mighty empires adicional

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MIGHTY EMPIRES ADDITIONAL RULES YEARS & SEASONS Introduction he Warhammer world is an environment where roads and rivers are rarely passable during the winter, and where military conquest is restricted to the warmer months. This warm period, stretching from the spring to the autumn equinox, is known as the campaign season. During the campaign season, armies march to war and plans hatched over the winter are finally put to the test. The rules included in the Mighty Empires map building kit only cover the campaign season and do not address the winter at all. In reality, the winter season is an important one, where armies retire to winter quarters, taxes are raised, and the battling nations prepare for the following year's campaigns. The Mighty Empires Year Spring Round Summer Round Autumn Round Winter Round If you desire, you may include the following rules for the winter in your campaign. If you do so, then each year consists of four Mighty Empires campaign rounds. The first three rounds represent the spring, summer, and autumn, respectively. Each of these rounds follows the standard Mighty Empires rules. The forth turn represents the winter, to which the following special rules apply. The Winter Round t the end of each year, campaigning ceases for the duration of the winter. The winter may be inactive from the point of view of battles, but it is still a busy time for the rulers of the various empires. To represent this activity, the players work through the following phases. Note that the normal phases are not used during winter; the standard phases are replaced with the ones listed below. Mighty Empires: House Rules v1.0 1

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Page 1: Mighty Empires Adicional

MIGHTY EMPIRES ADDITIONAL RULES

YEARS & SEASONS

Introduction

he Warhammer world is an environment where roads and rivers are rarely passable during the winter, and where military conquest is restricted to the warmer months.

This warm period, stretching from the spring to the autumn equinox, is known as the campaign season. During the campaign season, armies march to war and plans hatched over the winter are finally put to the test.

The rules included in the Mighty Empires map building kit only cover the campaign season and do not address the winter at all. In reality, the winter season is an important one, where armies retire to winter quarters, taxes are raised, and the battling nations prepare for the following year's campaigns.

The Mighty Empires Year

Spring Round Summer Round Autumn Round Winter Round

If you desire, you may include the following rules for the winter in your campaign. If you do so, then each year consists of four Mighty Empires campaign rounds. The first three rounds represent the spring, summer, and autumn, respectively. Each of these rounds follows the standard Mighty Empires rules. The forth turn represents the winter, to which the following special rules apply.

The Winter Round

t the end of each year, campaigning ceases for the duration of the winter. The winter may be inactive from the point of view of battles, but it is still a busy time for

the rulers of the various empires. To represent this activity, the players work through the following phases. Note that the normal phases are not used during winter; the standard phases are replaced with the ones listed below.

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1. Autumn Equinox Magic. Autumn spells can be cast.

2. Winter Events. Roll on the Winter Events chart to determine any unexpected events within your empire.

3. Taxation. Players may raise revenue by taxing the tiles in their empire.

4. Spring Equinox Magic. Spring spells may be cast.

Equinox Magic

layers of Warhammer will be fully acquainted with the effects of magic on the battlefield. Equinox magic is altogether different, and is far more dangerous and

powerful.

Equinox spells may only be attempted on two occasions during the year: the spring and winter equinoxes. These times are occasions of great magical flux, when the air fills with the sorcerous power of the changing seasons.

Equinox spells can only be cast from the empire's capital, where its most sacred and arcane sanctuaries are located. Magic power is channelled through these ritual centres during the equinoxes, drawn by the conjunctions of the planets and the mystic rite of the season, ready to be directed in the form of a spell.

Rare and expensive components are required to cast an equinox spells, making it an expensive business. Therefore, it costs 100 gold pieces from the empire's treasury in order to cast a spell.

Each player can cast one equinox spell per turn, one player after the other starting with the smallest empire and working up. Each player can cast only one spell in each equinox. To determine which spell is cast, roll a D6 and consult the appropriate spell table. If the player does not like the first result, they may re-roll the dice but must abide by the second result rolled.

The player then chooses which target tile the spell will affect and rolls 2D6. If the result is greater than the number of tiles from the empire's capital to the target, then the spell takes full effect; otherwise it fails and has no effect (thought the 100 gold pieces for components is still spent).

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AUTUMN SPELLS

1. Failure. The spell fails to work.

2. Blight Crops. This spell is cast on a tile in an enemy empire but affects the empire as a whole. Crops shrivel and fail, reducing the yield of the entire harvest. Taxes are halved for the empire this winter.

3. Deluge. This spell must be directed against a river tile, causing the river to swell, forming a tidal wave of destruction. Any marker in the tile is destroyed on a roll of 4+. Any marker lying downstream of the tile is destroyed on a roll of 6.

4. Trail of Howling Doom. This spell unleashes a trail of magical wind and storms beginning in the target tile. Any marker in the tile is destroyed on a roll of 5+. The spell then moves one tile in a randomly determined direction and affects it in the same way. The spell will keep on moving randomly until a 1 is rolled on the dice when rolling to see if a marker is destroyed.

5. Shrouding Mists. The tile that is the target of this spell is surrounded by magical mists that will last until next year's autumn equinox has passed. Until that time, the tile may not be claimed or conquered, it cannot raise revenue or be taxed, and no markers may be built on it.

6. Tornado of Peril. This spell creates a whirling tornado of magical energy that devastates the tile, destroying any marker on a roll of 2+.

SPRING SPELLS

1. Failure. The spell fails to work.

2. Abundance. This spell must be cast on a tile from the empire's capital. If this spell works, then every tile in the players empire blossoms with life throughout the year. The player may immediately raise taxes for a second time this winter (modifiers for famine or blighted crops, etc. still apply).

3. Chaos Void. This spell may only be cast against an unclaimed tile. It brings the powers of raw magic into deadly coalescence, creating a vortex of chaos that will last for a full year. No-one may claim the tile until the next spring equinox has passed.

4. Quake. The walls of a city or castle in the target tile are devastated by an earthquake leaving the settlement vulnerable. It does not cost an extra empire point to conquer the tile until the next spring equinox has passed.

5. Hold River. This spell is cast on a river tile. The river dries up. Any mine on the tile will not produce revenue until the next spring equinox has passed.

6. Transform Gold. This spell must be cast upon an opponent's capital. Up to D6 x 100 gold pieces in the opponent's treasury are transmuted from gold into worthless lead!

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Winter Events

inter is both a time of rest and renewal for the armies of an empire and a time of hardship for many of the empire's inhabitants. While seasoned campaigners toast

themselves with ale in front of log fires and bards add new verse to heroic songs, for many, the winter brings only privation and despair.

Winter is a time when newly conquered people may be tempted into dissent, and when disease can wreak havoc among populations already wakened by hunger and war. The turning of the seasons also brings with it the fear that this year might once more be the year of the Dragonrage. Every few years, for reasons unknown, Dragons come roaring down from the heart of the mountains, bringing terror and destruction to princes and paupers alike.

These events and others like them are represented by means of an event roll made by each player, starting with the player with the largest empire and working down in order. To take the test, the player rolls 2D6 and refers to the Winter Events Table. Note that winter events are randomly selected.

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WINTER EVENTS - 2D6 Result

2. Dragonrage. From the heart of the mountains at the centre of the world, great dragons come raging forth to raze the land and strike terror to all who lie in their path (see the rules for Dragonrage below).

3. Peasant Revolt. Peasants refuse to pay your entirely reasonable taxes. Ungrateful scum — have you not protected them from the authoritarian rule of your enemies!?!! Halve the revenue you receive this year.

4. Rebellion. An underling rebels against your rule. Randomly select a castle or city in your empire other than your capital — it joins the nearest opposing empire (decide randomly if two or more empires are equally close to the tile).

5. Plague. Plague ravages the land. The size of your army is reduced by 100 points in any battles you fight next year, before any bonuses are taken.

6. Raids. Roll a D6 for each tile lying adjacent to an enemy held tile. On a roll of 1-3, you receive no taxes from the tile this winter.

7. Increased Revenue. Your merchants and traders have been very successful this year. The tax revenue from all of this activity adds 50 gold pieces to the royal coffers for every city in your empire.

8. Plentiful Harvest. The fine weather and hard work of your farmers has resulted in a bountiful harvest. Receive 10 gold pieces for every tile in your empire.

9. Special Tribute. Your minions selflessly levy an additional tax to pay for statues of you to be erected in every city in the empire, in gratitude for your just and enlightened rule. Collect an additional 2D6 x 10 gold pieces. What you do with this windfall is up to you!

10. Famine. This event affects the largest empire (see below). Widespread famine makes it impossible for the empire to raise taxes effectively this year. It must halve its tax revenue this turn.

11. Revolution. This event affects the largest empire (see below). Roll a D6 for each city or castle in the largest empire that is adjacent to a tile controlled by another player. On a roll of 1 it changes sides; replace its banner with that of the enemy in the adjacent tile. If the tile is adjacent to two or more opposing empires, decide randomly which empire it joins.

12. Dragonrage. From the heart of the mountains at the centre of the world, great dragons come raging forth to raze the land and strike terror to all who lie in their path (see the rules for Dragonrage below).

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Famine and Revolution

hese two events don't necessarily affect the empire that rolled them; instead, they affect the largest empire in the game. However, an empire may not be affected by

more than one famine or more than one revolt each winter; if either event should be rolled a subsequent time, then the second largest empire will be affected by the second roll, the third largest by the third roll, and so on. If there is a tie for the largest empire, roll off to decide who gets the trouble of being the largest that winter.

Note that an empire can be affected by both famine and revolution in the same winter, it just can't be affected by two famines or two revolutions!

The Dragonrage

he Warhammer world is a dark and terrible place, where monsters lurk and danger is ever near. But nothing strikes more fear into the hearts of the inhabitants of the

Old World than the plagues of dragons that periodically devastate whole regions of the world. This destructive and highly unpredictable event is know as the "Dragonrage."

Dragonrage can be triggered once each winter by a roll of 2 or 12 on the Winter Events table. Once it has been triggered, any further rolls of 2 or 12 that winter count as "No Event."

Randomly select a mountain tile when the Dragonrage is triggered. 2D6 Dragons will pour forth from this tile. Use anything you like to represent the dragons — small coins work well. Randomly select a tile adjacent to the mountain and place one dragon in it. Then randomly select a new tile adjacent to the one where the dragon was just placed, and put a dragon in it to, and so on, leaving one dragon per tile, until all of the dragons have been placed. Note that it is possible for a tile to receive two or more dragons.

No taxes may be raised on a tile with a dragon. In addition, if the tile has a marker such as a city, castle, or mine, then 1D6 is rolled for each dragon on the tile, and the marker is destroyed on a roll of 4+.

Taxation

s the winter starts, bands of tax collectors scour each empire, collecting tithes that will help pay for the

armies that will protect the empire in the coming year. The money that they raise is added to the player's treasury and can be used along with the revenue raised during the campaign season to pay for additional troops.Each tile in a player's empire has a taxation value, as shown below. Simply roll the appropriate number of six-sided dice, multiply the score by 10 (or 5 in the case of a marsh, tundra, or desert), and add the resulting revenue to your treasury.

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TAX TABLE

Tile Type Taxation Value

Mountain Zero

Marsh 1D6 x 5 Gold Pieces

Plains (Desert) 1D6 x 5 Gold Pieces

Plains (Tundra) 1D6 x 5 Gold Pieces

Plains 1D6 x 10 Gold Pieces

Forest 1D6 x 10 Gold Pieces

Plains (Farmland) 2D6 x 10 Gold Pieces

River 2D6 x 10 Gold Pieces

City +1D6 x 10 Gold Pieces

Isolated Tiles

uring the course of the campaign season, empires expand outward from the capital cities. Newly conquered territory will usually be linked to the capital by friendly tiles.

However, as the campaign progresses, this link may be broken as interlinking tiles fall to the enemy. If a tile can no longer draw a route along friendly tiles to the capital, it is said to be isolated. Isolated tiles are part of the empire in all respects except that they provide no revenue.

Blighted Crops & Famine

ome events and spells reduce the amount of tax a tile or empire can raise. If several of these things affect a tile, then their effects are cumulative. For example, an

empire hit by blighted crops and famine would have its taxes halved, and then halved again.

When halving any taxes, round any fractions up.

RACIAL RULES

p until now, we have assumed that all races (Men, Elves, Dwarfs, etc.) behave in much the same way. In fact, this is not the case at all; each has its own

weaknesses and strengths as well as unique abilities. These racial rules allow other creatures to benefit from their natural talents.

Before deciding to use these rules, please note that the combination of your campaign map with the effects of some of these special racial rules can have a profound impact on play balance. Our aim has been to reflect the nature of each race rather than create

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a perfectly balanced game. If this potential imbalance worries you, then simply use the standard rules — your game will be none the worse for it, just different!

Dwarfs

warfs build their homes in the mountains, often tunnelling deep into the stone to fashion whole underground cities. Because of this

ability, Dwarfs are allowed to build Cities in Mountain tiles and can place their Capital on a Mountain Tile if they wish. In addition, any Dwarf Castle or City located on a Mountain Tile counts as being a Mine in the Revenue Phase and will therefore generate 3D6 x 10 Gold Pieces in revenue.

On the other hand, Dwarfs are not especially interested in creating huge empires. Therefore, it costs them 3 Empire Points to claim or conquer a tile.

High Elves and Dark Elves

he High Elves and Dark Elves are the most accomplished mariners in the Warhammer World. If you are using the rules for Sea Tiles, then a

High Elf coastal settlement will never be affected by Pirates; re-roll any rolls of 1. In addition, no other empire can use a seaborne invasion to conquer a High Elf tile.

High Elves and Dark Elves are also amongst the most powerful magic users in the Warhammer world. If you are using the rules for Seasons, then their spring and autumn spells will never fail — re-roll the dice if a 1 is rolled on the spell table.

On the other hand, the High Elf and Dark Elf people are a proud and haughty and do not take kindly to paying taxes. If you are using the rules for Seasons, then all High Elf and Dark Elf taxation dice suffer a -1 dice modifier.

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Wood Elves

ood Elves are naturally attuned to woodland living and are very difficult to drive out of their woodland realms. Other players must pay an extra empire point to

conquer a Wood Elf Forest Tile in addition to any extra points required by there being a castle or city on the tile.

On the other hand, Wood Elves do not enjoy living outside their woodland realms and will seek out woodland environments whenever they can. To represent this preference, Wood Elf player pay one less empire point to claim or conquer a forest tile, and 1 extra empire point to conquer any other type of tile.

Design Note: A tile counts as forest if at least half of it is covered in woodland. We recommend that players discuss which tiles count as forest before the campaign starts in order to avoid any bad feelings later on.

Chaos, Orcs & Goblins, and Beastmen

haos, Orcs & Goblins, and Beastmen live for war and conquest and are not terribly interested in building cities or creating a

stable empire. Therefore, they only have to pay 2 empire points to conquer a tile, but they may not build cities apart from their capital (which represents their tribal stronghold). If they ever conquer a city, then they will raze it to the ground; remove the marker from the map and add 2D6 x 10 Gold Pieces to their treasury.

Skaven

he empires of Men, Elves and most other creatures consist of a network of cities and fortresses. Skaven, on the other hand, can only live from the ruins of other

race's civilizations. They reach these places using a network of tunnels running under the ground; from which, they can appear almost anywhere. This makes Skaven completely different than any other empire.

The Skaven may never build their own mines, castles, or cities. They may only ever conquer one that belongs to other players. However, they can claim a tile anywhere on the map and do not have to already control an adjacent tile in order to do so. They may also conquer tiles anywhere on the map, with one (important) exception: they must be adjacent to a city tile in order to conquer it.

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Undead

he Undead do not require subsistence or rest and will carry on campaigning and fighting even in the depths of winter. If you are using the rules for

Seasons, then Undead players may issue a challenge during the winter season. The challenge is issued directly after any autumn equinox spells have been cast. Only the Undead player will gain empire points from this battle; their opponent gains none no matter what the result. Any empire points gained from the battle are spent by the Undead player before the next winter phase is carried out.

In addition, Undead empires are not affected by the following results on the Winter Events table: Plague and Famine.

On the other hand, it is difficult to raise taxes from people that are dead! Thus, Undead empires may not raise taxes in the winter.

Other Empires

ny other empire (be it Empire, Bretonnian, or Ogre!) follow the standard game rules without any modification.

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ADDITIONAL BATTLES AND ESPIONAGE

Additional Battles

layers in a Mighty Empires campaign may choose to fight

additional battles if they wish. These battles allow players to play even more games of Warhammer without fear of losing their territories (sometimes one game per round will just not be enough)!

Note that taking part in an additional battle is completely voluntary — challenges are involved, and you don't have to fight any additional battles at all if you don't want. Fighting additional battles is not meant to have a huge impact on who wins the campaign — we've included the rules so players can fight as many games against as many different players as they want!

An additional battle is fought using the normal Warhammer rules. Neither side is allowed to use any bonuses — the battle is assumed to be a border clash between armies of equal size. In addition, players are not allowed to use any advantages gained from the special event they chose for the round. The player that wins the battle receives 50 gold pieces in booty to add to their treasury. Nothing is received for a draw, and nothing is lost for a loss. In a team game, the booty must be divided as equally as possible between all of the players on the team.

Espionage

ighty Empires includes a set of eight events that players may choose from at the start of each turn. If desired, you may also use the following new events as well

as the events included with the expansion. The new events represent assassins, spies,

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saboteurs, and double-agents hired by the player to carry out nefarious activities against an enemy empire.

Assasins Spies Sabotage Double Agent

After your opponent has deployed their army, you may pick one of their characters and attempt to assassinate them. On a roll of 4+, you inflict D3 Wounds on the character that may not be stopped in any way.

Your opponent must choose their army and show it to you before you select your own army.

Pick one city, castle, or mine belonging to another player and roll a D6. Mines are destroyed on a 4+, castles on a 5+, and cities on a 6.

Pick one player. On a roll of 4+, you may choose who that player challenges this round.

MIGHTY EMPIRES AT SEA

lthough Mighty Empires doesn't include any tiles specifically designed to represent coastal or sea areas, it is very easy to paint up or model some of the

tiles included with the game to represent such locations. Below, we have included photographs of a selection of tiles we have painted up for just this purpose. You can really use Games Workshop Water Effects to enhance the effect. For instructions on how to model Mighty Empires sea tiles, go here.

Making up a set of sea tiles allows you to create maps that include coastal regions of the Warhammer world. In addition, you may use the following house rules to represent the importance of coastal settlements and sea power in your Mighty Empires campaigns.

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Sea Tiles

he seas of the Warhammer world bustle with activity. Merchants travel to far-off destinations

and return laden with exotic goods that will fetch a high price in the harbour markets — after the merchant has paid a suitably exorbitant docking fee to land their ship, of course! Military ships patrol the seaways and can be used to transport troops to launch a surprise sea-borne invasion upon an enemy empire. Last but far from least, pirates lurk in hidden lairs, praying on the merchant ships that ply the seaways. These factors are represented by the following house rules.

Coastal Settlements. Castles and Cities that are either on or adjacent to a sea tile may raise seaborne revenue in the Revenue Phase. This income represents the fees levied on merchants using the docks and markets associated with the settlement. The amount of revenue that is raised is listed below.

Coastal Settlement Income

Castle: 1D6 x 5 Gold Pieces

City: 1D6 x 10 Gold Pieces

Pirates. If a 1 is rolled on the dice when checking to see how much revenue is raised by a coastal settlement, then instead of raising money, you must spend money to suppress pirate activity in the area. Immediately reduce the amount of money in your treasury by 10 Gold Pieces. If there are insufficient funds, then the pirates, emboldened by the lack of opposition, raid the Castle or City and destroy it!

Seaborne Invasions. You may normally only claim or conquer a new tile if it is adjacent to one you already control. If you have a coastal settlement, however, you may claim or conquer any tile that is adjacent to a sea tile, as long as you can trace a sea route from your coastal settlement to the tile you wish to conquer.

Claiming Sea Tiles. Sea tiles may only be claimed and controlled by a player if the slot in the center of the tile is land. If the hole in the center is water, then it may not be controlled by any empire (you need solid land on which to plant your banner and claim the tile).

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Only the sea tile in the middle can be claimed or controlled by a player.

WHITE DWARF TILES

he July 2007 issue of White Dwarf includes two new Mighty Empires tiles and three new settlement markers. This sprue

frame adds forked rivers to the Mighty Empires tile set. You'll find them very useful for splitting rivers up or joining two separate rivers together. These two tiles don't require any additional rules in order to use them — just add them to your set and have fun!

The three new markers included with White Dwarf represent a Dwarf Brewery, an Orc Idol, and a Wizard's Tower. You can use these markers in two ways. The first and most straightforward way

is to simply count them as mines. In this case, the revenue that they generate doesn't represent gold or diamonds dug from the ground, but rather beer from the Brewery, magical artefacts from the Wizard's Tower, and good old-fashioned Waaagh!-power from the Idol.

Alternatively, you can use the new markers as special and very rare things that can only be built by certain races. For example, only a player running a Dwarf empire could build the Brewery, and so on. Only one of the new markers can be built by an empire, and if the marker is captured by another race, then it is destroyed. In other words, a Dwarf player could build one Dwarf Brewery in their empire

(and no more than one!), and should it ever be captured, then it is destroyed and cannot be built again.

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If you go for the second option, then the following house rules apply to the new markers.

Dwarf BreweryMay only be built by Dwarfs. In each battle you fight, you may pick one unit to have been fortified by a barrel or three of potent Dwarf beer. Roll a D 6 t o s e e w h a t psychological effect the unit has fallen under.1: Stupidity2: Frenzy3: Hatred (of all enemies)4: Immune to Psychology5: Stubborn6: Unbreakable

Wizard's TowerMay only be built by Empire or Bretonnians. In each battle, you receive one common magic item for free (see p. 122 of the Warhammer rulebook). Randomly determine which item you receive. You may give the item to any model that would be allowed to take it and is not already carrying their maximum allowance of magic items.

Orc IdolMay only be built by Orc and Goblin armies. It allows the Orc and Goblin player to call on the Power of the Waaagh! two times in each battle, rather than only once.

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CAMPAIGN CHRONICLES

Introduction

he object of a long-term Warhammer campaign is to provide a constant source of interesting Warhammer battles. Your campaign

may serve you for many weeks or months, during which time players may drop out or join in, and territory may change hands several times. No-one could hope to remember all of these details, so you may find it useful and enjoyable for one player to record the events that take place. This record forms a constantly growing Campaign Chronicle, a catalogue of battles, territorial gains, and other events.

If you decide to keep a chronicle, then at the beginning of the campaign, one of the players will be given the role of campaign recorder. He will need a large ledger, a loose-leaf ring-binder, or some other suitable way to record what happens.

The Winter Round

he chronicles form a diary of everything that happens in your campaign. Although you won't necessarily write an entry for everything

that happens during a turn, you will need to organise a calendar system. On the most simple level you can start with Year 1, Turn 1, and continue Year 1, Turn 2, and so on. This will give a perfectly adequate means of recording what happens and when.

If you prefer, you can record events using your own calendar system. It is easy to invent a calendar. We've included one that we've made up ourselves below that you could use as the basis for your own. It's worth noting that the calendar we've invented is not meant to represent any of the calendars actually used by the races of the Warhammer world — it's just one we've made up for our own campaign.

Year Names

ach year is given a name based on an animal. There are 10 names: once the cycle is completed, it begins again.

1. Bear - 2. Cat - 3. Dog - 4. Dragon - 5. Eagle - 6. Fox 7. Griffon - 8. Hydra - 9. Lion - 10. Tiger

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Cycle Names

ach cycle of 10 names has an associated adjective made up by the campaign recorder. These go before the year name, i.e. Leaping Tiger, Red Eagle, Fiery Bear,

Dark Fox, and so on.

Recording What Happens

he recorder should note down whatever details he thinks fit. Battles should always be included

together with details of who fought, where, when, and which side won. It is also worth recording anything extraordinary that happens in the battle, such as the death of a hero or a valiant action by a special unit. A typical entry might read:

Summer of the Year of the Sitting Tiger, in the 2nd month of Summer, Endfinnor Suzerain of the High Elves of Hirthangost led his army against the Chaos Horde of Magdenghul commanded by Chaos Lord Glorengrim the Foul. They met outside the city of Bugthang, and the Elven force was scattered by the might of Chaos. Endfinnor was struck down in the battle by the Minotaur lord Droglok the Horned One. The Elves retreated, leaving the field of glory to the warriors of Glorengrim.

An interesting option is to allow is to allow the winner to write up his own account of the battle in the style of his race. So, an entry for an Orc victory would read very differently to that of an Elven triumph. Players are not obliged to be completely truthful in their accounts — it is the victor's privilege to write history! The campaign recorder can always add a scribal comment if he thinks the account strays too far from the truth.

Other occasions worthy of mention might including interesting changes to the map, the fall of cities, disasters, and anything you find interesting. Winter happenings should be recorded, too.

Once a Winter Season is over, the campaign recorder may wish to hand on the task to another player. Being the recorder is fun but is also quite demanding, and it is only fair that all of the regular players should be prepared to take their turn. Changing recorders also ensures that the record is constantly but inconsistently biased.

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