The Fundamentalist (Neutral) Faction
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the Crown of Chaos A Legends Module Copyright © 2003 by Midnight Games. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher. 1 of 227 Legends Crown of Chaos CONTENTS CONTENTS ..............................................................................................................................................................2 POINTS OF PLAY...................................................................................................................................................4 DESIGN NOTES ....................................................................................................................................................10 THE CHARACTER OF HISTORY.....................................................................................................................14 PAX TREKWILL...................................................................................................................................................16 IMPERIAL KNOWLEDGES ...............................................................................................................................17 RESURGENT FEUDALISM ................................................................................................................................18 THE HOUSE OF BARONS ..................................................................................................................................22 THE FREE SENATORS .......................................................................................................................................28 LIVES AND DEATHS OF TREKWILL .............................................................................................................32 THE PRIDE IN HISTORY ...................................................................................................................................38 THE COUNCIL OF CLAWS................................................................................................................................47 THE HIVE IN HISTORY......................................................................................................................................54 TROLLING THROUGH HISTORY ...................................................................................................................59 ORCS AND HIST-ORCS ......................................................................................................................................66 THE ELVEN NATURE OF HISTORY ...............................................................................................................74 DWARVEN SHORT HISTORY...........................................................................................................................79 THE TIDE OF HISTORY.....................................................................................................................................84 THE COLORS OF HISTORY..............................................................................................................................85 FACTIONS OVERVIEW......................................................................................................................................87 POLITICAL FACTIONS ......................................................................................................................................89 ARCANE FACTIONS ...........................................................................................................................................92 THE ECUMENICAL FACTIONS .......................................................................................................................94 ACHIEVEMENTS/VICTORY CONDITIONS...................................................................................................96 THE CLASH OF MANA.....................................................................................................................................102 MAGIC CHAMPIONSHIP.................................................................................................................................104 WARRIOR CHAMPION AND KNIGHT GUILDS.........................................................................................106 KNIGHT GUILDS ...............................................................................................................................................109 THE MASTER RANGER AND THE RANGER GUILDS..............................................................................114 THE KING OF 'GATHERINGS' AND THE THIEVES GUILDS .................................................................116 THE PRINCE OF DEATH AND THE ASSASSIN'S GUILDS.......................................................................118 RELIGIONS: GENERAL INFORMATION.....................................................................................................121 2 of 227 Legends Crown of Chaos THE MISSIONARIES (RELIGION 1) ..............................................................................................................128 THE REDEEMERS (RELIGION 2) ..................................................................................................................132 THE SEA MOTHER (ELACRAI) (RELIGION 3)...........................................................................................136 THE WESTERN FUNDAMENTALIST (RELIGION 4).................................................................................140 SOUTHERN FUNDAMENTALIST (RELIGION5).........................................................................................143 THE TRADITIONAL FUNDAMENTALIST (RELIGION 6) ........................................................................147 THE PAGANS (RELIGION 7) ...........................................................................................................................151 DEATHWALKERS (RELIGION 8) ..................................................................................................................155 FOLLOWERS OF KROM (RELIGION 9).......................................................................................................158 RACE AND RELIGIOUS PREFERENCE .......................................................................................................162 RELIGIOUS INFLUENCE MODIFIERS.........................................................................................................164 MAJOR CHURCH GUILDS ..............................................................................................................................165 MAGIC AND SCIENCE .....................................................................................................................................173 RACES: GENERAL INFORMATION..............................................................................................................175 THE RACES .........................................................................................................................................................183 PLACES AND THINGS ......................................................................................................................................203 THE THRONE OF CHAOS - SUB MODULE..................................................................................................219 APPENDICES.......................................................................................................................................................221 3 of 227 Legends Crown of Chaos POINTS OF PLAY "Knowledge is The Power over Fate." Trekwill coat of arms In the course of designing a module there are often aspects of play that may need extra attention to give the module different approaches to the game. This is a quick summary of some of the things that players may want to consider, especially if you are an experienced player and have pre-conditioned views of the way things were in other modules. Tactics Affect Tactics advantage is limited to +100% as an overall modifier. Public Works/and SEI Cap Maximum starting amount of public works allowed is 6 and the SEI maximum 1000. During the course of some of the games there may be conditions in game that will allow the players to alter this limit. Troop Training Limits The maximum training level of troops that can be trained with a basic soldier training order is level 8. The quantity of troops that can be trained of the same race as the sponsor, or the sponsor's compatible races, is 3 times his tactics. You cannot train troops that the sponsor's race hates or who hate the race of the sponsor. All others may be trained at the rate of 1 soldier per 1 point of tactics. Inflicting Special Status No status has been purposely designed with the idea of being inflicted. If you see this, you are either chewing on too much Mandrake or there is a bug. Let the GM know in the latter case. Rite Spells and Taking Control of Characters The Necromancer Rite spells of Morghoul, Spectre, Wraith and Vampire may only be cast on dead characters. Further, the target must be a Pagan or a Deathwalker follower or an Unbeliever AND the Sponsor must be either a Pagan or a Deathwalker follower for the Rite spell to work so that the sponsor will gain control over the target as per the standard Legends II rules and restrictions. This applies to both arcane Necromancer spell users as well as when the Rite spells are in a