Troops

Combat

Diplomacy

Magic

Happiness

Random Events

Character Gen

Island Frontier

 

 

Basic Rules - Construction - Troops - Combat - Diplomacy - Magic - Happiness - Random Events

Character Generation - Orders

Troops

The following is a comprehensive list of all the available troop types known to your domain at the begginning of the game. After time and research you may find that you have discovered new troop types available for training.

Those marked '*' can perform special missions as described in the Orders section.

Those marked 'M#' can cast Miracles of a level equal to the number replacing the '#'.

Those marked 'H#' can cast Harmony of a level equal to the number replacing the '#'.

Those marked 'S#' can cast Spells of a level equal to the number replacing the '#'.

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To ascertain the cost of troops, first discover from what Troop type the new Troop shall be converted. Find the cost of the current Troop type and subtract this cost from the new Troop type to which it shall be upgraded. The result is cost of resources that must be spent upon each Troop before it can be upgraded to the new, desired Troop type.

EG If you wish to change 20 Infantry into Cavalry you must first discover the Infantry's cost. It is 15 Iron. per Troop. Next, check the cost of the Cavalry. It is 20 Iron and 1 Horse per Troop. Subtract the old cost from the new. (20 Iron and 1 Horse) - (15 iron) = 5 iron and 1 Horse. Therefore it would cost 5 Iron and 1 Horse to alter a single Infantry to a Cavalry. Since 20 Infantry are being promoted, it will cost 20 times as much. In the end, the final bill would add up to 100 Iron and 20 horses.

Please note, converting any Troop to a lower status will not grant you extra resources. Once a Troop has had the resources spent upon it to become the higher status, it is presumed that such resources cannot further be recovered.

F=Food, G=Gold, H=Horses, I=Iron, L=Lore, S=Stone, T=Troops and W=Wood

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Name

Speed

Attack

Defense

Cost

Special

Ambassador(*)

3
1
1
150L
Requires Guilds

Apprentice(S1)

1
1
1
50L

Study (See orders)

Requires Library

Archer

1
1
3
10W
Requires Bower/Fletcher

Assassin(*)

1
2
1
150L

15I

Requires Alchemy

Bard(*)

1

1

1

30F

30L

Training (See orders)

Requires Keep

Cavalry

2
4
2
1H

20I

None

Champion(*)

1
4
4
15I

Training (See Orders)

Requires Training Grounds

Cleric(M2)

1
1
2
350L

Study (See Orders)

Must be an Initiate first

Druid(H2)

1
1
3
600L

200W

Study (See Orders)

Must be a Forester first

Explorer(*)

2
1
1
50L
Requires Guilds

Forester(H1)

1
1
2
250L

50W

Study (See Orders)

None

Infantry

1
2
2
15I
None

Initiate(M1)

1
1
1
50L

Study(See orders)

Requires Church

Knight(*)

2
8
8
1H

20I

Training (See orders)

Requires Training Grounds

Cannot upgrade further

Mage(S3)

1
2
2
1200L

Study (See Orders)

Must be a Thinker first

Militia

1
1
1
All Troops begin as Militia
None

Monk(M2)

1
3
2
300L

50I

Study (See Orders)

Must be an Initiate first

Cannot upgrade further

Ninja Assassin(*)

2
4
2
150L

15I

Random

Must be an Assassin first

Cannot upgrade further

Pikeman

1
1
2
5I
None

Priest(M3)

1
2
2
900L

Study (See orders)

Must be a Cleric first

Cannot upgrade further

Sorcerer(S4)

1
3
3
3000L

Study (See Orders)

Must be a Mage first

Cannot Upgrade further

Thinker(S2)

1
1
2
400L

Study (See Orders)

Must be an Apprentice first

 

 

Combat

Combat is resolved through orders, just like pretty much everything else in the game, but there is a little bit more to it than that. First of all, you have to decide which troops you wish to send out for the assault. When you've done this, hopefully with the aid of some recconaissance information, remember that some opponents will have extra defenses against your attacks. Such defenses include Keeps, Fortresses and the terrain modifiers of Mountains or Hills.

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There is next the issue of Naval Combat. In general, it is a nasty affair all together. When two navies clash, only the ships' combat ratings are called in to play. Should any ship be destroyed, all troops aboard will also die. Boats can also launch attacks on coastal territories for a hefty sum of gold. Use the Orders to initiate such devestation. Also, River Boats are especially useful in Herid's point. They have the ability to sail the large inland lakes and rivers and thus, can carry vast numbers of slow moving troops to and from the batttlefield with haste. When a River Boat wishes to deposit any Troops anywhere inland, the Troops are moved onto land. This transfer onto shore is the equivalent to travelling into 1 area. Thus, the said Troops may move up to their Speed minus 1 in areas or they may instantly initiate an attack.

EG A River Boat carries 200 Infantry and 150 Cavalry inland. It moves one area through friendly territory and in it's second movement stops on hostile territory. The player decides to disembark his Troops into the terrain. The infantry have only 1 Speed and so may only attack this turn. However the Cavalry have 2 Speed and the cost to disembark the River Boat was equivalent to travelling 1 area. Therefore, the Cavalry still has another area worth of movement. The player decides to send the Cavalry onward.

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Diplomacy

Diplomacy is one of the most important parts of this Play By Em@il. It allows every player to scheme and plot for or against one another as they wish. It also provides a great opportunity for pacts of peace and economical trade. However, to avoid nasty situations all Player interaction will be handled by the GM alone.

Having gained contact with another Player through ambassador's etc. you will recieve notification of a new contact. The name of your new contact will be revealed on your turn sheet. You should use your Order web site to send all diplomacy.

Trade is also accomplished in such a manner. Players will each decide to trade as they see fit. Anything from Troops to Food can be traded. It is entirely up to you. When both sides are happy with the agreement, they should both send an email to the GM with the following suject line:

'Trade Agreed'

Immediately, the resources in question shall be altered to accomodate the bargain.

Please note: No exchnage of Emails can take place with diplomacy. This is sometimes necessary to uphold the mystery of the game, but also to create a more safe and enjoyable playing atmosphere. A second warning. Please do not attempt to make Diplomatic contact with those whom you have not yet added to your Turn sheet contact list.

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Magic

The strange and mysterious arts of Magic cannot escape even the far off lands of Herid's Point. At first, you will most likely see very little of such arcane lore. But eventually it will surface. It always does.

It comes in three forms. You have the most physical and legendary properties of the Aura. The Warlocks study hard to learn new ways to affect the world as they choose. To the layman, such weavings of reality are known as Spells.

The Gods also stretch their omnipresent fingers into mortal lives. Thier Miracles often grant a fearful respect of their chosen Priests. The Miracle is often a very subtle but powerful ally.

But hardest to conquer of them all is Harmony. Nature surrounds us and binds us. The ancient Druids can, if their study and meditation is the most pure, bring either the rise or downfall of any nation. The trick, however, is not what one knows as a Druid, but how one uses such information.

If you want to affect things in an obvious manner, try using Spells. For a more pious approach, with benefits to your people and the direct intervention of the Gods against thine enemies, use Miracles. For the master of the arcane arts Harmony is the best for the more subtle approach. But, be warned, many of the arts of the Druid seem at first banal. Once you realise how the game works, you will probably see how Harmony can aid you to it's potential. Until then, you might want to stick to things that are immediately useful. It's your choice. As always. :)

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Happiness

The best of leaders will always try to keep the wants of his people in the forefront of his priorities. If your people start to get upset, some very irritating events will no doubt occur. If you really screw up then you'll be praying for the days when things were just 'irritating'. On the upside, your peasants will reward you if you keep them joyous.

There's a few ways you can manipulate your followers. Firstly, keep the wars down to a minimum. People don't like them. Next, give them plenty of feast days as soon as you get the money. Also, try to make sure everyone is well fed. In general, just be nice.

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Random Events

Sometimes you think you have everything planned. But it's always when you think you've prepared for everything that something, no matter how unlikely, will go drastically wrong. Oh well.

There will be times when you have earned enough respect and power in the eyes of the GM that he will attach a title to your character. At first you will be nothing more than a Mr. So-an-So but in time, maybe you will become a king. Who knows?

Not only will you find your main character promoted to the lord of the land, but your troops can also increase in grade through their great actions. Watch for this.

But it's not always so simple. Basically, sometimes fate decides to throw a little bit of spice into your region. Be ready for the phenominally bad (or good.... I suppose), to befall your domain. Be ready, be warned and most of all, don't be too dissappointed.

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Character Generation

This is where everything you have thus far learnt starts to come into play. Are you ready to become a leader? Are you up for the responsability of conquering an island full of hostile ignorants? Well? So let's get the hell on with it!

First things first, open up the form in a seperate window so you can fill things in as you feel like it. Next, get a character idea into your head. Here we go!

Usual Bits - Your dedication - Password - Character name - Race - Occupation

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The Usual Bits

Fill out your name and email address etc. Feel free to omit any information as you see fit... But make sure your email is correct. When you have all that completed move on.

Your Dedication

Next fill in any reasons you would like to join the game. This is where I get to see if you will be likely to put in the effort to play this game properly and for a good length of time. I don't want any half hearts playing. I've put only time and sweat into this and I would prefer to have players who appreciate all the work. So if you're interested, as I'd say you are if you're reading this, make sure I can see it straight away.

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Password

This is very important. If you give away your password at all, it means they can process your orders for you, without your consent. Make sure you choose something that you will remember but nothing too obvious.

Character name

No obscenities please. Try to be a little atmospheric here. Fit the scene of Medi-Evil Europe if you could. Thanks.

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Race

This is very important for both how you and others will percieve your character, but also with what resources you will begin the game. For a detailed description of each of the races, click these Links.

Birian - Boatling - Dwarf - Elf - Gnome - Half-Elf - Hordebeast - Human

 

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Hordebeasts

These malevolent creatures are the embodiment of hatred, stemming from the rancid evil of Humanity's origins. To see, they appear larger than any man by at least two heads. Their shoulders stretch wide as a gorilla, and their bodies are covered in a rough, black fur. Thin saliva gloops from their huge jaws. Thin red slits for eyes, they growl thick noises in a chaotic form of speech as they hunt in packs through the night. Their muscular torsos ripple with wiry sinew, and from them writhe four serpent like arms. When they attack, thier sharp talons hook, rend and tear like a blizzard. They are nothing but sheer terror. And you are their leader. If you lead the Horde, then don't lie to yourself. You are not Human. You are all that is twisted and vile; the most arrogant, corrupt and ruthless. You giggle at children's blood. You watch their dead eyes staring at you in moments of torment. Don't deny it.You delight in torn corpses. It's simple.Your goal is to have all know fear. And with fear, respect.

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Occupation

This too is rather important. It reflects those little pieces of knowledge and ethics that will guide your followers during the game. Each occupation will aid you slightly in different ways. Peruse them at your will.

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Ambassador - Engineer - Knight - Mage - Merchant - Priest - Rogue - Sea Captain

Ambassador

A master of diplomacy, you were the leader among a delegation heading for Esterhelm on behalf of your Fatherland. Your skills with others have allowed you to train the finest young diplomats acroos all of Grit. When you decide it time to create a controlled house of Guilds, you will have aid from many of those students under your teachings.

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Engineer

Your skills both as Sapper in the Northland wars and Blacksmith to many of the larger coastal cities of Herlain, it is high time you settle your trade in the far off lands of Biringham. It is said that a craftsman of your skill is always needed in the East. You have adept knowledge of the forge, and should you wish to build one in the new lands, it shouldn't be a porblem.

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Knight

A true militiarist, you haven't forgotten the training you once recieved in the West as a child. One day you might wish to construct your own training grounds and carry on the great ethics of martial swordplay.

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Mage

Once the founder of a guild in the West, Herlain has driven you from their shores as Lord Edward II has decreed his final purge of the Witches of Redwich. His 'cleansing hand' has uprooted your livelihood and you wait with some thinning patience for the day when you might resume your studies in the ancient libraries.

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Merchant

You have always shown a gift for the trading game, selling your wares wherever you might wish. Now the opportunity has come for you to bloom in your profession. As soon as you get things a little settled you shall set up an order of Guilds to manage the sprouting trade on Herid's Point.

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Priest

The holy order has sent you hither to the lands of Esterhelm. It is your duty to spread the word of your True Lord among the ignorant. Blessed be His name and strong shall be His anger when the heresy of others yearns for wicked vengeance. You are His hand on Herid's point, and so it is up to you to raise shrines in His name.

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Rogue

The most wily of men, some may have heard wicked tales of your endeavors. You aren't necessarily an evil man, just a clever one. You take the opportunites you can, when you can. For some reason, others don't like this so much. That's why you brought along some protection.

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Sea Captain

Ruler of the seas, wanderer of the ocean, some say Old Chaab smiles on the waters you cross. With great ships in your fleet you shall be the envy of the land bound men. Bring on the storms, for nothing can hold a sailor such as you to the soil for long.

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