to board may try to get on the ship before the current load of passengers has left, causing board orders to fail because of ship weight limits.
wait loc while they're on a ship to wait for the ship's arrival at a particular port. Don't do this! wait loc waits for the noble to arrive at a particular location. If the noble is on a ship, the ship is the location the noble is in, not the ship's location.
Use wait shiploc to wait for the ship's arrival at a particular place.
For example:
1: > wait time 1 1: Wait finished: one day has passed. 2: > wait time 10 day 5 5: Wait finished: today is day 5.
The first condition to become true will end the wait. This can be used to specify the maximum amount of time that the character will wait for something.
For instance, suppose we want to wait for [5499] to show up, but we don't want to wait past day 15.
> wait unit 5499 day 15
This order will finish on day 15 or as soon as 5499 shows up, which ever comes first. If 5499 is already here when the order is issued, no wait will take place. Likewise, if it is already past day 15, no wait will take place.
Keep in mind that the order priority mechanism eliminates the need to use waits in many cases. Consider synchronization in the following example:
Feasel [502] arrives at Osswid's [5499] location. Feasel gives Osswid some gold, and then leaves. Osswid departs after receiving the gold.
unit 502 # Feasel move ... pay 5499 100 move ... unit 5499 # Osswid wait unit 502 move ...
The orders above will work; no additional waits are needed. After the wait unit becomes true, both 502's pay and 5499's move are ready to execute. Since pay has a lower priority than move, pay will happen first.
This technique also works with stack and give, since they also have a lower priority than move.
The NOT keyword inverts the sense of the condition which follows. For example:
> wait not rain time 7
Will wait until it is not raining, or for seven days, whichever comes first.
> wait not rain not wind
Will wait until it is not raining or not windy.
WOOD [number of wood] [days] time: as given priority: 3
Wood is used in the construction of inns, mines and ships. And also are used to make weapons Up to 30 wood may be removed from forest provinces each month.
A unit must have the Harvest lumber [702] subskill of Forestry [700] in order to cut wood. At least one worker is also required.
Each worker will cut and prepare one wood [77] per day.
Examples:
wood # cut as much wood as possible
wood 25 # stop after cutting 25 wood
wood 0 5 # wood for five days
wood 25 5 # stop after five days, or 25 wood, whichever
# comes first
In all cases, wooding will cease as soon as the supply of ready wood in the province has been exhausted.
Shipcraft [600] three weeks ----------------------------- All skills concerning ocean travel fall under this category. Shipcraft encompasses the building and repair of ships, training of sailors, and navigation at sea. The following skills may be studied directly once Shipcraft is known: num skill time to learn --- ----- ------------- 601 Sailing two weeks 602 Shipbuilding two weeks 603 Fishing two weeks
Sailing [601] two weeks
-----------------------
Usage: USE 601 <direction or location>
Or: SAIL <direction or location>
Requires: character must be ship's captain
Time: varies with route taken
Pilot a ship in the given direction, or to the specified
location. If a location is specified, there must be a direct
route to it from the current location of the ship.
Compass points may be abbreviated: N, S, E, W.
The character issuing the Pilot ship order must occupy the
first position inside the ship (the character must be the
captain of the ship).
The captain must have a crew to assist in the handling of the
ship. Galleys require fourteen sailors as oarsmen to row the ship.
Roundships require at least eight sailors to man the ship's rigging.
ship crew
---- ----
galley 14 sailors
roundship 8 sailors
If the required number of crew are not available, travel is still
possible, but will take an extra day for each hand the crew is short.
For example, a galley with only 10 men at the oars will take four
extra days to travel across an ocean route. A roundship with no
sailors at all would take eight extra days to traverse a route.
Galleys perform equally well regardless of wind conditions.
Roundships may be becalmed and unable to travel. In the presence
of favorable wind they will travel across ocean routes in half
the rated time.
Overloaded ships do not sail well. They may take longer than
expected to travel across routes, and are almost certain to
capsize and sink in a storm. Captains should be careful not
to leave port in a vessel carrying too much cargo.
For convenience, one may use the SAIL order rather than "USE 601".
Knowledge of Pilot ship [601] is still required, however.
Shipbuilding [602] two weeks --------------------------- Usage: BUILD galley "Name of ship" or BUILD roundship "Name of ship" Requires: at least three workers [11] 50 wood [77] for a galley, 100 wood for a roundship Time: 250 worker-days for a galley, 500 for a roundship To begin construction of a ship, the shipbuilder should unstack from beneath other characters and issue one of the BUILD orders. One-fifth of the lumber is required to start construction. The rest is deducted as progress on the ship is made (the second fifth at 20% completion, the third fifth at 40% completion, etc.) The shipbuilder and his workers will be placed inside the new ship. As soon as the required number of worker-days has been invested in construction, the ship will be christened and declared seaworthy. To resume construction of a partially completed ship, first enter the ship, then issue the either "build galley" or "build roundship". Ships may only be built in a port city.
Fishing [603] two weeks
-----------------------
Usage: FISH [number of fish] [days]
Requires: at least one sailor
Unit must be on a ship on the ocean in order to fish. Each day
spent fishing there is a 50% chance that the ship will come across
a school of fish. If fish are found, each sailor will produce one
fish that day. Provinces generate 50 fish per month which may be
obtained by fishing.
Examples:
fish # obtain as many fish as possible
fish 25 # stop after getting 25 fish
fish 0 5 # fish for five days
fish 25 5 # stop after five days, or 25 fish, whichever
# comes first
In all cases, fishing will cease as soon as the stocks in the ocean
province have been exhausted.
Combat [610] three weeks ----------------------------- The student of combat learns the training of soldiers and how to lead them well in battle. With study and experience, the battle lord will find strategies to be used in difficult combat situations. The following skills may be studied directly once Combat is known: num skill time to learn --- ----- ------------- 611 Survive fatal wound four weeks 612 Fight to the death four weeks 613 Construct catapult two weeks 614 Defense two weeks 615 Archery three weeks 616 Swordplay two weeks 617 Weaponsmithing two weeks
Survive fatal wound [611] four weeks ----------------------------------- Usage: implicit Knowledge of 611 confers the ability for a noble to survive a wound which would be normally be fatal. If the noble's health reaches zero, either through combat or by other harm, instead of dying the noble will be restored to full health. Once the skill has been used, it is forgotten. To survive a second fatal would, the noble would have to study four weeks to learn 611 again.
Fight to the death [612] four weeks
-----------------------------------
Usage: USE 612 <0|1>
Time: 0 days
Normally a side will break when its offensive plus defensive total
falls by 50% or more. Knowledge of 612 allows a leader to override
this default break point and set it to 100% instead.
Break at 50% losses: USE 612 1 (default)
Fight to the death: USE 612 0
During combat, only the stack leader's setting for 612 is checked.
612 works both for attacking and defending stacks.
Note that prisoners may still be taken from a side fighting to the
death, as wounded nobles may be too weak to resist being taken
captive.
Construct catapult [613] two weeks
----------------------------------
Usage: USE 613
Requires: three wood [77]
three workers [11]
Produces: one catapult [61]
Time: fourteen days
The engineer directs the construction of a wheeled wooden frame
containing a mechanism to supply stress to the end of a long
wooden pole. The pole contains a basket which may be loaded
with stones or other missiles to be hurled against the enemy's
walls, or over them. A winch to lower the pole and a release
mechanism finish the siege engine.
Catapults are sometimes loaded with the bodies of the enemy's
dead and hurled over their walls, to dishearten the besieged and
spread disease amongst them.
Defense [614] two weeks ------------------------ Usage: USE 614 Time: seven days The noble will spend time and effort practicing skills and techniques of personal and combat defense. Each use of 614 raises the noble's defense rating by 3-5 points if his starting level is less than 100, and 1-3 points thereafter. 5% of the time the noble will have an exceptionally good study period and will gain 10 points.
Archery [615] three weeks ------------------------ Usage: USE 615 Time: seven days Learning 615 gives the noble a +50 missile attack rating. Each seven-day use raises the noble's missile rating by 3-5 points if his starting level is less than 100, and 1-3 points thereafter. 5% of the time the noble will have an exceptionally good study period and will gain 10 points. Knowledge of Archery also allows the noble to train archers and elite archers, via the TRAIN order.
Swordplay [616] two weeks ------------------------- Usage: USE 616 Time: seven days Use of 616 will cause the noble to spend time and effort practicing swordplay, for use in personal combat. Each seven-day use of 616 raises the noble's attack rating by 3-5 points if his starting level is less than 100, and 1-3 points thereafter. 5% of the time the noble will have an exceptionally good study period and will gain 10 points. Knowledge of Swordplay also allows the noble to train swordsmen, knights, elite guards, and pirates, via the TRAIN order.
Weaponsmithing [617] two weeks ------------------------------- Usage: MAKETime: as given Weapons and armor are required for the training of some kinds of fighters. Archers require longbows, for instance, elite guard require plate armor, etc. Weapons and armor are made with the MAKE command. The following weapons and armor may be produced: num item material --- ---- -------- 72 longbow yew [68] 73 plate armor iron [79] 74 longsword iron [79] 75 pike wood [77] 85 crossbow wood [77] One unit of the input material may turned into one of the desired items each day. For example, MAKE 72 2 would spend two days turning two yew [68] into two longbows [72]. See the MAKE command for further information.
Stealth [630] four weeks ----------------------------- Stealth includes the arts of theft, spying, assassination, kidnapping, and other covert activities. Most stealth skills will not make use of soldiers or other followers, instead relying on the sneakiness of a lone character. The following skills may be studied directly once Stealth is known: num skill time to learn --- ----- ------------- 631 Petty thievery two weeks 632 Determine inventory of character two weeks 633 Determine skills of character two weeks 634 Determine character's lord two weeks 635 Conceal faction four weeks Further skills may be found through research. 636 Learn of richest nearby noble two weeks 637 Torture prisoner three weeks 639 Sneak into structure three weeks 641 Conceal self four weeks
Petty thievery [631] two weeks ------------------------------ Usage: USE 631 Time: seven days The skill of the common burglar, 631 allows a thief to work a city for gold. The thief may pick pockets, steal from merchants in the market, enter homes in search of loot, or deceive townsfolk into parting with their gold with confidence games. 631 may only be used in a city, where there are many opportunities for the petty thief. Since reports of thievery tend to make the city residents tense and alert, 631 may only be used once per month in each city. A thief will earn between 50 and 150 gold for each successful use of 631. There is a 5% chance that instead of obtaining gold, the thief will be caught and beaten, and receive a 5-15 point health loss. The amount of gold the thief obtains from the city is deducted from the city's tax base for the month. Cities which have recently been pillaged offer no opportunities for petty thievery, as the residents have already been stripped of their valuables, and are wary of strangers.
Determine inventory of character [632] two weeks ------------------------------------------------ Usage: USE 632 [character] Time: seven days Sneakily learn the contents of the specified character's inventory. The spy must be in the same location as the target.
Determine skills of character [633] two weeks --------------------------------------------- Usage: USE 633 [character] Time: seven days Sneakily learn what skills the specified character possesses by crafty observation and spying. The spy must be in the same location as the target.
Determine character's lord [634] two weeks ---------------------------------------------- Usage: USE 634 [character] Time: seven days Reveals what player the specified character is sworn to, unless the target character is concealing its identity. The spy must be in the same location as the target.
Conceal faction [635] four weeks ------------------------------- Usage: automatic when necessary Knowledge of 635 causes a character to keep its faction affiliation secret. Other units attempting to learn the what player the unit belongs with the skill Determine character's lord [9521] will fail. Permissions set for the player of a character concealing its faction affiliation will not include the character. For example, suppose unit [5499] is concealing the fact that it belongs to player [613]. Permissions declared for player [613] (such as ADMIT, DEFEND, etc.) will not include the sneaky unit [5499], since [5499] will not admit to an affiliation with [613]. Furthermore, such units will not DEFEND units from their own faction by default, since this might reveal their identity.
Learn of richest nearby noble [636] two weeks --------------------------------------------- Usage: USE 636 Time: seven days Must be used in an inn. The character will chat with the local patrons of the inn, inquiring as to the recent comings and goings of other nearby characters, paying special attention to clues which would indicate the presence of wealthy units. Use of 636 will reveal the identity of the richest noble within three provinces of the inn. Any character with less than 500 gold is not considered wealthy, and is ignored by 636.
Torture prisoner [637] three weeks --------------------------------- Usage: TORTURE [prisoner] Time: seven days Torture is the practice of inflicting pain on a captive prisoner in order to extract information against the victim's will. Torture will attempt to learn what faction the prisoner belongs to. Each torture attempt inflicts a 50 point health loss on the prisoner. The chance of success depends on the prisoner's loyalty: loyalty chance ------- ------ oath-2 0% oath-1 10% contract 50% fear 100%
Sneak into structure [639] three weeks ------------------------------------- Usage: SNEAK [building or ship] Time: three days The character will sneak into the specified building or ship. Once inside, other occupants of the structure will see the character in their location reports, unless the unit employs additional methods of concealment. Occupants will not see the character enter, however. To exit the structure by the same means, use SNEAK with no arguments. The unit must be alone in order to sneak into and out of buildings or ships. It may not be stacked with any other characters, or possess any followers, such as peasants, soldiers, workers, etc.
Conceal self [641] four weeks ----------------------------- Usage: USE 641 [flag] Time: three days This skill allows a character to conceal itself from view. When activiated, other characters will not see the unit in their location reports, and will not see the unit come and go. The unit must be alone in order to conceal itself. It may not be stacked with any other characters, or possess any followers, such as peasants, soldiers, workers, etc. It may also not be the first character inside a sublocation, building or ship. The owners of these small locations are always visible. Hiding takes three days to accomplish. However, turning off concealment takes zero time. Use of the skill will set whether or not the unit is trying to hide from view: use 641 1 # Hide from view, takes three days use 641 0 # Don't conceal self from view, zero days Note that attempts to gain entrance to buildings or ships with the MOVE order will subject to the unit to the ADMIT system. A failure to gain entrance with MOVE will give the unit away to the structure's owner.
Beastmastery [650] four weeks 1 NP ---------------------------------- Beastmastery spans the capture, training and breeding of all manner of animals, both wild and domestic. Common Beastmastery skills are used to capture and train horses for travel or combat. Higher level skills within this category concern the care and use of stranger beasts. The following skills may be studied directly once Beastmastery is known: num skill time to learn --- ----- ------------- 651 Bird spy three weeks 652 Capture beasts in battle four weeks 653 Use beasts in battle four weeks 654 Breed beasts four weeks 655 Catch wild horses two weeks 656 Train wild horse to riding horse two weeks Further skills may be found through research. 657 Train wild horse to warmount three weeks 658 Summon wild men three weeks 659 Persuade wild men to remain three weeks 661 Breed hound three weeks
Bird spy [651] three weeks -------------------------- Usage: USE 651Time: three days The beastmaster employs the use of a bird to fly into an nearby location and return with a report. A direction may be given, as with the MOVE order, or a destination may be specified. The destination may be any sublocation in the same province, or any neighboring location. For example, a bird could fly from inside a castle in a province to spy on a tower in a city in the same province. The bird could spy on a neighboring province, but not enter sublocations in the neighboring province.
Capture beasts in battle [652] four weeks
-----------------------------------------
Usage: automatic when needed
Wild animals will ordinarily fight to the death. Nobles who enter
combat with these creatures must either kill them, or be killed
themselves.
Beastmasters with knowledge of 652, however, can capture rather
than kill these wild animals. The skilled beastmaster will lure
the animal into a trap, or carefully engage it until the beast
becomes exhausted. If a group of many beasts is attacked, most
beasts will die during battle, leaving a few (or sometimes none)
for the beastmaster to capture.
652 is used automatically whenever the character attacks (or is
attacked by) one of the following wild beasts:
nazgul [55]
centaur [271]
minotaur [272]
giant spider [278]
rat [279]
lion [280]
giant bird [281]
giant lizard [282]
chimera [284]
harpie [285]
dragon [286]
gorgon [288]
wolf [289]
To capture wild beasts, the noble should ATTACK them. A regular
combat will occur, and the noble's stack may suffer casualties.
652 does not change the progress of battle, or the outcome if
the noble loses.
If the noble is victorious, however, instead of the wild beasts
being destroyed, their unit wrapper will be disbanded, and the
beast items will be added to the noble's inventory.
The beastmaster need not be the stack leader for 652 to work.
However, the stack leader will always receive the booty.
For example: suppose Osswid is stacked over Feasel, and Feasel
knows 652, but Osswid doesn't. Beasts will be captured in
battle, but they will go into Osswid's inventory, not Feasel's.
Use beasts in battle [653] four weeks
-------------------------------------
Usage: automatic when needed
This skill grants the beastmaster the ability to control animals
in battle. Any wild animals in the possession of the beastmaster
will be treated as additional fighters.
For example, a character with 10 soldiers [12] and one lion [280]
who did not know 653 would only use the soldiers in battle.
However, a beastmaster with knowledge of 653 would also employ
the lion in combat.
Only the beasts directly possessed by the beastmaster will aid
combat. Animals owned by units which do not possess knowledge
of 653 will not be used in battle.
The following animals may be used in combat:
nazgul [55] (80,80,0)
centaur [271] (30,30,0)
minotaur [272] (30,5,0)
giant spider [278] (150,100,0)
rat [279] (3,3,0)
lion [280] (100,100,0)
giant bird [281] (200,150,0)
giant lizard [282] (45,45,0)
chimera [284] (130,130,0)
harpie [285] (80,120,0)
dragon [286] (500,500,250)
gorgon [288] (10,20,0)
wolf [289] (5,5,0)
hound [295] (1,1,0)
Breed beasts [654] four weeks ----------------------------- Usage: BREED- Time: varies Attempt to breed two animals together to produce an offspring. Not all animals produce successful offspring. Occasionally, cross-breeding different beasts will produce strange results. For example: To breed two wild horses together: BREED 51 51 To attempt a cross-breed of a horse and an ox: BREED 51 76 Because some animals are often unpredictable and violent, there is a 20% chance that one of the breeding parents will be killed in the attempt. The time necessary for the BREED command to function is dependent on the type of animal produced: beast days ----- ---- dragon [286] 45 giant bird [281] 28 giant spider [278] 21 chimera [284] 21 nazgul [55] 14 lion [280] 14 harpie [285] 14 all other beasts 7 Wild horses [51], riding horses [52] and warmounts [53] may be used interchangably with BREED. Possible cross-breeds are: Beast 1 Beast 2 Offspring ============== ============== ============= peasant ox minotaur peasant wild horse centaur lion giant lizard chimera peasant lion harpie giant lizard giant bird dragon wild horse giant bird pegasus peasant giant lizard gorgon rat giant spider ratspider winged horse dragon nazgul
Catch wild horses [655] two weeks
---------------------------------
Usage: CATCH [number of horses] [days]
Time: as given or necessary
Attempt to catch any wild horses found roaming the plains or pastures.
Each day the noble will have a 50% chance of catching a wild horse,
if any can be found. Up to five horses may be caught per month in a
plains province or a pasture.
A unit must know the Catch wild horses [655] subskill of
Beastmastery [650] in order to catch horses.
Examples:
catch # catch as many horses as possible
catch 1 # stop after catching 1 wild horse
catch 0 10 # try to catch horses for 10 days
catch 1 10 # stop after catching 1 wild horse, or 10 days, whichever
# comes first
In all cases, horse-catching ceases when no more horses can be found
roaming in the location.
Train wild horse to riding horse [656] two weeks ------------------------------------------------ Usage: MAKE 52 Requires: one wild horse [51] Produces: one riding horse [52] Time: three days Wild horses are first broken to saddle, then trained to respect and obey whatever riders they may serve. Once broken, riding horses become too timid and docile to be of any use in battle.
Train wild horse to warmount [657] ---------------------------------- Usage: MAKE 53 Requires: one wild horse [51] Produces: one warmount [53] Time: seven days Unlike riding horses, war horses must not be broken. The war horse should be trained without destroying any of its spirit. A warmount is also be taught much more than a simple riding animal, as it must know how to defend itself and its rider and to remain calm in the most frightening situations.
Summon wild men [658] three weeks
---------------------------------
Usage: USE 658
MAKE 98 1
Time: one day
Wild men, or savages, inhabit remote parts of the world. Savages
communicate by beating their drums to indicate calls-to-arms,
battle challenges, or victory celebrations.
Use of 658 will attempt to summon wild men with drumbeats, and
persuade them to stack with the noble. Savages will remain with
the noble for 3 months, during which time they will participate
in any battles the noble fights.
To summon wild men, the noble must first use the MAKE 98 1 order
to produce a drum [98]. A drum requires 1 mallorn wood [70] to
produce. MAKE 98 1 requires knowledge of 658.
The drum may be used to summon wild men with the USE 658 order.
The noble should be in a remote province, preferably surrounded by
areas uninhabited by other characters. The noble should allow time
for the savage men to hear and follow the drumbeats. Any wild men
summoned to the province will stack with the noble.
For example:
make 98 1 # make a drum
use 658 # use the drum to summon the savages
wait time 15 # give savages time to arrive and
# stack with us
The number of savage units in the world is limited. If all of the
available savages have already been summoned, none will come when
the drum is used.
Persuade wild men to remain [659] three weeks --------------------------------------------- Usage: USE 659Time: seven days Usage of 659 will induce a group of wild men to remain stacked with the noble that summoned them. An application of 659 will add two months to the duration the wild men will stay with the noble, to a maximum of four months. The savage unit to be persuaded to remain must be specified as an argument to USE 659.
Breed hound [661] three weeks ----------------------------- Usage: USE 661 Time: 28 days Breed and train for service one hound [295]. There is a 50% chance that a given hound will bark if any stealth characters enter the same location as the character containing the hound. Hounds also have a 50% chance of barking once per month (on a random day) if any stealth characters are present in the current location. Hounds halve the chance that prisoners will escape from the stack, and will bark each time an escape attempt is foiled.
Persuasion [670] four weeks ------------------------------ The skill of smooth-tongued oratators, Persuasion involves the manipulation of others through eloquent verbal dialog. From subverting a noble's loyalty to rousing peasant mobs with firey speeches, Persuasion can a powerful tool or weapon. The following skills may be studied directly once Persuasion is known: num skill time to learn --- ----- ------------- 671 Bribe noble two weeks 672 Persuade oathbound noble three weeks 673 Raise peasant mob two weeks 674 Rally peasant mob three weeks Further skills may be found through research. 675 Incite mob violence three weeks 676 Train angry peasants two weeks
Bribe noble [671] two weeks --------------------------- Usage: BRIBE[flag] Time: seven days Offer a character gold in an attempt to win their service. The amount must be at least 250 gold, or the receiving noble will not consider it a serious offer. Nobles with oathbound loyalty ignore bribes. They may accept the gift, but they will not renounce loyalty to their lord. Nobles with contract loyalty will consider the bribe if it meets or exceeds their current loyalty rating. For example, a noble of loyalty contract-750 would ignore any bribe of less than 750 gold. Nobles with fear loyalty, or nobles not sworn to any lord, will seriously consider any bribe of at least 250 gold. If the receiving noble considers the bribe, there is a 33% chance they will renounce loyalty to their current lord, and swear fealty to the bribing character. There is also a chance that they will report the bribe or pocket it for themselves. In some cases they may even renounce loyalty to their lord, but not swear fealty to the briber, instead choosing to go off on their own. Characters who are successfully bribed will have loyalty contract-250 to the bribing character. If flag is 1, and the bribe attempt is successful, the bribed character will stack with the briber. Bribes will be refused by characters who have already switched lords during the month because of bribery. For example, suppose Osswid successfully bribes Feasel, and Feasel swears loyalty to Osswid. Later that turn, if Procrustes attempts to bribe Feasel, Feasel will refuse to accept the bribe. The bribing character will lose the number of NPs which have been invested in the bribed character if the bribe is successful. The previous owner of a bribed noble will have the invested NPs returned. Examples: bribe 5499 750 # Offer [5499] 750 gold to switch factions. # If successful, [5499] will not stack with the # briber. bribe 3409 300 1 # Offer [3409] 300 gold to switch factions. # If successful, [3409] will stack with the briber.
Persuade oathbound noble [672] three weeks ------------------------------------------ Usage: USE 672[flag] Time: seven days Attempt to persuade an oathbound noble to defect. There is only a chance of success when used on oath-1 nobles. Oath-2 nobles will not leave their lord under any circumstances. 672 costs 25 gold per use, to pay for gifts, fine meals, handsome clothing, and other props useful in the persuasion attempt. Each seven day use yields a 2% chance of success. If flag is 1, and the persuasion attempt is successful, the target character will stack with the persuading character. In order to assume control over a new noble, the persuader must pay the number of NPs which have been invested in the desired character. The previous owner will receive these NPs when ownership of the character is lost.
Raise peasant mob [673] two weeks --------------------------------- Usage: RAISE Time: seven days The noble gives an impassioned speech, rousing peasants and causing them to gather into a crowd. New peasant crowds will set their GUARD flag to protect their homes from pillaging. Peasant mobs may be formed in provinces and cities. Only one crowd may be raised per location. Only when the raised mob is later killed, or if the peasants return to their homes, may another mob be raised there.
Rally peasant mob [674] three weeks ----------------------------------- Usage: RALLYTime: seven days Deliver a fiery speech to an existing crowd of peasants, causing them to stack with the noble. They will remain with the noble for three months. The mob must be specified as an argument to RALLY. Use of 674 on a mob already stacked with the noble will renew the peasants' enthusiasm, and add an additional three months to the time they will remain stacked, to a maximum of five months. Mobs stacked with the noble may not be given any orders, but will participate in any combat the noble encounters.
Incite mob violence [675] three weeks ------------------------------------- Usage: INCITETime: seven days Speak out against the target in such as a way as to inspire public hatred and ire. The target will be made to seem a malicious influence responsibile for all of the common man's troubles. An existing crowd of peasants must be specified as the first argument, and the target of their violence as the second. The mob may not already be stacked under another noble who has rallied it. There is a 50% chance that the mob will be roused to attack the target. There is also a 33% chance that patrons in any local inns will learn that the noble is trying to incite a mob to violence against the target.
Train angry peasants [676] two weeks
------------------------------------
Usage: TRAIN 23 [days]
TRAIN 10 [days]
Time: as given
The noble employs persuasive means to rouse mild-tempered peasants
into a state of anger. Angry peasants fight with twice the attack
value of regular peasants. However, in their excited state they
are untrainable to any other kind of man.
Examples:
train 23 # train all peasants to angry peasants
train 23 5 # train five peasants into angry peasants
train 10 # calm all angry peasants back into peasants
Angry peasants require a monthly maintenance cost of 2 gold each.
Construction [680] three weeks ----------------------------- The domain of engineers, builders and architects, Construction concerns the erection of inns, castles, city walls, and other fortifications. The following skills may be studied directly once Construction is known: num skill time to learn --- ----- ------------- 681 Construct siege tower two weeks 682 Stone quarrying two weeks
Construct siege tower [681]
---------------------------
Usage: USE 681
Requires: three wood [77]
three leather [80]
three workers [11]
Produces: one seige tower [62]
Time: fourteen days
The engineer directs three workers to build a wooden tower,
covered with treated leather skins or iron plating to protect
the tower from burning. The tower contains several ladders
and a platform from which soldiers may attack.
In battle, the tower is wheeled up against an enemy's walls
and used by attacking soldiers to match the height of the
defenders. The attackers may then climb from the tower onto
the walls.
Stone quarrying [682] two weeks
--------------------------------
Usage: QUARRY [number of stones] [days]
Requires: at least one worker
Building stone is used in the construction of temples, castles and
towers. Up to 50 stone may be removed from mountain provinces or
rocky hills each month, or up to ten stone from desert provinces.
Each worker will cut and prepare one building stone [78] per day.
Examples:
quarry # cut as much building stone as possible
quarry 25 # stop after cutting 25 stone
quarry 0 5 # quarry stone for five days
quarry 25 5 # stop after five days, or 25 stone, whichever
# comes first
In all cases, quarrying will cease as soon as the supply of ready stone
in the province has been exhausted.
Alchemy [690] four weeks --------------------------- Called petty magician, druggist, and sometimes fool, the alchemist seeks to brew useful potions from elements and rare extracts. A method to transmute matter into gold is eagerly sought, but remains unknown. The following skills may be studied directly once Alchemy is known: num skill time to learn --- ----- ------------- 691 Extract venom from ratspider three weeks 692 Make potion of slavery three weeks 693 Brew healing potion three weeks Further skills may be found through research. 694 Brew potion of death three weeks 695 Record skill on scroll three weeks 696 Collect rare elements two weeks 697 Turn lead into gold four weeks
Extract venom from ratspider [691] three weeks ---------------------------------------------- Usage: USE 691 Required: one ratspider [81] Produces: one ratspider venom [63] Time: seven days The alchemist performs a delicate operation to extract the highly poisonous ratspider venom. The top of the ratspider's head is removed by inserting a sharp knife above the head joint and twisting. Two glands, from which the ratspider venom is later extracted, are removed from behind the mandible. Risk is minimized by taking extreme care when handling the ratspider. The ratspider is killed in the process.
Make potion of slavery [692] three weeks ----------------------------------------- Usage: USE 692 Required: one ratspider venom [63] Time: seven days The alchemist brews a potion which, when ingested by a character, causes that character to become a servant of the alchemist. The unfortunate noble will swear fealty to the alchemist and promise to do his bidding. Use of the potion is dangerous: there is a 33% chance that the noble who drinks it will die. The rare and highly poisonous ratspider venom is used in the preparation of this potion. Upon completion, the new potion will be added to the alchemist's inventory. The potion will, of course, be unlabeled. A character wishing to drink the potion should specify it to the USE order. For instance, to drink potion [601], issue the order: USE 601. The creator of a potion must have the necessary NPs to assume control of the character who drinks the slavery potion. The previous owner of the unfortunate character will have their NPs returned.
Brew healing potion [693] three weeks -------------------------------------- Usage: USE 693 Required: avinia leaf [65] Time: seven days The alchemist brews a potion of healing. Any character ingesting the potion will be cured of any illness and begin to recover. The character may also receive a random increase in their health rating. Upon completion, the potion will be added to the alchemist's inventory. The potion's label will not reveal its purpose. A character wishing to drink the potion should specify it to the USE order. For instance, to drink potion [602], issue the order: USE 602.
Brew potion of death [694] -------------------------- Usage: USE 694 Required: lana bark [64] Time: ten days The alchemist brews a potion which will cause instant death to any character which drinks it. Upon completion, the potion will be added to the alchemist's inventory. The potion's label will not reveal its sinister purpose. A character wishing to drink the potion should specify it to the USE order. For instance, to drink potion [603], issue the order: USE 603.
Record skill on scroll [695] ---------------------------- Usage: USE 695Requires: blank scroll [84] Time: seven or more days Record the given skill on a blank scroll. The blank scroll will be consumed, and a new unique scroll will be produced. The new scroll will allow another character to learn the skill. Example: USE 695 nnnn # make a study scroll for skill nnnn Magical skills may not be scribed with this skill. The skill must be known in order to be written. The character will still know the skill after writing it. This skill requires as much time as the recorded skill takes to learn. Writing a skill which requires two weeks of study to learn will take two weeks.
Collect rare elements [696] --------------------------- Usage: COLLECT- [number] [days] Time: as given or necessary The noble will seek rare elements to collect. See the COLLECT order for details on the syntax of the arguments and an explanation of the columns in the following table. The followings kinds of rare elements may be collected with this skill: num item who where qty skill chance --- ---- --- ----- --- ----- ------ 67 farrenstone noble caves 2 9584 100% 71 pretus bones noble sand pits 1 9584 100%
Turn lead into gold [697] ------------------------- Usage: USE 697 [amount] Time: one week Requires: one farrenstone [67] Using obscure chemical processes, the Alchemist may turn lead into gold. One unit of farrenstone is required as a catalyst for the conversion. Up to 20 units of lead may be converted with each use of 697. Amount defaults to 20 or all of the lead in the Alchemist's inventory, whichever is less. Each unit of lead yields 10 gold after conversion.
Forestry [700] three weeks ---------------------------- Forestry is skill at managing forests and harvesting their products, such as timber, yew, and rare foliage. The following skills may be studied directly once Forestry is known: num skill time to learn --- ----- ------------- 701 Construct battering ram two weeks 702 Harvest lumber two weeks 703 Harvest yew two weeks 704 Collect rare foliage two weeks 705 Harvest mallorn wood two weeks Further skills may be found through research. 706 Harvest opium two weeks 707 Improve opium production two weeks
Construct battering ram [701] two weeks
---------------------------------------
Usage: USE 701
Requires: three wood [77]
one iron [79]
three workers [11]
Produces: one battering ram [60]
Time: fourteen days
The craftsman constructs a battering ram by selecting a large,
heavy tree trunk, sharpening the end somewhat and plating it
with iron, and then suspending it in a movable wooden frame
such that it may be swung back and forth against walls or gates.
The frame receives an iron plated roof to protect the operators
from boiling oil or pitch, rocks, or other missile weapons hurled
down upon them by the enemy.
Harvest lumber [702] two weeks
------------------------------
Usage: WOOD [number] [days]
Time: as given or necessary
Requires: at least one worker [11]
Workers enter the forest and select trees which are suitable for felling
and sawing. Lumber is used in the construction of ships, buildings and
some weapons. Timber is also used to support the roofs of mine shafts.
Must be used in a forest province. Forests generate 30 wood [77] each
month.
Examples:
wood # obtain as much wood as possible
wood 25 # stop after getting 25 wood
wood 0 5 # cut timber for five days
wood 25 5 # stop after five days, or 25 wood, whichever
# comes first
In all cases, timber cutting will cease as soon as the forest's supply
of wood for the month has been exhausted.
WOOD is an alias for COLLECT 77.
Harvest yew [703] two weeks
---------------------------
Usage: YEW [number] [days]
Times: as given or necessary
Requires: at least one worker [11]
Workers enter a yew grove and select yew trees which are suitable for
collection. Yew is used in the making of longbows.
Must be used in a yew grove. Yew groves generate 5 yew [68] each month.
Examples:
yew # obtain as much yew as possible
yew 1 # stop after getting 1 yew
yew 0 4 # cut yew for four days
In all cases, yew harvesting will cease as soon as the grove's supply
of yew for the month has been exhausted.
YEW is an alias for COLLECT 68.
Collect rare foliage [704] two weeks ------------------------------------ Usage: COLLECT <item>- [number] [days] Time: as given or necessary The noble will seek rare foliage to collect. See the COLLECT order for details on the syntax of the arguments and an explanation of the columns in the following table. The followings kinds of rare foliage may be collected with this skill: num item who where qty skill chance --- ---- --- ----- --- ----- ------ 64 lana bark noble circle of trees 3 704 50% 65 avinia leaf noble mallorn grove 2 704 20% 66 spiny root noble bogs, pits 4 704 25% 66 spiny root noble swamps 1 704 25%
Harvest mallorn wood [705] two weeks
------------------------------------
Usage: MALLORN [number] [days]
Time: as given or necessary
Mallorn groves produce two units of mallorn wood [70] which may be
harvested each month.
Because of the careful selection required, and the small quantity of
mallorn which becomes ready to cut each month, a noble works at this
task alone. No workers are needed for mallorn wood cutting.
Each day spent using MALLORN gives a 20% chance of obtaining one
unit of mallorn wood [70].
Examples:
mallorn # obtain as much mallorn wood as possible
mallorn 2 # stop after getting 2 mallorn wood
mallorn 0 5 # cut mallorn wood for five days
mallorn 2 5 # stop after five days, or 2 mallorn wood, whichever
# comes first
In all cases, mallorn cutting will cease as soon as the groves's supply
for the month has been exhausted.
MALLORN is an alias for COLLECT 70.
Harvest opium [706] two weeks
-----------------------------
Usage: OPIUM [number] [days]
Time: as given or necessary
Poppy fields produce 25 harvestable opium [93] each month.
A noble using the OPIUM command will collect one unit of opium
each day.
Examples:
opium # obtain as much opium as possible
opium 25 # stop after getting 25 opium
opium 0 5 # harvest opium for five days
opium 25 5 # stop after five days, or 25 opium, whichever
# comes first
In all cases, opium harvesting will cease as soon as the field's supply
for the month has been exhausted.
OPIUM is an alias for COLLECT 93.
Improve opium production [707] two weeks ---------------------------------------- Usage: USE 707 Time: seven days Use of 707 causes the noble to pay special attention to the development of a poppy field. Through appropriate fertilization and agressive weed and pest control, the opium production of the poppy field will be doubled in the following month, from 25 to 50 units of opium.
Mining [720] three weeks -------------------------- Mining is the skill of sinking deep shafts into mountainous provinces for the purpose of extracting valuable elements. Mining skills require a mine shaft to be constructed first with the BUILD MINE order. The likelihood of death because of cave-ins or poisonous gases seeping into the shafts tends to make mining dangerous work. The following skills may be studied directly once Mining is known: num skill time to learn --- ----- ------------- 721 Mine iron two weeks 722 Mine gold two weeks Further skills may be found through research. 723 Mine mithril two weeks
Mine iron [721] two weeks -------------------------- Usage: USE 721 Requires: ten workers Time: 7 days Iron is widely used in the making of weapons and armor. It is a required component of many of the weaponsmithing skill uses, and is also used for applying a metal tip to galley rams and battering rams. An iron roof provides a protective cover for siege towers. The character must be in a mine shaft to USE 721. The mine's monthly yield of iron will be obtained. Once mined, no further iron can be mined until the next month. Use of this skill will cause the mine shaft to become one-third of a level deeper. The quantity of iron obtained will vary with the depth of the shaft. The largest deposits of iron are usually found in shallow mines.
Mine gold [722] two weeks ------------------------- Usage: USE 722 Requires: ten workers Time: 7 days Gold is widely accepted as a currency in Olympia. Its scarcity lends gold a high value, but it is not so rare that it cannot be used in the everyday exchange of goods. It has a high value, but weighs little, and thus is easy to carry. Gold is also readily assayable to guarantee its value. The character must be in a mine shaft to USE 722. The mine's monthly yield of gold will be obtained. Once mined, no further gold can be mined until the next month. Use of this skill will cause the mine shaft to become one-third of a level deeper. The quantity of gold obtained will vary with the depth of the shaft.
Mine mithril [723] two weeks ---------------------------- Usage: USE 723 Requires: ten workers Time: 7 days Mithril is a magical metal used in the by the ancient elf-lords to construct their bright, fearsome weapons. Today mithril is the component of some rare construction skills. The character must be in a mine shaft to USE 723. The mine's monthly yield of mithril will be obtained. Once mined, no further mithril can be mined until the next month. Use of this skill will cause the mine shaft to become one-third of a level deeper. The quantity of mithril obtained will vary with the depth of the shaft. Mithril is usually found only in very deep mines. As the dangers of poison gasses or collapse of the mine shaft increase with depth, mithril mining tends to be risky.
Trade [730] three weeks ------------------------- Trade provides the skills necessary to discover and develop markets in rare tradegoods. The following skills may be studied directly once Trade is known: num skill time to learn --- ----- ------------- 731 Conceal identity of trader two weeks 732 Find tradegood for sale two weeks 733 Find market for tradegood two weeks
Conceal identity of trader [731] two weeks ------------------------------------------ Usage: BUY1 SELL 1 This skill allows a trader to conceal his identity when dealing with a market. By working through middlemen and employing shady contacts, the trader will not reveal his identity to the other party to his transaction, or to the market at large. To use this skill, the trader should supply a "1" flag as the fifth argument to the BUY or SELL command. Note that The first four arguments must be specified; use "0" for have-left if it is to be left as the default. For example, to conceal one's identity when selling 10 pots for 2 gold each, issue the order: sell 95 10 2 0 1 If the conceal trade flag is supplied, but the character does not know 731, the BUY or SELL order will fail.
Find tradegood for sale [732] two weeks --------------------------------------- Usage: USE 732 Time: 21 days Use of 732 searches for a seller of a new rare tradegood in the city market. At the completion of use, a new tradegood will be created and offered for sale by the city. Up to two tradegoods may be sold by each market. Use of 732 will fail if there are already two rare tradegoods for sale in the city. The tradegood will remain for sale in the city for 24-36 months following its addition to the trade list. At the end of this period it will be removed and no longer offered for sale (lowering the count of tradegoods sold in the city by 1). 732 must be used in a city in part of the regular world (not Hades, Faery, the Cloudlands, or Subworld.) Markets for rare tradegoods created with 732 may be found via the skill Find market for tradegood [733].
Find market for tradegood [733] two weeks ----------------------------------------- Usage: USE 733 <tradegood>Time: 14 days Use of 733 will attempt to find a buyer for a rare tradegood in the local city market. The trader must possess at least one of the tradegood that a buyer is being sought for. Markets to purchase rare tradegoods must be at least 8 provinces away from the market selling the rare tradegood. A city will purchase at most two rare tradegoods. For a given tradegood, there is a 50% chance that a city will purchase it. If successful, the city market will begin buying the rare tradegood. A trader can hope to earn 2000-3000 gold in profit if a full quantity of the tradegood is transported between the originating and consuming cities and sold. When the tradegood ceases to be sold in the originating city, the purchasing city will also remove the item from its purchase list, thus making room for another tradegood to be bought. 733 must be used in a city in part of the regular world (not Hades, Faery, the Cloudlands, or Subworld.)
Religion [750] five weeks 1 NP ------------------------------ The study of religion labels a character as a priest. Priests may learn to receive visions of far-away places, characters, or items. Some priests are said to possess miraculous powers, including the ability to bring dead nobles back to life. Religion may only be researched in temples. The following skills may be studied directly once Religion is known: num skill time to learn --- ----- ------------- 751 Receive vision four weeks Further skills may be found through research. 752 Resurrect dead noble four weeks 753 Preparatory ritual three weeks 754 Lay to rest four weeks 755 Remove blessing from soldiers four weeks 756 Immunity from Vision four weeks
Receive vision [751] -------------------- Usage: USE 751 <ID>Time: ten days Receive a vision of a character, place or unique item. A character may only see a vision for a particular target once. Visions will fail if the target is in a different world than the priest, i.e. if the priest is in the normal world, but the target is in Faery or Hades. Each attempt to receive a vision has a 50% chance of success.
Resurrect dead noble [752] four weeks ------------------------------------- Usage: USE 752 <body>
Time: ten days Resurrect dead noble [752] must be performed by a priest in a temple. The priest must be holding the body of the dead noble. There is a 50% chance of success for each attempt. If successful, the character will be restored to full health in the priest's location, and be under the command of the original owner. The defense rating of the resurrected noble will be lowered by 25 points. If the noble would have a new defense rating lower than 1, resurrection is not possible.
Preparatory ritual [753] three weeks ------------------------------------ Usage: USE 753 Time: three days The priest completes a holy ritual which assures future religious acts of success. Many skills within the Religion category have a 50% chance of failure; completing 753 before use of these skills removes the possibility of their failure.
Lay to rest [754] four weeks ---------------------------- Usage: USE 754Time: ten days Use of 754 will commend a dead noble's body to its final resting place. The priest must possess the body of the deceased, and perform 754 in a graveyard. Upon completion, the dead body will be consumed, and the NPs invested in the deceased character will be returned to the original owner.
Remove blessing from soldiers [755] four weeks ---------------------------------------------- Usage: USE 755Time: ten days Remove the blessing from all of the target's blessed soldiers. Any blessed soldiers possessed by the target will be converted back to regular soldiers. If a target is not specified, the target will default to the priest. The target must be present in the priest's location. This prayer has a 50% chance of success.
Immunity from Vision [756] four weeks ------------------------------------- Usage: USE 756 [target] Time: ten days Immunity from Vision allows a character to prevent scrys from the Receive Vision [751] skill, and when they succeed, to detect the identity of the visioning priest. Each use of [756] increases the vision defense count of the target character by one point. If a target is not specified, [756] works on the priest himself. A vision attempt by a priest will fail if the count is 1 or higher, and decrease the count by one. If the count is zero, a vision by another priest against the character will succeed. Characters with Immunity from Vision [756] will be notified of vision attempts against them, and will learn the identity of the visioning priest. Vision defense point are only deceased in response to a vision attempt from another priest. The current vision defense level will be listed in the character's turn report.
Magic [800] four weeks 1 NP --------------------------- No apprentice magician can rightfully don the robes of his order without some knowledge of Magic [800]. Magic contains many spells useful on their own, as well as in conjunction with spells from the other schools of sorcery. The following skills may be studied directly once Magic is known: num skill time to learn --- ----- ------------- 801 Meditate two weeks 802 Perform common tasks for gold two weeks 803 Appear common two weeks 804 View current aura level of others three weeks 805 Reveal abilities of another mage two weeks Further skills may be found through research. 806 Tap health for aura three weeks 807 Heal three weeks 808 Modern magic script three weeks 809 Shroud abilities from scry three weeks 811 Detect ability scry three weeks 812 Dispel ability shroud three weeks 813 Advanced meditation three weeks 814 Hinder meditation three weeks
Meditate [801] two weeks ------------------------ Usage: USE 801 Required aura: none Time to cast: seven days The magician enters a restful trance which regenerates body, mind and current aura level. Current aura level will rise by one point or 5% of the mage's maximum aura level, whichever is higher. Meditation is limited to raising current aura to one point above maximum aura.
Perform common tasks for gold [802] two weeks --------------------------------------------- Usage: USE 802 [days] Required aura: none Time to cast: as given Even powerful magicians sometimes require gold to further their plans. This skill allows the magician to perform trivial or common tasks for the local population of a city or province to earn gold. Examples of common tasks are curing runny noses, concocting love potions, dowsing for water, or performing conjuring tricks. This skill earns 10 gold per day for the mage, while work at common tasks is available. Cities and provinces support 5 days of work at common tasks for each point of civilization level. For example, a civ-2 city will allow a mage to work for 10 days at common tasks, earning 100 gold. If multiple mages work the same location, they compete for the available work. Two mages who each began using 802 on the first day of the month in a civ-2 province would each work for five days, and each would earn 50 gold. See the COLLECT order for more details regarding competition for resources.
Appear common [803] two weeks
-----------------------------
Usage: USE 803 [aura]
Required aura: as given
Time to cast: one day
The caster expends aura to conceal the fact that he is a magician.
Nobles who possess magical powers are identified to others in the turn
reports with a tag:
max aura tag
-------- ---
6-10 conjurer
11-15 mage
16-20 wizard
21-30 sorcerer
30+ ??
Use of 803 allows the tag to be suppressed for a number of turns
equal to the amount of aura invested in the cast.
Uses of 803 are addititive. A mage with 4 turns of concealment
remaining who ordered "use 803 3" would have a total of seven turns
of concealment.
View current aura level of others [804] three weeks --------------------------------------------------- Usage: USE 804 [aura] Required aura: one or more points, as given Required item: Time to cast: seven days The specified aura will be invested to learn the current aura levels of other mages in the location. The default amount of aura to use is one point. The current aura level of other mages present in the same location as the caster will be shown, unless they are shrouding their abilities. If a mage is employing an ability shroud, the aura invested in USE 804 must exceed the shroud's aura, or that mage's current aura level won't be shown. For instance, USE 804 1 will show the current aura for mages that are not shrouding their abilities. USE 804 3 will show the current aura for all mages except those shrouding their abilities with three or more points of aura.
Reveal abilities of another mage [805] two weeks ------------------------------------------------ Usage: USE 805 <target> <magical skill category>[aura] Required aura: one or more points of aura, as given Required item: Time to cast: seven days Used against another magician, this spell will attempt to reveal all spells known by the other mage within the given magical skill category. If the target is shrouding his abilities, the aura invested in USE 805 must exceed the shroud's aura, or the spell will fail. For instance, USE 805 4 (costing four aura points) is required to overcome a three-aura ability shroud.
Tap health for aura [806] three weeks ------------------------------------- Usage: USE 806Required aura: none Time to cast: seven days The mage will dip into his own health to generate current aura. The health loss received is equal to five times the amount of aura generated. For example, USE 806 10 would generate 10 points of current aura, and cause the mage to receive a 50 point wound. Use of this spell is dangerous, as any wound runs the risk of infection, and death could result. See the section on Health in the rules for more information about wounds and healing.
Heal [807] three weeks ---------------------- Usage: USE 807 [target] [aura] Required aura: 1-3 points, as given Required item: Time to cast: seven days Attempt to cure the specified target of illness. Between one and three points of aura may be invested in the attempt. The default is one point. The more aura invested, the less the chance of failure: aura chance of failure ---- ----------------- 1 30% 2 15% 3 5% No healing will take place if the spell fails. If successful, the target will cured of sickness, and the target's health will begin to recover at the normal rate. The target must be in the same location as the caster.
Modern magic script [808] three weeks
-------------------------------------
Usage: USE 808 [spell]
Required aura: two points
Required item: blank scroll [84]
Time to cast: seven or more days
Transcribe the given spell onto a blank scroll. The blank scroll will
be consumed, and a new unique scroll will be produced. The scroll will
permit one character to learn the spell from the scroll.
Example:
USE 808 nnnn # make a one-time study scroll for spell nnnn
Only Magic [800] spells may be scribed with this skill.
The spell must be known by the character in order to be written.
The character will still know the spell after it has been scribed.
This spell requires as much time to cast as the skill takes to learn.
It takes two weeks to write a spell which requires two weeks of study
to learn.
Shroud abilities from scry [809] three weeks -------------------------------------------- Usage: USE 809 [aura] Required aura: one or more points, as given Required item: Time to cast: three days Attempt to prevent other mages from successfully scrying the caster to learn magical abilities. Creates an ability shroud with the given amount of aura. A greater amount of aura must be spent by another mage to pierce the shroud. The default amount of aura is one point. The magical shroud loses one point of aura at the end of each month. Successive uses of 809 are additive; USE 809 1 followed by USE 809 3 will result in an ability shroud with an aura of four points.
Detect ability scry [811] three weeks ------------------------------------- Usage: USE 811 Required aura: one point Required item: none Time to cast: seven days Knowledge of 811 will inform the mage of attempts made by other magicians to scry his abilities. No USE is required in order for scry attempts to be detected. The skill is automatically employed whenever the mage is the target of an ability scry spell. USE of the skill will cause the magician to practice scry detection. Practice should improve the experience rating with this skill over time, and cause the mage to become more adept at discovering scry attempts and identifying their source. Aura is only consumed by this spell when it is used for practice. No aura is depleted when a scry is detected.
Dispel ability shroud [812] three weeks --------------------------------------- Usage: USE 812 [target] Required aura: three points Required item: Time to cast: three days Dispels any magical shroud inhibiting scrying of the specified character's abilities.
Advanced meditation [813] three weeks -------------------------------------- Usage: USE 813 Required aura: none Time to cast: seven days The mage is able to quickly enter a deep meditative state. Current aura level will rise by two points or 10% of the mage's maximum aura level, whichever is higher. Current aura may rise above maximum aura by two points with Advanced Meditation.
Hinder meditation [814] three weeks ------------------------------------ Usage: USE 814 [target] [aura] Required aura: one to three points, as given Time to cast: ten days Clouds the target's mind with disturbing images and incoherent thoughts. The target mage will have difficulty achieving the proper mental state during his next attempt at meditation. The next meditate spell issued by the target may fail, resulting in the mage not acquiring a point of current aura. The more aura invested in 814, the greater the chance the target mage will fail: aura chance of failure ---- ----------------- 1 10% 2 25% 3 50% 4 75% 5 90% Hinder meditation [814] directed against mages using Advanced Meditiation [813] will cause them to only gain half of the normal aura obtained. If the target does not meditate, the spell will lose one point of aura at the end of each month until it has dissipated. Casts by multiple mages accumulate on the target, although the spell may not accumulate more than five points of aura. For example, if two mages each cast USE 814 501 3, character [501] will have a 90% chance of failure in his next attempt to meditate. (One aura point has been wasted, since only five may accumulate on the target). At the end of the month, the strength of the 814 spell against [501] will diminish to two points, and [501] will have a 50% chance of failure during his next meditation. A mage may cast multiple 814 spells; they accumulate on the targets, not on the casting magician. 814 has no effect on non-magicians. The default amount of aura is one point.
Weather magic [820] five weeks 1 NP ----------------------------------- Weather spells concern the summoning and control of storms. Mild weather may have an effect on battle and ocean navigation. Fierce storms are capable of great damage. The following skills may be studied directly once Weather magic is known: num skill time to learn --- ----- ------------- 821 Fierce wind three weeks 822 Bind storm to ship three weeks 823 Scribe weather symbols three weeks 824 Summon rain three weeks Further skills may be found through research. 825 Summon wind three weeks 826 Summon fog three weeks 827 Direct storm three weeks 828 Dissipate storm three weeks 829 Renew storm strength three weeks 831 Lightning bolt four weeks 832 Seize control of storm three weeks 833 Fog of death three weeks
Fierce wind [821] ----------------- Usage: USE 821 [storm] [target] [aura] Required aura: none Time to cast: seven days Use a wind storm to damage a building or a ship. The target will be buffeted with fierce winds, causing an amount of damage to the target equal to the amount of the wind storm's aura spent in the attack. For example, "USE 821 <storm> ce90 5" would cause <storm> to spend five of its remaining aura points against target [ce90], causing five points of damage. If aura is not specified, the storm will expend all of its remaining energy in the attack. The mage does not need to be in the same location as the storm.
Bind storm to ship [822] ------------------------ Usage: BIND [storm] Required aura: three or more points Time to cast: seven days Bind an existing storm to a ship. The caster must be the owner of the storm (having summoned it himself, or siezed control of it), and must be on the ship the storm is to be bound to. Subsequent movement of the ship will cause the storm to follow. This can be especially useful if a wind storm is bound to a roundship, as the roundship will enjoy faster travel while the aura of the wind storm lasts.
Scribe weather symbols [823]
----------------------------
Usage: USE 823 [spell]
Required aura: two points
Required item: blank scroll [84]
Time to cast: seven or more days
Transcribe the given spell onto a blank scroll. The blank scroll will
be consumed, and a new unique scroll will be produced. The scroll will
permit one character to learn the spell from the scroll.
Example:
USE 823 nnnn # make a one-time study scroll for spell nnnn
Only Weather magic [820] spells may be scribed with this skill.
The spell must be known by the character in order to be written.
The character will still know the spell after it has been scribed.
This spell requires as much time to cast as the skill takes to learn.
It takes two weeks to write a spell which requires two weeks of study
to learn.
Summon rain [824] ----------------- Usage: USE 824 [aura] ["Name of storm"] Required aura: three or more points Time to cast: seven days Summon a rain weather entity. Rain storms may be summoned from forest or ocean provinces. Once a location has produced a rain storm, another rain storm may not be summoned from that place until the first storm has dissipated. The storm will have a strength of twice the amount of aura invested in its summoning. Storms lose one point of strength at the end of each month. When a storm's strength reaches zero, it dissipates. While the storm exists, the summoner will get a location report for the storm's province.
Summon wind [825] ----------------- Usage: USE 825 [aura] ["Name of storm"] Required aura: three or more points Time to cast: seven days Summon a wind weather entity. Wind may be summoned from plains, ocean, mountain or desert provinces. Once a location has produced a wind entity, another wind may not be summoned from that place until the first has dissipated. The wind entity will have a strength of twice the amount of aura invested in its summoning. Wind loses one point of strength at the end of each month. When a wind entity's strength reaches zero, it dissipates. While the wind exists, the summoner will get a location report the province that it is in.
Summon fog [826] ---------------- Usage: USE 826 [aura] ["Name of storm"] Required aura: three or more points Time to cast: seven days Summon a fog. Fog may be summoned from forest, swamp and ocean provinces. Once a location has produced a fog, another fog may not be summoned from that place until the first has dissipated. The fog will have a strength of twice the amount of aura invested in its summoning. Storms lose one point of strength at the end of each month. When a fog's strength reaches zero, it dissipates. While the fog exists, the summoner will get a location report for the province that it is in. Character sightings will not appear in foggy province's location report. Characters in sublocations of the province will still be seen, however. Consequently, automatic HOSTILE attacks do not function in provinces when fog is present. Also, all sublocations of a foggy province are treated as if they are hidden. Thus, if a sublocation is already known to a character, the character will continue to see the sublocation. However, locations which have not been visited by a character will have to be found with EXPLORE before they can be entered (or until the fog passes.)
Direct storm [827] ------------------ Usage: USE 827 [storm] [direction destination="" or=""] Required aura: none Time to cast: one day Direct an existing storm which the caster has previously summoned to move to an adjacent province at the end of the month. Storms only move once per month, and may only exist at the province level (they may not move into sublocations or buildings.) The caster need not be in the same location as the storm in order to direct it. At the end of the month, the storm will move to its new province, and the mage will receive a report for the storm's new location.
Dissipate storm [828] --------------------- Usage: USE 828 [storm] Required aura: none Time to cast: seven days Dissipate an existing storm. The storm must be owned by the mage, and be in the same province as the caster. One-quarter of the remaining strength of the storm will be added to the mage's current aura rating.
Renew storm strength [829] -------------------------- Usage: USE 829 [storm] [aura] Required aura: as given Time to cast: three days Invest aura in an existing storm. The storm must be in the same province as the caster. Each point of the mage's aura used will add two points of aura to the storm's strength.
Lightning bolt [831] -------------------- Usage: USE 831 [storm] [target] [aura] Required aura: none Time to cast: seven days Use a rain storm to deliver a lightning bolt against a target in the province. Aura is the amount of storm strength to deliver in the blast. If aura is not specified, the storm will expend all of its remaining engery in the bolt. The mage does not need to be in the same location as the storm. The lightning bolt may be delivered against any building or character directly in the storm's province. It will do an amount of damage equal to the strength of the bolt.
Seize control of storm [832] ---------------------------- Usage: USE 832 [storm] Required aura: five points Time to cast: seven days Seize control of a storm from another mage. The storm must be in the caster's province.
Fog of death [833] ------------------ Usage: USE 833 [storm] [target] [aura] Required aura: none Time to cast: seven days Use a fog to kill an enemy target's men. Only peasants, soldiers, crossbowmen, workers and sailors are vulnerable to death by fog. Two of the target's men are killed for each point of the storm's aura used. If aura is not given, all of the remaining strength of the storm will be used. The caster does not need to be in the same location as the fog to cast this spell.
Scrying [840] five weeks 1 NP -------------------------------- Scrying concerns the gathering of information by means of magical spells. Simple spells may allow the mage to learn information about other characters nearby, or to view distant regions. Advanced study delves into spells wrought long ago in by the men of Areth-Pirn as tools to rule their land, including the erection of magical barriers to travel, as well as additional spells of far-seeing. The following skills may be studied directly once Scrying is known: num skill time to learn --- ----- ------------- 841 Scry location three weeks Further skills may be found through research. 842 Shroud location from magical scry two weeks 843 Dispel location shroud three weeks 844 Ciphered writing of Areth-Pirn three weeks 845 Create magical barrier three weeks 846 Remove magical barrier three weeks 847 Locate character three weeks 848 Detect location scry three weeks 849 Farcasting three weeks 851 Save farcast state three weeks 852 Banish undead three weeks
Scry location [841] ------------------- Usage: USE 841 [location] [aura] Required aura: one or more points, as given Required item: Time to cast: seven days Grants the mage a vision of the specified place, no matter how far away he might be. If the target location is magically shrouded from scry attempts, sufficient aura must be used for 841 to pierce the shroud. For example, a location shroud of three aura would require USE 8414 to overcome (costing four aura to cast). It is not possible to scry a netherworld location (a location in Hades or Faery) from the real world, or vice-versa. The default aura to use is one point.
Shroud location from magical scry [842] --------------------------------------- Usage: USE 842 [aura] Required aura: one or more points, as given Required item: Time to cast: three days Creates a magical shroud over the mage's current province. The shroud hinders attempts by distant mages to view the location by magical scrying. The shroud is invested with twice the aura used in its creation. A mage attempting to view the location from a distance with a scry spell must expend a greater amount of aura than the shroud possesses to succeed. The shroud loses one point of aura at the end of each month. Successive uses of 842 are additive. For example, USE 842 1 followed by USE 842 3 will result in a location shroud with an aura of eight points. The default aura to use is one point.
Dispel location shroud [843] ---------------------------- Usage: USE 843 [location] Required aura: three points Required item: Time to cast: three days Dispels any magical shroud inhibiting scrying of the specified location.
Ciphered writing of Areth-Pirn [844] ------------------------------------ Usage: USE 844Required aura: two points Required item: blank scroll [84] Time to cast: seven or more days Transcribe the given spell onto a blank scroll. The blank scroll will be consumed, and a new unique scroll will be produced. The scroll will permit one character to learn the spell from the scroll. Example: USE 844 nnnn # make a one-time study scroll for spell nnnn Only Scrying [840] spells may be scribed with this skill. The spell must be known by the character in order to be written. The character will still know the spell after it has been scribed. This spell requires as much time to cast as the skill takes to learn. It takes two weeks to write a spell which requires two weeks of study to learn.
Create magical barrier [845] ---------------------------- Usage: USE 845 [aura] Required aura: one to eight points Required item: Time to cast: ten days Erects a magical barrier which prevents anyone from entering the location. The barrier will lose one point of aura at the end of each turn, and will dissipate when it has no aura remaining. For example, USE 845 1 will create a barrier over the location which lasts until the end of the turn. USE 845 2 will create a barrier which lasts until the end of the next turn. Multiple casts of 845 are additive. A barrier which achieves eight points of aura becomes permanent. Permanent barriers do not decay at the end of each month. They may only be removed by a magician. Aura defaults to one.
Remove magical barrier [846] ---------------------------- Usage: USE 846 [direction] [aura] Required aura: one to four points, as given Required item: Time to cast: seven days Attempt to remove a magical barrier from the location in the given direction. If direction "0" is given, a barrier over the current location will be removed. The chance that the barrier will be successfully removed is proportional to the aura invested in the attempt: aura chance of success ---- ----------------- 1 10% 2 25% 3 50% 4 75%
Detect location scry [848] -------------------------- Usage: USE 848 Required aura: one point Required item: none Time to cast: seven days Knowledge of 848 will inform the mage of attempts made by other magicians to scry the mage's current location. No USE is required in order for scry attempts to be detected. The skill is used automatically whenever the mage's location is the target of an location scry spell. USE of the skill will cause the magician to practice scry detection. Practice should improve the experience rating with this skill over time, and cause the mage to become more adept at discovering scry attempts and identifying their source. Aura is only consumed by this spell when it is used for practice. No aura is depleted when a scry is detected.
Locate character [847] ---------------------- Usage: USE 847 [character] [aura] Required aura: one to three points, as given Required item: Time to cast: ten days Attempt to locate the specified character. If successful, the mage will learn the location in which the character is currently located. The more aura expended, the greater the chance that the character will be located. aura chance of success ---- ----------------- 1 50% 2 75% 3 90% It is not possible to locate a character in Hades or Faery if one is in the real world, and vice-versa.
Farcasting [849] ---------------- Usage: USE 849 [location] Required aura: distance in provinces toRequired item: Time to cast: seven days If successful, the location check for the next spell cast attempted will be made from the given location instead of the location the mage is in. The amount of aura consumed is equal to the distance in provinces from the mage's location to the target location. For instance, to project a cast into an adjoining province requires two aura. To project a cast between any of the sublocations within a province requires one aura. The projected cast state will persist until the mage's next use of magic. The mage may move before casting the next spell; movement will not alter the target location for spell projection. Unless the mage is projecting to the same location he is in, a magical shroud over the target location will cause this spell to fail. Farcasts may not be initiated between Hades, Faery and the real world.
Save farcast state [851] ------------------------ Usage: USE 851 Required aura: three Required item: Time to cast: seven days The state where a mage's next cast will be projected to a different location may be saved with this spell. A potion will be created which, upon use, will revive the projected cast state. For example, a mage establishes that his next spell cast will be based from Drassa [cx59]. He then issues USE 851 to preserve this state. Magical potion [8764] is created. He later issues USE 8764 to drink the potion. His next spell will be based from Drassa. The mage will no longer have a projected cast state after use of this spell.
Banish undead [852] ------------------- Usage: USE 852 Required aura: number of undead in location Time to cast: seven days Banish all undead from the caster's location. Requires one aura point for every undead to be banished. The spell is all-or-none; if sufficient aura is not available to banish all of the undead at once, the spell fails, and no undead will be banished. (No aura is used if the spell fails, however).
Gatecraft [860] five weeks 1 NP ---------------------------------- Long ago the Ancients, a race of wise men who ruled the land with the aid of powerful magic, constructed a network of teleportation gateways to connect distant cities. As the reach of their magical portals grew, so grew the reach of their armies and knowledge. At their height the rule of the Ancients extended to every corner of the known world, and beyond. With the passing of the Ancients, the system of gates fell into disuse and decay, and now retains only a hint of its former majesty. Gatecraft, once practiced by the most common among the Ancients, has since been forgotten by nearly all men. The school of Gatecraft retains the only knowledge of the use of these mystical portals. Because knowledge of Gates can be a powerful tool or weapon, Gatecraft spells are jealously guarded even within the school. Some aspects of Gatecraft, such as the secret of their construction, have been completely lost. The following skills may be studied directly once Gatecraft is known: num skill time to learn --- ----- ------------- 861 Teleport two weeks 862 Detect gates two weeks Further skills may be found through research. 863 Jump through gate two weeks 864 Seal gate two weeks 865 Unseal gate with key two weeks 866 Notify if gate unsealed two weeks 867 Forcefully unseal gate three weeks 868 Reveal gate key three weeks 869 Notify of gate jumps two weeks 871 Language of the Ancients three weeks 872 Reverse jump through gate three weeks
Teleport [861] -------------- Usage: USE 861 "location" Required aura: one point for each 50 weight Required item: gate crystal [83] Time to cast: one day This skill allows a mage to teleport to the given location without a gate. A gate crystal is required to fuel the jump. The gate crystal is consumed by the jump. One point of aura is required for each 50 units of weight in the caster's stack to be transported. Teleportation between the netherworlds (Hades & Faery) and the real world is not possible.
Detect gates [862] ------------------ Usage: USE 862 Required aura: one point Required item: none Time to cast: seven days Identify any gates present in the current location. If there are no gates in the caster's location, Detect gates [862] will indicate how far away the nearest gate is.
Jump through gate [863] ----------------------- Usage: USE 863 [gate] [key] Required aura: one point for each 50 weight Required item: none Time to cast: one day The caster will teleport through the specified gate. The gate must be present in the current location. If the gate is sealed with a key, the key must be supplied for the jump to succeed. One point of aura is required for each 50 units of weight in the caster's stack to be transported.
Seal gate [864]
---------------
Usage: USE 864 [gate] [key]
Required aura: six points
Required item:
Time to cast: seven days
Seal the gate with the given key. The gate must be present in
the current location, and must not already be sealed.
The key is a numeric password which will be required for further
access to the gate for jumps or other manipulations. Only those
who supply the key number will be granted access. The number
should be between 1 and 999.
For example, if Gate [8192] is sealed with USE 864 8192 123
then the key "123" must be supplied as a parameter to the
jump spell, or the jump will fail.
Unseal gate with key [865]
--------------------------
Usage: USE 865 [gate] [key]
Required aura: three points
Required item:
Time to cast: seven days.
Remove the seal from a gate by supplying the key. The key will
no longer be required for jumps through the gate.
For example, if Gate [8192] were sealed with key "123",
the spell USE 865 8192 123 would unseal the gate.
Jumps through the gate could proceed without supplying
the key.
Notify if gate unsealed [866] ----------------------------- Usage: USE 866 [gate] [key] Required aura: five points Required item: Time to cast: seven days Inform the sealer of the gate if the seal is broken, and of the identity of the mage who removes the seal. The gate must be present in the current location to apply this spell. However, notification will occur wherever the caster happens to be.
Forcefully unseal gate [867] ---------------------------- Usage: USE 867 [gate] Required aura: eight points Required item: Time to cast: seven days Forcefully remove a seal from a gate without specifying the key. The key will no longer be required to perform jumps through the gate. The gate must be present in the current location.
Reveal gate key [868] --------------------- Usage: USE 868 [gate] Required aura: ten points Required item: Time to cast: seven days Reveal the numeric key necessary to make use of a sealed gate. The gate must be present in the current location.
Notify of gate jumps [869] -------------------------- Usage: USE 869 [gate] Required aura: six points Required item: Time to cast: seven days Notify the caster of the identity of any mages jumping through the specified gate. The gate must be present in the current location to apply this spell. However, the caster will be notified if the gate is used, wherever he may be at the time. Only one [869] spell may be active on a gate at a time. Casting this spell on a gate already notifying another mage of jumps will displace the previous mage's spell.
Language of the Ancients [871]
------------------------------
Usage: USE 871 [spell]
Required aura: two points
Required item: blank scroll [84]
Time to cast: seven or more days
The Ancients were a race of wise, powerful men who walked the lands
long before the modern inhabitants had arrived. Their language is
heavy and descriptive, well suited to expressing their detailed and
complex thoughts.
Transcribe the given spell onto a blank scroll. The blank scroll will
be consumed, and a new unique scroll will be produced. The scroll will
permit one character to learn the spell from the scroll.
Example:
USE 871 nnnn # make a one-time study scroll for spell nnnn
Only Gatecraft [860] spells may be scribed with this skill.
The spell must be known by the character in order to be written.
The character will still know the spell after it has been scribed.
This spell requires as much time to cast as the skill takes to learn.
It takes two weeks to write a spell which requires two weeks of study
to learn.
Reverse jump through gate [872] ------------------------------- Usage: USE 872 [gate] [key] Required aura: two points for each 50 weight Required item: none Time to cast: one day Gates were long thought to be one way portals through space. Most mages believed that returning to the starting location required a second gate or a conventional journey. However, it is possible to jump back to a gate from the gate's destination. Reversing the direction of teleportation is difficult, so the jump requires twice as much aura as a forward jump. As with a conventional jump, the mage must know the gate's entity number as well as the key, if necessary.
Artifact construction [880] six weeks 1 NP ------------------------------------------ The domain of high level wizards, artifact construction concerns the creation and manipulation of items which may focus and store aura, contain spells, or have other magical properties. The following skills may be studied directly once Artifact construction is known: num skill time to learn --- ----- ------------- 881 Forge auraculum two weeks 882 Reveal creator of artifact two weeks 883 Reveal where artifact was created two weeks Further skills may be found through research. 884 Cloak creator of artifact four weeks 885 Cloak region of artifact creation two weeks 886 Curse noncreator loyalty two weeks 887 Forge magical weapon three weeks 888 Forge magical armor three weeks 889 Forge magical bow three weeks 891 Dispel cloaking from artifact three weeks 892 Arcane symbols three weeks 893 Destroy artifact three weeks 894 Forge palantir three weeks
Forge auraculum [881]
---------------------
Usage: USE 881 [aura-level] "Name"
Required aura: as specified by caster
Required items: 100 gold, 5 mithril
Time to cast: fourteen days
Forge a magical auraculum, giving it the specified name.
An auraculum is a magical artifact which concentrates and amplifies
a mage's power. A permanent investment of maximum aura is made when
constructing the auraculum. The artifact doubles the invested aura.
However, since a portion of the mage's pneuma has been bound in the
auraculum, it is important to safeguard it from being lost or stolen.
In addition to depleting the caster's current aura level, the specified
aura amount will be permanently removed from the magician's maximum aura
rating. The new object, while possessed by its maker, will augment the
mage's maximum aura rating by twice the amount of aura invested in its
creation.
Possession of an auraculum doubles the amount of aura a mage naturally
recovers each month, from two points to four.
Creation of an auraculum also grants knowledge of the Advanced sorcery
magical skill category. Advanced sorcery may not be learned in any
other way.
Example:
A mage of current aura level 10, maximum aura 10 who issues
USE 881 5 "Ring of power" will be reduced to current aura level 5,
maximum aura level 5. However, the new artifact will add 10 points
to the maximum aura rating of its creator, but only while it is in
his possession.
Current aura: 10
Maximum aura: 10
1: > use 881 5 "Ring of power"
1: Attempt to forge an auraculum.
...
14: Created Ring of power [js80].
14: Learned Advanced sorcery [166].
Current aura: 5
Maximum aura: 15 (5+10)
Characters other than the auraculum's creator do not receive an aura
bonus from possession of the object.
Since the mage has bound a portion of his aura into the artifact, its
destruction would deal him an instant, fatal blow. Thus, the creator
of such an object should use all means to prevent it from being lost
or stolen. However, magical items of such power are hard to destroy.
An auraculum may only be destroyed in the province in which it was
created.
This spell may only be used once. A magician may only create one
auraculum during his lifetime.
The creator of the artifact may change its name later with the
NAME order. The object must be possessed in order to rename it.
> name js80 "Wooden staff"
Ring of power [js80] will now be known as Wooden staff [js80].
Reveal creator of artifact [882] -------------------------------- Usage: USE 882 [artifact] [aura] Required aura: one or more points of aura Required item: Time to cast: seven days Reveal who forged a magical artifact. The artifact in question must be possessed by the caster. The artifact may be shrouded against magical inspection. If so, a greater amount of aura must be specified with 882 than was used to apply the shroud.
Reveal where artifact was created [883] --------------------------------------- Usage: USE 883 [artifact] [aura] Required aura: one or more points Required item: Time to cast: seven days Reveal the location in which a magical magical artifact was forged. The artifact in question must be possessed by the caster. Some magical artifacts may only be destroyed in the location where they were constructed. The artifact may be shrouded against magical inspection. If so, a greater amount of aura must be specified with 883 than was used to apply the shroud.
Cloak creator of artifact [884] ------------------------------- Usage: USE 884 [artifact] [aura] Required aura: one or more points Required item: Time to cast: seven days Inhibit the ability of another mage to learn the identity of the creator of the specified magical artifact. The artifact must be in the inventory of the caster. The more aura used, the more difficult it will be for another mage to overcome the magical cloaking. The default aura to use is one point. Multiple casts of 884 on the same artifact are additive.
Cloak region of artifact creation [885] --------------------------------------- Usage: USE 885 [artifact] [aura] Required aura: one or more points Required item: Time to cast: seven days Inhibit the ability of another mage to learn the region in which the specified magical artifact was created. The artifact must be in the inventory of the caster. The more that is aura used, the more difficult it will be for another mage to overcome the magical cloaking. The default aura to use is one point. Multiple casts of 885 on the same artifact are additive.
Curse noncreator loyalty [886] ------------------------------ Usage: USE 886 [artifact] [aura] Required aura: one or more points, as given Required item: Time to cast: fourteen days Curses a forged magical artifact such that possession by any character other than the creator will cause that character's loyalty to erode. The amount of loyalty lost is proportional to the aura invested with 886. For example, USE 886 8192 10 would place a ten aura noncreator curse on artifact [8192]. Anyone except the artifact's creator would lose ten points of loyalty each turn that they held the object. The actual loss of loyalty will occur on a random day during the month. Multiple uses of 886 on the same artifact are additive. Aura defaults to one.
Forge magical weapon [887]
--------------------------
Usage: USE 887 [aura] "Name of item"
Required aura: one or more points
Required item: one mithril [82], 500 gold
Time to cast: seven days
Create a magical weapon. The weapon will grant its owner an
attack bonus equal to 5 * the amount of aura invested in its
creation.
Up to 20 aura may be invested in a magical weapon.
Example:
use 887 5 "Sword of Death"
> created Sword of Death [ha53].
Inventory:
1 Sword of Death [ha53] 0 +25 attack
Forge magical armor [888]
-------------------------
Usage: USE 888 [aura] "Name of item"
Required aura: one or more points
Required item: one mithril [82], 500 gold
Time to cast: seven days
Create magical armor. The armow will grant its owner a defense
bonus equal to 5 * the amount of aura invested in its creation.
Up to 20 aura may be invested in magical armor.
Example:
use 888 5 "Shield of Achilles"
> created Shield of Achilles [ha53].
Inventory:
1 Shield of Achilles [ha53] 0 +25 defense
Forge magical bow [889]
-----------------------
Usage: USE 889 [aura] "Name of item"
Required aura: one or more points
Required item: one mallorn wood [70], 500 gold
Time to cast: seven days
Create a magical bow. The bow will grant its owner a missile
bonus equal to 5 * the amount of aura invested in its creation.
Up to 20 aura may be invested in a magical bow.
Example:
use 889 5 "Hand of Legolas"
> created Hand of Legolas [ha53].
Inventory:
1 Hand of Legolas [ha53] 0 +25 missile
Dispel cloaking from artifact [891] ----------------------------------- Usage: USE 891 [artifact] Required aura: eight points Required item: Time to cast: ten days Remove any cloaking spells from the specified artifact. The artifact must be in the caster's inventory.
Arcane symbols [892]
--------------------
Usage: USE 892 [spell]
Required aura: two points
Required item: blank scroll [84]
Time to cast: seven or more days
Transcribe the given spell onto a blank scroll. The blank scroll will
be consumed, and a new unique scroll will be produced. The scroll will
permit one character to learn the spell from the scroll.
Example:
USE 892 nnnn # make a one-time study scroll for spell nnnn
Only Artifact construction [880] spells may be scribed with this skill.
The spell must be known by the character in order to be written.
The character will still know the spell after it has been scribed.
This spell requires as much time to cast as the skill takes to learn.
It takes two weeks to write a spell which requires two weeks of study
to learn.
Destroy artifact [893] ---------------------- Usage: USE 893 [artifact] Required aura: two points Required item: a magical artifact Time to cast: seven days Attempt to destroy a magical artifact. The artifact must be in the caster's possession. Some artifacts can only be destroyed in the location in which they were created. Any spells contained in the artifact will be lost when it is destroyed. Any aura trapped in the artifact will be released into the caster's current aura rating.
Forge palantir [894]
--------------------
Usage: USE 894
Required aura: eight
Required items: one mithril [82]
one gate crystal [83]
Time to cast: ten days
A palantir, or stone of far-seeing, is a crystal orb used to
view images from a great distance. Once created, the palantir
may be used to view a distant location:
use
For example, if a USE 894 creates Palantir [6289], then one may
view City of Drassa [cx61] with the palantir by issuing the order:
use 6289 cx61
Use of the palantir takes seven days. Any character may use the
palantir; no magical abilities are required. However, a palantir
may only be used once each turn.
Necromancy [900] six weeks 2 NP ------------------------------- The way of the necromancer leads to fresh graves, the pits of Hades, and unspeakable horrors found only in dark corners of men's souls. Power is gained through animation and enslavement of the dead, both followers as well as nobles. A necromancer looks upon a bloody battlefield strewn with the dead as a potential army waiting to be trained. Advanced necromancers wield fierce powers, manipulating evil Runes to effect their will upon the world, and making pacts with demons to obtain power in return for souls. With great power also comes great danger, and necromancy is the most dangerous of the magical arts. Only those willing to risk death at the hands of civilized men, or worse fates meted out by demons sent from the underworld, should even consider its study. The following skills may be studied directly once Necromancy is known: num skill time to learn --- ----- ------------- 901 Transcend death four weeks, 1 NP 902 Runes of Evil three weeks 903 Summon ghost warriors three weeks Further skills may be found through research. 904 Raise undead three weeks 905 Summon demon lord three weeks 906 Renew demon bond three weeks 907 Banish demon lord three weeks 908 Eating of the dead four weeks 909 Aura blast three weeks 911 Absorb aura blast three weeks
Transcend death [901] --------------------- Usage: automatic when needed Transcend death allows a mortal to pass through Hades unmolested by the foul and dangerous spirits who live there. The necromancer must be alone, however. He cannot be stacked with any other nobles, or be accompanied by any followers. It is also said that when a necromancer with knowledge of 901 dies, the body vanishes, and the mage is recreated somewhere in Hades, albeit lacking any of his worldly possessions.
Runes of Evil [902]
-------------------
Usage: USE 902 [spell]
Required aura: two points
Required item: blank scroll [84]
Time to cast: seven or more days
The most basic and powerful of the magical languages, Runes of Evil
may represent vast power. Descended from neither man or spirit,
they represent the fundamental Commands which shape the world and
its events. They may represent concepts which men are incapable of
speaking, or even thinking.
Transcribe the given spell onto a blank scroll. The blank scroll will
be consumed, and a new unique scroll will be produced. The scroll will
permit one character to learn the spell from the scroll.
Example:
USE 902 nnnn # make a one-time study scroll for spell nnnn
Only Necromancy [900] spells may be scribed with this skill.
The spell must be known by the character in order to be written.
The character will still know the spell after it has been scribed.
This spell requires as much time to cast as the skill takes to learn.
It takes two weeks to write a spell which requires two weeks of study
to learn.
Summon ghost warriors [903] --------------------------- Usage: MAKE 18 [days] Required aura: one point per day Time to cast: as given Each day of summoning requires one point of aura, and yields two ghost warriors. Ghost warriors [18] are spirits of dead soldiers summoned to fight again on the battlefield. They have no substance, and thus are ineffectual attackers. Opponents will still select them in combat, however, so they are useful for absorbing enemy hits. Ghost warriors have a attack and defense values of zero. One hit by any attacker will cause them to vanish. One ghost warrior returns to the Land of the Dead at the end of each month.
Raise undead [904] ------------------ Usage: COLLECT 31 [days] Required aura: none Time to cast: as given Undead [31] are dead bodies animated with foul magic, summoned from their graves. While not particularly swift or strong, their horrifying nature often inspires terror amongst their foes on the battlefield. Thus they fight with combat rating attack-10, defense-10. One undead may be summoned per day from a graveyard. Graveyards furnish up to 15 undead each month. One or two undead may decompose at the end of each month.
Summon demon lord [905] ----------------------- Usage: USE 905 [aura] Required aura: three to eight points Time to cast: seven days Summon a demon lord unit from a graveyard. The demon lord will appear with 15-25 undead and stack with the summoner. Each graveyard will support the summoning of one demon lord. No further demon lord units may be summoned from a graveyard until the graveyard's demon lord has been destroyed or banished. The amount of aura invested in the summoning determines the strength of the demon lord. The default aura is three points. aura attack/defense ---- -------------- 3 (100,100) 4 (150,150) 5 (190,190) 6 (220,220) 7 (240,240) 8 (250,250) Each undead accompanying the demon lord fights with attack-10, defense-10. The demon lord's service is secured with a bond which lasts five months, unless renewed. Demon lords should be banished or have their bonds renewed before the five months expires, or they may exercise their wrath on the summoner. Other Necromatic spells provide for banishment of demon lords and renewal of their loyalty bonds.
Renew demon bond [906] ---------------------- Usage: USE 906 [target] Required aura: three points Time to cast: seven days Renew the loyalty bond for a demon lord. This spell will cause the demon lord to remain stacked with its summoner for an additional four months. Demon lord loyalty bonds accumulate to a maximum of eight months. It is wise to keep a demon lord's loyalty bond renewed, lest it erode completely, and the demon unit turns on its master.
Banish demon lord [907] ----------------------- Usage: USE 907 [target] Required aura: six points Time to cast: seven days Return an demon lord to the Land of the Dead. The demon lord unit must be present in the caster's location. Once banished, a summoner may again call the demon lord from his home graveyard.
Eating of the dead [908] ------------------------ Usage: USE 908 [dead body=""] Required aura: five points Required item: ratspider venom Time to cast: fourteen days A complex ritual is executed whereby the mage ingests the ratspider venom together with the brains of the dead noble. The mage will learn every skill previously known by the dead noble. There is a 33% chance that the toxic venom of the ratspider will cause the mage to perish during use of this skill. Advanced Sorcery [920] cannot be learned through the use of 908.
Aura blast [909] ---------------- Usage: USE 909 [target>] [aura] [have-left] Required aura: as given Time to cast: one day The mage directs a blast of raw energy at the target character. The target will suffer two points of damage for each point of aura used in the blast. For example, USE 909 5201 25 would send a blast of 25 aura at [5201], causing a 50 point wound. If aura is zero, all available current aura will be used. If have-left is given, at least that much current aura will be retained, and not used for the blast It is not possible to aura blast between Hades, Faery and the real world.
Absorb aura blast [911] ----------------------- Usage: USE 911 [flag] Required aura: none Time to cast: zero days Knowledge of 911 will, by default, cause the mage to absorb any blasts of aura instead of being harmed by them. If absorbed, half of the aura used in the blast will be added to the aura of the mage being blasted. Instead of absorbing aura, the blast may be reflected back to the attacker. To set this option, specify a flag of 1: use 911 1 # reflect aura blasts back at attacker use 911 0 # absorb aura blasts into current aura Aura blasts may only be reflected once. If a blast is reflected back to an attacker with knowledge of 911, the attacker will be harmed, and will not absorb or reflect the blast.
Advanced sorcery [920] six weeks -------------------------------- The blackest of the black arts, the tool of the most powerful mages, Advanced sorcery brings deep knowledge of the workings of the mortal and spiritual realms, and the ability to alter them at will. Skills within this category may be found through research. 921 Trance four weeks 922 Teleport items four weeks
Trance [921] ------------ Usage: TRANCE Required aura: none Time to cast: 28 days Causes the mage enters a deep trance which lasts nearly an entire month. Upon completition, the mage is cured of any illness or injury. The mage's current aura rating will be raised to 2/3 of his maximum effective rating (maximum aura rating plus bonuses from any items held.) If the mage's current aura rating is already higher than 2/3 of his maximum, the current aura rating will be unchanged.
Teleport items [922]
--------------------
Usage: USE 922 [to-who] [item] [qty] [have-left]
Required aura: three points + one per 50 weight
Time to cast: three days
Teleport quantity of an item in inventory to another character.
Specifying zero for quantity will cause the unit to teleport all
of its inventory of the item. An amount specified by have-left
will be retained.
For example, if Feasel has 100 gold [1]:
USE 922 5499 1 50 # Send 50 gold to [5499]
USE 922 5499 1 0 # Send all 100 gold to [5499]
USE 922 5499 1 100 # Send all 100 gold to [5499]
USE 922 5499 1 100 25 # Send 75 gold to [5499]
USE 922 5499 1 0 25 # Send 75 gold to [5499]
Three points of aura are required to teleport items, plus one extra
point of aura for each 50 units of weight to be sent.
Use of 922 is subject to the same permission checks as GIVE.
Note: This information can also be found on the forum at http://olympia.v-labs.be/forum. Please be aware that the forum is more regularly updated than the rules, so if any other changes are implemented you can learn about them first if you head over to the forum.
| Feature | Game 2 | Game 3 |
|---|---|---|
| Starting & Catch-up NP's | A new faction starts with 12 NP's | A new faction starts with 18 NP's, plus one per 8 turns the game has been running. So a new faction starting at turn 1 has 18 NP, while a faction starting at turn 8 will set off with 19 NP's. |
| NP Gain | An extra NP is gained 7 turns after your initial turn, and another one every 8th turn thereafter. | Extra NP's are gained every turn that is a multiple of 8, so at turn 8, 16, 24, 32, etc... |
| Fast study points | Every faction starts with 100 fast study days. | Every faction starts with 200 fast study days. In addition, players who join after turn 1 get an extra 2 fast study days per turn after 1. So someone joining at turn 3, will start with 204 fast study days. This tops off around turn 100 with 400 fast study days. |
| Unclaimed items | Every faction starts with 3000 claim gold, 50 claim wood and 100 claim stone. | Every faction starts with 2000 extra claim gold (totalling 5000) and 5 claimable horses, on top of the claim wood and stone. |
| Diplomatic email forwarding | Players can send emails to <nobleid>@pbm.com or <factionid>@pbm.com |
Players can send emails to g3@olympia.v-labs.be and include the following: #forwardto:<noble or faction id> <message> |
| Stacking under City garrisons | Players gain 1gp/day while stacked under default city garrisons. | The reward has been increased to 4gp/day. |
| Garrison tax forward | After expenses, a garrison would forward 20% of its tax base to the castle owner. | The tax forward percentage has been increased to 50%. |
| Terrorize default severity | If the severity parameter was not given, it defaulted to 1. This caused the terrorized noble to renounce loyalty the same turn. | The default severity is now 3. This buys a player one extra turn to get it right. |
| Clay Pots & Woven Baskets | A city buys either 15 Woven Baskets at 4 gp each, or 9 Clay Pots at 7gp each. | The amount of Woven Baskets a city buys is now 30 and the amount of Clay Pots it buys is now 17. |
| City markets | Plain cities sell riding horses, forest cities sell wood and mountain cities sell iron | Apart from selling these resources, the city also buys these resources at half price. |
| Written skill scrolls | Scrolls are always consumed upon study. Fast study of a scroll never consumed it (bug). | Scrolls are now consumed only 25% of the time, even when fast study days are used. |