WARGAMING IN VARNA

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SETUP

Any nation can be run by a player, or as an NPN (non-player nation). NPNs do not usually initiate action. If there is a small number of players, only part of the map may be in play.

All nations have an allowance of certain basic troop types: see Warfare: Militia. These are the only troops that NPNs normally have.

The GameMaster will assign nations to players. Players can express a preference for a nation of a particular social type, and can, if they feel strongly, request a specific nation to play. If multiple players ask for the same nation, it will normally remain an NPN.

If Oraset is a player nation, the same player also controls Menias, and can have the two act in concert, as though they were one nation. The same applies to Selamen and Selna. Selamen also starts with Danaw as a liberated ally.

Daeva cannot be a player nation; it does not interact with the rest of the world.

If Poeni is a player nation, on the first Budget Day only, Poeni’s best Ambassador has one attempt to make a trading partner of each nation marked with an asterisk on the Nations Chart. Success means that that nation starts the game as Poeni’s trading partner. There is no penalty for failure. The player will be told which nations they have as partners. If any of the potential partners are being played, the attempt to make them into a trading partner fails automatically.

Players will usually start not knowing how many nations are being played, or by whom. Some players may be allowed to play more than one nation, provided the nations are far enough apart to prevent them working together. Or players may be assigned two small nations instead of one large one, and can have them work together. In that case, the GameMaster will inform the player that the nations start with a treaty of friendship.

 

ROUNDING

The normal Varna rule applies about rounding: that is, it is always downwards. So fractions (for instance of a population point, regiment, fleet or monetary unit) are ignored. Any exception will be noted when the rule is given. For instance, fractions of a population point are taken into account when the annual population increase is calculated, and troops’ Combat Factors are rounded down for the whole force, not each unit.

 

SOCIAL TYPE

Each nation has been assigned one of four types:

  1. Primitive. Primitive nations consist of tribes of hunter-gatherers. They are limited to a maximum Tech Level of 4. The chief summoning his warriors raises the army. Each settlement or wandering group will be a separate tribe, although the nation can be played as a unit.
  2. Barbarian. Barbarian nations have a minimum of Tech Level 5 and a maximum of Tech Level 15 (TL 12 in Bronze Age Varna). The army is raised by a war leader summoning warriors who owe him service. A barbarian nation may have a technology a high as that of a civilised nation, but it lacks specialists. Everyone is expected to be able to do most tasks competently, although there will be some specialisation in the most advanced barbarian nations. The people are still tribal, but the tribes are conglomerates, larger than primitive tribes.
  3. Nomad. Nomad nations usually have poor land, so the population density is low. They keep herds of animals (usually cattle), which have to be moved regularly to new pastures. Some nomad nations are in fact semi-nomadic: they farm for part of the year, then drive their cattle to fresh pastures for the winter. Tech Levels are as for barbarians, above.
  4. Civilised. Civilised nations have a minimum Tech Level of 8 (and in Bronze Age Varna have a maximum Tech Level of 15). The people are settled, have little or no tribal loyalty, and some people live in cities, where specialists abound.
  5. Feudal. Not used in Bronze Age Varna. Tech Levels 10 to 20. The social structure will probably be like that of medieval Europe, with the King at the apex of a pyramid of social and religious obligations.

 

POP POINTS

Population points (Pop Points) are calculated on a nation’s entire adult population, excluding slaves.

Pop Points can fluctuate as the game progresses. Pop Points cannot be reduced below one. There is no theoretical limit to how high they can rise. Pop for each nation is reset to its base figure at the start of each game.

 

TECHNOLOGY LEVEL AND PRODUCTION MULTIPLIER

Tech Level is a reflection of the nation’s civil and military advancement. Some military units can only be produced if a nation has the necessary Tech Level. Units’ Combat Factors are also altered by the raising nation’s Tech Level.

Each nation’s Production Multiplier (PM) is calculated from its Tech Level, and will change if the Tech Level does:

TL

PM

 

TL

PM

0

0.1

 

11

3.4

1

0.2

 

12

3.8

2

0.5

 

13

4.2

3

1.0

 

14

4.6

4

1.2

 

15

5.0

5

1.4

 

16

5.5

6

1.6

 

17

6.0

7

1.8

 

18

6.6

8

2.0

 

19

7.5

9

2.4

 

20

8.0

10

3.0

 

 

 

 

INCOME

All nations have a base annual income (BI) in MUs of:

Pop * 3 * PM

 

TURNS

The Varna Wargame is run in turns. Three turns equal a year. No actions happen in the winter, which would have been the fourth quarter of the year. The first turn of each year is handed in after the base Budget for that year is received from the GameMaster, and must start with any budget actions the player wishes to take.

It is possible to ignore this time-scale, and run the wargame concurrently with a role playing campaign, to give player characters an active world to explore. In that case, a turn is simply however long the GameMaster wants it to be, with one turn generally (but not necessarily) equalling one playing session.

 

ANNUAL BUDGET

All nations gain their annual income each Budget Day. Treasuries of NPNs are reset to their base income.

A Budget must be created at the start of each year for each nation. A nation cannot deliberately spend money it has not got, and if it acquires a negative treasury, must wipe out the debt before spending any more MUs. If any player’s Budget does not balance, the GameMaster will balance it, without mercy. Unpaid troops desert, the militia not reappearing until next Budget Day.

Base income (BI) is automatically collected each year, by taxing the population. Money can also be earned from other sources, such as slaves, trading partners and selling goods to other player nations.

Budget Day actions by the GameMaster are listed in Appendix E.

Possible player actions are:

  1. Hire a leader or leaders (if the nation has any Leadership Points). It is not necessary to spend all Leadership Points on the first Budget Day, but leaders created during subsequent budgets have their quality randomly assigned.
  2. Any leader can give the Hire Professional [troop type/s] order on Budget Day: the raise cost is paid immediately, and the troops begin the next turn under the command of the leader who raised them. As usual, maintenance until the next Budget is included in the raise cost. There is no limit to the number of troop types each leader can raise.
  3. During the first Budget Day of a game only, the raise cost for professional troops is not paid, only their maintenance for the coming year.
  4. The Disband order can be given by any nation about any or all of its troops. Militia vanishes until the next Budget Day.
  5. Pay maintenance for all professional troops still employed. Pay maintenance for any militia troops that have been assigned to a leader. Militia without a leader does not pay maintenance.
  6. Set the Diplomatic Budget.

 

DIPLOMATIC BUDGET

On Budget Day each player nation can spend MUs on their diplomatic budget for the coming year. This budget represents the nation’s investment in its spy network, and gives a Diplomatic Bonus, which applies to every active, non-automatic, diplomatic order issued before next Budget Day. The higher the Diplomatic Bonus, the greater the cost in MUs.

POINTS

MUs

CUMULATIVE

1 - 5

5

25

6 - 10

10

75

11 - 15

20

175

16 - 20

40

375

So to gain a Diplomatic Bonus of +12, a player would need to spend MUs of:

(5 * 5) + (5 * 10) + (2 * 20)

=

 115

 

TREASURY

The amount of money a nation has, measured in Monetary Units, or MUs. One MU is equivalent to 10 kilos of gold. (Or, in the role-playing game, 10,000 silvers.)

NPNs are assumed to spend income at a rate that means they do not normally have more than a year’s income in their treasuries. All NPN treasuries are reset each Budget Day. Their treasuries are only used to measure the amount that they can use in interactions with player nations. Player nations do not lose MUs left in their Treasury.

Players cannot deliberately spend MUs they do not have, but it is possible for a treasury to go negative, for instance because a random event takes more MUs than there are in the target’s treasury.

 

 

NATION STATUS

NON-PLAYER NATIONS

Each non-player nation (NPN) has only one level of status (the most recently acquired), and only one nation to which it relates:

  1. Independent. No diplomatic relations. This is how nations normally begin. The GameMaster may decide to assign a relationship to some NPNs, to simulate pre-existing alliances (for instance Poeni starts with some trading partners, Selamen with one controlled nation - Selna - and one liberated ally: Danaw).
  2. Trading partner. Each NPN trading partner donates 25% of its treasury to its trading partner on Budget Day.
  3. Ally. Counts as a controlled nation for its player nation ally. An allied NPN donates 50% of its treasury to its ally each Budget Day.
  4. Liberated. A liberated nation is treated as an ally.
  5. Conquered. Counts as a controlled nation for its conqueror, who receives its base annual income.

 

CONTROLLED COUNTRIES

When a player nation controls (by conquest or alliance) a country other than their starting nation, the following effects occur:

  1. Any troops the conqueror allows can pass freely through the controlled nation. It will automatically grant passage to all troops led by its controller’s leaders.
  2. Any leaders the conquered country may have had vanish.
  3. The controlled nation's militia cannot be assigned to a leader (which means it cannot be moved out of its own country).
  4. The controller can use their own leaders to raise troops as if they were being raised by the controlled nation, but only if the leader issuing the order is in the controlled nation. This includes special troop types, only available to the controlled nation.
  5. If the nation has been conquered (rather than being an ally) conqueror controls the treasury. Any income goes straight into the conqueror's Treasury, all debts come out of the conqueror's Treasury.

 

PLAYER NATION STATUS

All player nations begin as independent. They can have as many relationships as they can arrange.

They can issue the nation order Sign Treaty of Friendship to alter their relations with another player nation. This is mutual only if both players issue the order. The nation whose ID was given in the order can move through its friend’s territory as though it controlled that territory.

This friendly status between player nations remains in force unless an order to Cancel Treaty of Friendship is issued.

A nation controlled by a player nation has the same degree of friendship to all other nations that the controller has. So if troops would be allowed to pass through the controller’s nation, or the controller’s troops would be allowed to pass, the same applies to all their controlled nations.

 

TRADING

Nations can use their fleets to trade. Any time a fleet enters an NPN with which the controlling player nation has a relationship, the controlling player gains MU equal to the total Carrying Capacity of the ships entering the NPN, except:

  1. A fleet entering its owner’s nation gains no MUs.
  2. A fleet returning to the nation it has just left gains no MUs.
  3. A fleet that loses a sea battle has not entered the nation. NPN fleets will not attack fleets of a nation with which they have any relationship.
  4. The maximum MUs a fleet can earn on any one visit is POP * PM of the country entered. All fleets entering a nation on the same turn will be treated as one visit. Unfriendly fleets trying to enter nation will trigger combat with each other, as usual. The winning fleet cannot gain more MUs than it has CC after the battle. The losing fleet (if not wiped out) will return to its starting nation, as usual.
  5. Slaves and money can be sent anywhere in the world with the Nation Order send goods to.

 

LEADERS

Each nation has 60 minus Pop Points in Leadership Points to spend on named leaders. At least one leader must be bought on the first Budget Day. The GameMaster can either assume all NPN leaders are Average, or roll 1d10 on the table below for each. Controlled nations do not have any leaders.

Leaders can be created anywhere in the world.

Leadership Points not spent on the first Budget Day can be spent on any subsequent Budget Day, but the GameMaster will roll the new leader’s quality on the table below. The number of Leadership Points is linked to each nation’s original Pop, and does not change even if its Pop does.

All leaders will be assumed to be male unless the player makes it clear they are not.

There are three types of leader: diplomatic (Ambassador), military (General) and naval (Admiral).

Deputies have no cost assigned because they cannot be bought.

The "MOD" column below is the modifier the leader applies to any task performed by their order. The modifier for Oscillating leaders is rolled each time they give an order.

All leaders are able to act as any type of leader. If they are unskilled in the area in which they are giving an order, their modifier is -1.

ROLL

QUALITY

MOD

COST

 

Deputy

-1

-

1

Adequate

1

2

2-3

Fair

2

4

4

Oscillating

1d8-2

5

5-7

Average

3

6

8

Good

4

9

9

Excellent

5

12

10

Genius

6

15

 

COMBINED LEADERS

A leader can have a skill in more than one type of leadership ability.

Each category after the first, which is combined in one leader, gives -1 to the cost of that category. A leader cannot embody the same category of leadership more than once.

For example: Jon Long of Poeni is an Excellent Ambassador, a Good General and an Adequate Admiral. The total cost would normally be 23 (12 + 9 + 2), but because one person embodies three types of leadership, the total cost is at -2, so that Jon Long costs Poeni 21 points.

If a combined leader dies or retires, the player can ask for the points to be re-spent on a single or double classed leader, as they wish. The chances of successfully hiring a replacement double-classed leader are not good, unless the ex-leader freed a lot of points.

 

LEADERS AND DEATH

Generals and Admirals are not normally killed in battle: however, if their entire force is wiped out, they die as well. Diplomats can be killed by diplomatic actions. Any leader can be assassinated. (See the list of diplomatic orders in Appendix C.)

 

LEADERS OF CONQUERED NATIONS

If a player nation is conquered, all its leaders who are at home flee to a random neutral nation. On the next turn, they can issue orders, as normal. Leaders of a conquered nation continue to be controlled by the original owner of the nation.

Leaders from controlled NPN nations vanish.

 

HIRING NEW LEADERS

If a leader dies or retires, the Leadership Points invested in them are regained by the nation to whom the leader belonged, and can be used to hire a new leader.

Only leaders hired on the first Budget Day can have their modifier chosen by the player. The GameMaster rolls other leaders on the leader table, above. If the nation attempting to create a leader does not have enough Leadership Points to pay for the leader rolled, the order fails. Otherwise, it succeeds automatically.

A new leader can appear anywhere in the world, wherever their employer wishes. A leader can issue an order the turn they are hired.

 

RETIRING LEADERS

Retire is an order. Executing it costs a golden handshake, in MUs, of three times the retiring leader’s original cost in Leadership Points. If the retiring leader has multiple levels of skill, they are paid off for their highest level.

 

DEPUTIES

When a leader in charge of a military force dies, and there is no other leader accompanying the force, a Deputy takes charge. This Deputy is a temporary leader, with a skill of -1.

A Deputy cannot perform the full range of orders: they can only repeat the order the force executed the previous turn, or transfer troops. If the last order was to move, the Deputy can remain stationary.

When a leader takes over from a Deputy, they take charge immediately: the Deputy transfers the troops, and the new leader can give orders to the troops that turn.

A Deputy cannot transfer part of their force: if they transfer any, they transfer all.

 

MOVING LEADERS

Leaders take time to travel from their current assignment to the next place they are to take command.

A leader with a military force moves with that force. Leaders without a force can move to any nation in Varna in one turn, by issuing a Move order. They are not restricted by distance, nor by the relationships between their nation and the nations through which they move.

 

NPN LEADERS

All units controlled by NPNs have leaders. The GameMaster will generate such leaders randomly, as they are required.

ORDERS

There are two types of order: active orders and nation orders. Only named leaders can issue active orders, and each leader can issue only one order per turn: diplomatic, naval and military orders are all active. Nation order can only be issued by nations.

Each player can issue, per turn, up to a maximum of five nation orders, plus five active orders, plus one extra active order per controlled nation. Orders not issued in the turn are lost; they cannot be saved up until a later turn.

Orders can be issued by any nation the player controls, but no more than five nation orders can be given each turn, however many nations there are to issue them.

Possible orders are listed in Appendix C: Orders. A player who wishes to create a new order must offer it as alternative to a standard order. If the GameMaster agrees it is valid, it will be executed, and added to the lists of orders. Otherwise the alternative order will be carried out.

Illegal orders fail automatically.

Leaders will not carry out orders that are clearly suicidal.

If an order given is unclear or incorrectly given, the GameMaster will not execute it. For instance, if a player carelessly types da as an ID, instead of de, and this makes the order illegal, it will not be executed, even if the GameMaster knows what the player meant.

Active orders must be given in the format:

[leader name] in [ID of location] [order] [clarification]

Clarification will not always be needed.

For instance:

Mago in po hires General Scipio

General Scipio could immediately issue an order himself.

Nation orders are in the format:

[ID of nation] [order] [clarification]

 

Players can add a note to expand on an order. The most usual one will be a request to resolve a battle simultaneously with that of a friendly player nation, when both players are invading together. This request will only be executed if both players issue the order.

 

RANDOM EVENTS

The GameMaster rolls 1d6 times each turn on the table in Appendix D, each turn. If only part of the map is in play, the GameMaster will roll six times, ignoring all events that would affect the unused part of the map.

The chance that a nation will be affected by a random event is roughly proportional to its Pop. Roll on the Nations Table to discover where each event happens.

Some events are limited to nations in a specific situation. In that case, when the nation rolled is not a valid target, the event is ignored (not re-rolled), unless it has a "Treat as a roll of..." clause.

 

DIPLOMACY

See Appendix C: Orders, for the list of diplomatic orders.

An Ambassador cannot succeed in an order that affects a nation other than the one they work for, unless the target nation is their current location. This includes information searches (but not, of course, movement). If two nations are being affected (for instance, one nation is made to invade another), then the nation which is being made to act (e.g. the invader) must be the Ambassador’s current location.

The chance that a legal order will succeed is:

Leader’s quality + Diplomatic Bonus - MOD

See the Diplomatic Orders tables for the MOD of the orders. MOD is a reflection of the difficulty of the order, so it is subtracted from the chance to succeed.

The GameMaster then rolls 1d20: if the number rolled is equal to or less than the total given above, the order succeeds, otherwise it fails. However, a roll of one always succeeds, even if the modified chance to succeed is negative, and a twenty always fails, even if the modified chance is 20+.

 

VARNA TIMES

The newspaper will be produced when there is interesting news to publish, probably each turn. Military and naval battles will be reported, as well as some diplomatic events, and the deaths of leaders.

Significant random events will be published.

Players can contribute to the VARNA TIMES by issuing the nation order Start Rumour. The rumour should be written up like a news article, complete with headline, so that it can be pasted into the VARNA TIMES.

  

WARFARE

 

ARMIES

  1. An army can consist of any number of regiments.
  2. A regiment is 500 men, including officers.
  3. There are 25 elephants in an Elephant Regiment.
  4. Troop types are fully described in Appendix B.

 

MILITIA

Each nation has a militia: this is the force that will defend if the nation is invaded. Militia troop types are the same as professional troops, but are distinguished from them by having -m appended to their ID.

The militia units given to each nation type are:

  1. CIVILISED
    1. Pop * 1 of LF-m
    2. Pop * 2 MF-m
  2. BARBARIAN (except Vailand)
    1. Pop * 2 of LF-m
    2. Pop * 3 MF-m
  3. NOMADS
    1. Pop * 4 of LC-m
  4. PRIMITIVE
      1. Pop * 5 of LF
  5. VAILAND
    1. Pop * 0.2 of MF-mn, plus:
      1. 30 MF-ms per MF-mn
      2. 20 MF-mz per MF-mn

Militia does not have to be raised. They do have to be assigned to a leader before they can take any action other than defending their home nation. On Budget Day, all militia armies regain up to 50% of their maximum, but not beyond their maximum.

If a nation is in the process of being conquered, the amount of militia it regains is a percentage of its maximum, equal to half the territory it still controls (provided that would not take it over its maximum). So a nation 30% conquered, instead of regaining the usual 50% of its militia, would regain up to 70% of 50% (0.5 * 0.7 = 0.35) or 35% of its maximum militia. It would end up with no more than 70% of its normal militia.

The fresh troops always appear in their home nation, without a leader. If there is no home nation (because its Treasury is controlled by another nation), the militia army reappears, under the control of the conqueror.

The militia of a conquered nation cannot be assigned to a leader: it will only defend its home nation from attack.

Maintenance for militia is only paid:

  1. Each time they are assigned to a leader.
  2. On Budget Day, but only if a leader is controlling them.

NPNs never pay maintenance.

Like other troops, militia can normally take no action unless assigned to a leader, but they do automatically defend their home nation, even without a leader. They can only be commanded by a leader of the nation where the militia was raised, or a leader of the nation in control of the nation where they were raised. Militia from controlled nations cannot be taken abroad.

All NPN militia is assumed to be assigned to leader at all times. NPNs do not pay maintenance.

 

RAISING TROOPS

Giving an order, and paying the raise cost raises professional units (ships or troops). Professional units raised on the first Budget Day do not have a raise cost. See the Hire [unit types/s] military order.

Once a professional unit has been raised it must be maintained. The maintenance cost (if any) must be paid in advance, each Budget Day. The GameMaster will disband unpaid units.

Units can be disbanded at any time, wherever they are, if the nation that controls the leader issues the Disband order.

The CFs of all units are modified by the PM of the nation which raised them (not necessarily the nation which currently controls them). If the PM of that nation changes, so do their CFs, because maintenance costs include new equipment.

 

DEFENCES

Every nation has a level of defence. These are always land defences, except:

  1. Promethia and the Silk Isles. The defence applies to the surrounding sea, instead.
  2. Selamen. The defence applies both to sea and land.

Each defence point gives a +1 modifier to the die roll of either the nation’s troops (land defences) or their navy (sea defences), when they are fighting at home.

Troops fighting in an ally’s territory share the ally’s defensive bonus.

 

SEA MOVEMENT

Forces containing troops and insufficient carrying capacity (CC) cannot move by sea. An order for them to do so will fail automatically. Each Foot or Flying Carpet regiment requires CC 1 for its transport; other regiments require CC 4 per regiment. Necromancers are treated as Foot, even if their undead are mounted.

A force containing ships can never move by land. If it ends a turn in Khem, it can start the next turn by entering either the Shallow Sea or the Inner Sea (Khem has a canal connecting them).

Troops commanded by the Admiral in charge of a fleet will automatically embark when a fleet leaves port. If another leader commands the troops (as will usually be the case) their leader should issue a "Move with" military order to be transported by the fleet.

Troops always disembark when the fleet carrying them enters a nation. Land combat then ensues, if appropriate. The leader in charge of the troops applies their leadership bonus, as usual. A fleet must end its movement in a nation, which has a coast on the last sea the fleet entered. Each sea has a movement cost to enter:

 

Holy Sea

Pirate Sea

Silken Sea

Sea of Death

Shallow Sea

Sea of Kamos

Inner Sea

30

25

20

50

15

15

5

 

NAVAL COMBAT

If a navy enters a nation that is neither friendly nor controlled, and that has its own navy, combat will ensue between the two navies. If the invader loses the battle, the remnants of their fleet are returned to the last nation they left.

If a damaged fleet no longer has enough CC for the troops it is carrying, troops are reduced to its CC, before disembarking.

 

GIVING SHIPS TO AN NPN

A player can give any NPN ship units by using the order:

[ID or leader] takes [ID units] from [ID or leader]

This is the only time a player can issue an order for an NPN they do not control.

The ships then remain in port in the NPN. The player no longer has to pay maintenance. Nor do they control the ships. They cannot later reclaim them. Even if the player conquers the NPN, the ships remain in port: they have effectively become part of the NPN's militia, except that they do not regenerate if damaged.

 

DRY DOCK

Players can use the same order given above to leave their own ships without a leader in command. They must still pay maintenance on the ships, but can have a leader take command of them at any time, by having the leader issue the same order.

CAMPAIGNS

Individual battles are not rolled for. Instead, the success of the campaign is assessed. At the end of each turn of campaigning, the GameMaster rolls 1d20 for each side, adding to each roll the total bonuses for that side.

If one nation has more than one leader with troops in the combat zone, the leader with the highest bonus will be assumed to be the General in Chief, and their bonus will be used for all troops of that nation. An Oscillating leader’s rank depends on their current quality.

If more than two nations are involved on any side then either:

  1. The two armies are amalgamated. This happens if the players have asked for the combat to be resolved simultaneously.
  2. The CFs of the armies are added together to calculate the odds, but each army rolls 1d20 and applies its own bonuses. The rolls are averaged for purposes of calculating the other side’s losses, but the individual rolls are used for each army’s losses and gains.

Amalgamated armies defending a nation will get the full benefit of the defending nation’s land defences, separate armies will not. A combined force shares its casualties in proportion to each contingent’s CF.

 

ODDS BONUSES

ODDS RATIO

BONUS

1

0

1.1

2

1.2

4

1.4

8

1.6

12

1.8

16

2

20

3

30

4

40

5

50

6+

80

OTHER BONUSES

Leaders

+1 per point of ability

Defences

+1 per defence point in home nation

SF 1.5 * enemy SF

+1 (only the highest SF bonus is applied)

SF 2 * enemy SF

+2

SF 2.5 * enemy SF

+3

SF 3 * enemy SF

+4

GameMaster’s discretion

+/- any

 

RESULTS OF A TURN’S CAMPAIGN

The amount the victor won by (winner’s total minus loser’s total) is looked up on the casualty table below and the results are applied.

Add up the total Combat Factors (CFs) on each side. Divide the larger army by the smaller (in the case of a tie, the result will be 1). Look up the result of the division on the table below to find the odds bonus given to the army with the largest CF: round down.

 

CASUALTIES

Casualties are applied by multiplying the number of regiments or ships in each troop type by the casualty figure. Units are eliminated until only a fraction is left. This fraction * 100 is the chance (rolled on percentage dice) of an extra unit being destroyed.

 

CASUALTY AND BENEFIT TABLE

 

WON BY

WINNER

MULTIPLIER

LOSER

MULTIPLIER

LAND

GAINED

0

0.3

0.3

0

2

0.2

0.3

8%

4

0.15

0.35

16%

8

0.15

0.4

20%

12

0.1

0.4

30%

16

0.1

0.5

40%

20

0.05

0.5

50%

30

0.05

0.6

60%

40

0

0.8

70%

50

0

0.9

80%

60+

0

1

100%

 

GAINS AND LOSSES

A campaign won by an invader usually results in some of the invaded nation being taken over, as given in the Land Gained column. The percentage is of the original size of the nation.

A win for the defender means that captured territory can be won back that turn: again the percentage applies to the original size of the nation. If the invader has conquered less than the percentage regained, the defender gains only what they had conquered.

For instance: Nalvi invades Poeni, and (after all modifiers) wins by 15. There is no 15 on the table, so it rounds down to 12, and the Land Gained column reads 30%, so Nalvi gains 30% of Poeni. Next turn an ally arrives to help Poeni, and Nalvi is defeated by 16, losing up to 40% of Poeni’s original size: but Poeni has lost only 30% of its territory, so that is what it regains.

If a defending force is disbanded or destroyed, the invader automatically takes control of the whole nation.

 

CONQUEST

The owner and/or conqueror of a nation is the last player to have controlled 100% of it.

If Budget Day falls during the conquest of a nation, the owner gains income proportional to the amount of the nation they still control. The invader gains no income until they become the owner.

A nation with no defending army left is conquered. A nation that has lost 100% of its territory is conquered.

All militia of a conquered nation disperse, including those abroad at the time.

The conqueror of an NPN immediately gains control of its treasury.

Starting on the next Budget Day, the conqueror controls the conquered nation’s budget and militia. Income is generated normally, but goes to the conqueror. Militia is generated under the control of the conqueror.

If a player nation is conquered, the player can request a new nation to play. The GameMaster will assign one, if possible.

 

MULTIPLE ARMIES

It is possible for several armies to be in the same nation simultaneously. All armies controlled by the same nation will be treated as one force, with the highest leadership bonus being applied if there is a battle.

Troops will not fight an army with whom their controlling nation has signed a Treaty of Friendship. Otherwise combat happens automatically. Any army moving into an uncontrolled nation will fight the troops of that nation, even if they are troops who have only just conquered the nation.

Turns are normally resolved in an order decided by the GameMaster, but players can request that their turns be resolved simultaneously. If they do, their forces will be treated as one when the battle is resolved. Only one leadership bonus will be applied: the highest.

 

MULTIPLE CONQUERORS

The status of a nation does not change to "Conquered" until there is one undisputed conqueror. If the armies in a newly conquered nation are controlled by more than one player, they will fight, unless they have a Treaty of Friendship. If the players have a Treaty of Friendship, the nation retains its previous status, and will (for instance) start regaining its militia on Budget Day.

To avoid this, all but one nation must withdraw, unless all but one have issued a Move … in Support military order.

 

LOOTING

Only a conquered nation can be looted, and only by its current conqueror. This has the following effects:

  1. The looter gains twice the annual income of the looted nation (in addition to the contents of the Treasury, which they gained when they conquered the nation). This money reflects the destruction being wrought, and does not affect the looted nation’s Treasury.
  2. The Tech Level of the looted nation is reduced to zero.
  3. The looter can choose one of:
    1. Slaves can be raised, up to one unit of slaves per regiment of looting troops, to a maximum of Pop * 10 of the looted nation. Pop is lowered by 0.1 for each slave unit raised. These slaves immediately appear in the looting nation, unless another destination is specified in the Loot [ID] order.
    2. The population can be slaughtered instead of being enslaved, with identical results except that the looter gains no slave units.

 

SLAVES

If there are any slave units in a nation, their number increases by +5% per year. Fractions of a unit are ignored except during this calculation. A slave unit contains 500 slaves.

Some nations begin the game with slave units; most do not. Nations which have NA in the Slave column of the NATIONS chart never take, keep or trade in slaves: they are anti-slavery, even in its mildest forms.

Slaves can be taken with a Loot order, and transported with a Send Goods order. They are then added to the total of the receiving nation’s slave units. Slaves transported to an anti-slavery nation, vanish, but do add +0.05 of a Pop Point for each slave unit liberated.

Slaves in a nation generate the following MUs every Budget Day:

Slave Units * Production Multiplier * 0.1

No nation can have more slave units than its Pop * 5. If the number is higher than that on Budget Day, the number of slaves is reduced to Pop * 5.

Slaves in Vailand are in fact Undead (if not when they arrive, then soon after), but are treated in all respects as normal slaves. A "slave revolt" means one or more of the controlling necromancers has died, and the undead are rampaging out of control.

 

TRADING SLAVES

Slaves can be sent anywhere in the world using a Send Goods nation order. This will normally be after the nations involved have agreed a price, and a method of payment. NPNs will only trade slaves if they receive payment before the slaves are sent. They will demand what seems to be an average price among player nations.

 

LIBERATION

A conquered nation can only be liberated by its controller, and only if its controller gained control after it had been conquered by another nation, and if it still has the status Conquered.

A liberated nation regains all its militia immediately. It will gratefully give its liberator a tribute of 50% of its annual income, each Budget Day. This tribute only ceases if the nation is re-conquered.

A nation can move its army through the territory of liberated nations as if it were moving through its own nation. If the liberator’s army defends a liberated nation, it gains the benefit of any defences.

 

RAIDS

A nation can launch a raid on another nation in order to make off with as much loot as can be carried by the raiders, and then retreat.

Regiments can normally only raid adjacent nations. Ships can raid (pirate) only nations in the same sea. Airborne units can raid any nation with reach of half their movement points (rounded down).

Each turn a nation can launch as many raids as it wishes (and for which it can issue the order), but if more than one of its raids is against the same nation, all its raids against that nation will be resolved as one raid.

A raid has 100% chance of being successful, -10% per regiment or ship unit sent. If the raid fails, there is no effect, except that the raided nation is informed of the identity of the raider.

If the raid is successful, the raiders gain MUs equal to the PM of the raided nation, per regiment or ship unit sent, multiplied by one of the following figures, depending on the social type of the nation being raided:

PRIM

BAR

NOM

CIV

FEU

0.8

2

0.9

1d8

4

 

The conqueror is responsible for the country’s normal Budget, and the government-in-exile receives no tax revenue. The government-in-exile still completes an annual budget. There is no point spending money on Civil Expenditure Education. Stability/Instability is not applicable to a government-in-exile.

A government in exile will find that espionage tasks will work well in their home nation (counts has having a spy ring active).

The government-in-exile of a conquered country can gather troops in a friendly nation, with the permission of the government of that nation.

ARMY VS NAVY

Armies and navies cannot fight each other directly, though sailors can disembark and then fight.

 

SPECIAL UNITS

 

ELEPHANTS

Domestic elephants are only available in Vindrus. Elephant Units can only be raised there.

 

AIRBORNE

Airborne units can pass over any territory, and only enter combat if they land in uncontrolled territory. They can move over land or sea. The nations or seas they pass over must still be specified.

Churnor Nock cannot raise Rukh units if Tuskamet is controlled by a player nation, unless that nation agrees to continue to send wild Rukhs to Churnor Nock. (Tuskamet cannot raise Rukh units, it only breeds the wild Rukhs.)

 

UNDEAD

A Necromancer unit controls each undead unit. Each unit of Necromancers can control up to 50 units of undead (any combination of zombies and skeletons). Each cavalry unit counts as two undead units. For instance, a Necromancer unit might control 5 zombie cavalry, 10 zombie infantry, 10 skeleton cavalry and 10 skeleton infantry.

If the Necromancers are eliminated then so are all their Undead. No Undead unit can be given an order: it obeys the order given to its Necromancer unit.

Only Vailand can raise Undead.

Undead are identical to the troop type they mimic, except:

  1. Necromancers:
    1. Tech level restrictions apply to troop types they can raise, and base CF is modified by PM, as usual.
    2. Each Necromancer unit can only raise one troop type, chosen when it is created.
    3. The ID of each Necromancer unit is the ID of the troop-type that Necromancer unit can raise appended with ‘-n’, e.g. LF-n indicates a Necromancer unit that can raise Light Foot, MF-mn means the Necromancer unit is militia, and can raise Medium Foot.
    4. Maintenance for Necromancers is 10 times that of the unit type they can raise.
    5. Necromancers try to avoid combat, but do occasionally take casualties:
      1. After a battle the number of skeleton and zombie units killed is counted:
        1. The number of Necromancer units killed is then equal to (Undead killed) / 50, with each cavalry unit counting as two undead units.
        2. Treat any fractional part as a percentage chance of a unit being eliminated.
        3. Necromancers are particularly careful, so subtract 25% before rolling the percentage chance for elimination.
      2. If there are more undead left than the maximum that the surviving Necromancer units can control, the undead are reduced to that level.
  2. Zombies:
    1. CFs are 30% of normal (* 0.3). All Zombie unit abbreviations are the same as the normal ones but appended with a ‘-z’, e.g. MF-z. Maintenance is 0. Raise cost is * 0.1 of the unit they mimic.
  3. Skeletons:
    1. CFs are 25% of normal (* 0.25). All Skeleton unit abbreviations are the same as the normal ones but appended with a ‘-s’, e.g. LF-s. Maintenance is 0. Raise cost is * 0.1 of the unit they mimic.
    2. Skeletons are particularly easy to replace, so take only 50% casualties.
  4. Professional Skeleton and Zombie armies can be raised even on campaign.
    1. A Necromancer unit can raise 10 units of skeleton infantry, or 5 units of skeleton cavalry per turn, up to their maximum.
    2. Each Necromancer unit can, after a battle, raise up to 30 units of zombie infantry on the next turn, or 15 units of zombie cavalry, but not above their maximum.
      1. They cannot raise cavalry if there were no cavalry units on the losing side.
      2. Otherwise professional zombies can only be raised if the GameMaster agrees that a supply of bodies is available.

 

APPENDIX A: NATIONS CHART

ID is the nation’s unique identifier, TL is its Tech Level, PM its Production Multiplier, Def its Defences, SV the number of slave units with which it starts the game, MV the Movement cost for an army to enter it, Pop its Pop Points, and Type its social type. IDs in bold italics are not the first two letters of the nation’s name.

ROLL

NATION

ID

TL

PM

Def

SV

MV

Pop

TYPE

1-2

Ackaria

ac

13

4.2

2

0

2

8

CIV

3-4

Ahreg

ah

5

1.4

6

0

5

12

NOM

5-6

Brokk

br

8

2.0

4

0

4

12

NOM

7

Cantania

ca

14

4.6

1

NA

1

1

CIV

8

Cath

ct

8

2.0

1

0

2

5

BAR

9

Chay *

ch

9

2.4

1

0

2

8

CIV

10

Churnor Nock

cn

8

2.0

1

0

2

6

CIV

11-12

Danaw

da

10

3.0

1

0

3

12

BAR

-

Daeva

dv

?

?

1+?

0

15

1

?

13

Derku

de

10

3.0

1

0

1

4

BAR

14-16

Djaktu *

dj

11

3.4

1

20

2

14

CIV

17-20

Etrarknia

et

12

3.8

1

15

3

20

CIV

21

Fian

fi

8

2.0

1

0

2

6

BAR

22-23

Gelmir

ge

5

1.4

1

0

3

9

BAR

24

Gronak

gr

8

2.0

1

0

2

8

BAR

25

Harnik *

ha

8

2.0

1

0

1

4

CIV

26

Herf Yotter

hy

5

1.4

1

0

3

8

BAR

27-30

Hren

hr

5

1.4

4

0

5

18

NOM

31-35

Hsou

hs

13

4.6

1

0

4

30

CIV

36-38

Hurral

hu

11

3.4

5

0

5

17

NOM

39

Irmensul

ir

10

3.0

4

0

1

6

BAR

40

Ishnik

is

8

2.0

1

0

1

4

CIV

41-46

Kamos

ka

14

4.6

1

0

4

28

CIV

47

Kaphtor

kp

13

4.2

1

0

1

3

CIV

48-52

Khem

kh

14

4.6

1

0

3

24

CIV

53-54

Lamnid

la

12

3.8

1

0

2

10

CIV

55-56

Menias

me

8

2.0

1

10

2

10

CIV

57-59

Nalvi

na

12

3.8

1

60

3

24

CIV

60-61

Oraset

or

12

3.8

1

19

3

24

CIV

62-66

Poeni

po

13

4.2

1

0

3

25

CIV

67-69

Promethia

pr

15

5.0

6

NA

2

15

CIV

70

Rokung

ro

5

1.4

1

0

1

3

BAR

71

Ruad

ru

7

1.8

1

0

3

8

BAR

72

Selamen

se

10

3.0

3

0

1

8

BAR

73

Selna

sl

10

3.0

1

0

2

7

BAR

74

Silk Isles

si

13

4.2

2

0

1

7

CIV

75-80

Sung

su

14

4.6

1

0

3

26

CIV

81

Sutung

st

5

1.4

4

0

3

5

NOM

82

Toam

to

10

3.0

2

NA

1

4

NOM

83

Tuskamet *

tu

2

0.5

6

NA

3

5

PRIM

84-91

Vailand *

va

8

2.0

1

100

5

40

BAR

92-95

Vindrus *

vi

11

3.4

1

0

3

22

CIV

96

Westerness

we

9

2.4

1

0

1

5

BAR

97

Wotar

wo

5

1.4

3

0

3

8

NOM

98-00

Xyra

xy

13

4.2

1

18

3

18

CIV

 

TOTAL POP:

 

 

 

 

 

 

 

 

* May begin as a trading partner of Poeni.

 

 

APPENDIX B: UNIT TYPES

 

ID

The unit abbreviation.

Unit

Type of unit e.g. under infantry are light, medium and heavy

TL

The minimum Tech Level required before a nation can raise the unit

M in MUs

Cost to maintain one regiment for a year. M is not paid until the first Budget Day after the troops are raised. See also Militia.

R in MUs

Cost to raise a regiment.

CF

Base combat factor. This base is modified for each army or navy by the PM of the nation in which the units were raised:

CF = Base CF * (1 + (PM / 10))

Fractions are only rounded down for the entire force.

SF

Scouting factor. High SF gives bonuses in the battle.

CC

A ship’s carrying capacity for transporting troops.

Move

The unit’s movement per turn. Each nation and sea has a movement cost to enter.

 

FOOT SOLDIERS

ID

UNIT

TL

M in

MUs

R in

MUs

CF

SF

Move

LF

Light foot

0

5

11

5

2

7

MF

Medium foot

5

8

17

9

-

7

HF

Heavy foot

10

10

31

15

-

7

 

 

CAVALRY

ID

UNIT

TL

M in

MUs

R in

MUs

CF

SF

Move

LC

Light Cavalry

5

10

31

12

6

12

MC

Medium Cavalry

11

14

43

22

2

12

HC

Heavy Cavalry

15

15

52

30

-

10

KN

Knights

20

25

130

60

-

10

 

 

OTHER

ID

UNIT

TL

M in

MUs

R in

MUs

CF

SF

Move

*-n

Necromancer

0

x * 10

-

-

-

7

*-s

Skeleton

0

-

x * 0.1

x * 0.25

1

7

*-z

Zombie

0

-

x * 0.1

x * 0.3

-

7

EC

Elephant Cavalry

10

15

46

5 * 1d10

-

5

FR

Flying Rukh

8

18

55

10

10

12

FH

Flying Hybrid

5

16

49

8

10

12

FC

Flying Carpet

10

14

43

8

8

14

 

 

SHIPS

ID

SHIP TYPE

TL

M in

MUs

R in

MUs

CF

CC

Move

OB

Oared boat

4

5

10

5

1

60

MV

Merchant Vessel

6

10

10

1

5

100

SW

Small Warship

8

10

20

15

-

100

MW

Medium Warship

14

15

30

30

-

100

LW

Large Warship

20

20

40

60

1

150

 

 

APPENDIX C: ORDERS

 

MILITARY ORDERS

ORDER

RESULT

attack [ID]

Invades an adjacent nation, or orders the army to continue the conquest of a nation. This order will cause a battle to take place between the advancing army and the army of the nation attacked. If a player wishes to attack other forces in the nation, this must be stated.

defend [ID]

This is the default order for units in their home nation. Any militia or fleet will automatically execute it with no leader, or no other orders.

delay

This order cannot be given to attacking troops. It orders a defending army to fend off an attacker without committing itself to a major battle. Casualties for both sides are multiplied by 0.5. If the invader wins, their territory gain is at +10%.

disembark

Troops being carried by a fleet disembark at the fleet’s current location. In an unfriendly nation, this order is the same as the military order Attack. There must be a leader other the one issuing this order, to take charge of the fleet. The order is illegal while the fleet is at sea.

hire [unit type/s]

The raise cost must be paid, and the specified troops or ships are immediately added to the army, under the command of, and in the same location as, the leader who issued the order. Militia cannot be hired. The leader must be in a controlled nation to issue this order. Units have the Tech Level restrictions and CF modifiers appropriate to the nation where they were raised. Special units can only be raised by a leader who is in the nation that can raise that unit type.

hold

This orders an army to hold at all cost. If the army is attacked then its casualties are multiplied by 1.5. If victorious, the other side gets -10% to its normal territory gain.

move force to [ID] in support

Units can only support a force with whom they have a Treaty of Friendship. Supporting forces are ignored when a defeated country is given a new controller, that is, the force they are supporting gets the country the supporting force has just helped conquer. Players are, as ever, free to make any private arrangements they like.

move force to [ID], [ID], etc.

Each nation and sea has a movement cost to enter. A force can move until the slowest unit has insufficient movement points to enter the next nation or sea, or it is about to move from an uncontrolled nation into another uncontrolled nation. This order is identical to Attack if it causes a force to enter an uncontrolled nation. Allies, tributary and conquered nations count as controlled. Nations with a treaty of friendship also allow movement of units through their controlled territory. A fleet must end its movement in a nation.

move with [named leader]

Causes one leader and their force (if any) to move simultaneously with the named leader. Most useful for moving a land force in a fleet.

pirate [ID]

Ships can only pirate nations with a coast on their current sea. Otherwise this ordr is the same as Raid

raid [ID]

Orders a force to launch a raid against the named nation..

retreat

This order cannot be given to attacking troops. The defending army retreats, trying to avoid battle. Casualties on either side are multiplied by 0.25. The invader automatically gains +20% of the invaded nation, win or lose.

[ID or leader] takes [ID units] from [ID or leader]

Troops are assigned to a leader. Only ship units and militia can be transferred to a nation, and militia must be in their home nation, when they become part of its garrison (that is, they no longer have a leader): this is the only time troops can exist without a leader.

Ships must be assigned to a leader unless they are in a controlled or friendly port, or have been given to an NPN. Ships without a leader cannot be given orders, except to transfer them to a leader. Ships in an NPN port without a leader become the property of that NPN: maintenance is no longer paid, but nor can the player later resume control of them.

 

NATION ORDERS

cancel treaty with [ID]

Can only cancel the nation’s own treaty of friendship. Multiple treaties can be cancelled with one order.

cede [ID] to [ID]

The first [ID] must be a nation controlled by the nation issuing the order, and the second [ID] must be a player nation. For the order to succeed, the player receiving the nation must have agreed to do so, in a note attached to their orders. (If this is done the same turn, both players must also add a note asking for their turns to be resolved simultaneously.)

disband [ID of army or navy]

Militia can be disbanded in any nation, and they disperse, not reappearing until the next Budget Day, when they reappear in their home nation, as normal. Professional troops simply disperse.

give military aid to [ID]

A player nation can use military aid as it wishes. An NPC can only buy missing militia back, up to its normal maximum, which costs Annual Maintenance * 2. A conquered nation has no control of its treasury, and therefore cannot receive military aid.

grant independence to [ID]

Any relationship [ID] has with the nation issuing the order is lost, so [ID] normally reverts to independent status.

hire [leader type] [name] in [ID]

The player is told the new leader’s quality. The leader appears in [ID], which can be anywhere in the world.

improve defences by +1

Cost in MU is:

(20 * New Level * New Level * Movement Cost) / PM

issue rumour

The player should write up the rumour as they wish it to appear in the VARNA TIMES, including headline. The GameMaster reserves the right to edit all entries.

loot [ID]

The number of slaves to raised must be given. They go to the player’s home nation unless another destination is specified..

loot and kill [ID]

As Loot, except that the captives are massacred instead of being enslaved.

retire [named leader]

This order is only legal when issued about the nation’s own leaders. Cost is MU*3*LP.

send [goods] to [ID]

Money or slaves can be transported any distance, even through hostile territory. They arrive the same turn. Troops cannot be sent using this order, they must obey the usual movement rules.

send message to [ID]

NPNs reply "NPN, no answer", unless the receiving nation is controlled, when the message will be passed on to the player controlling it.

sign treaty of friendship with [ID]

Illegal unless the target is a player nation. The order is only mutual if both sides issue it. It allows military units of the target nation to move peacefully into and through territory controlled by the issuing nation.

 

DIPLOMATIC ORDERS

Some orders are clarified on the Random Events Table.

MOD is the amount that is subtracted from the Diplomat’s chance to succeed:

Leader’s quality + Diplomatic Bonus - MOD

Diplomatic events are covert unless otherwise stated. All unsuccessful actions are covert unless the Diplomatic Failure Table indicates otherwise. Exceptions are noted in the NEWS column:

  1. ART stands for "Action reported to target nation": only the action, not the identity of the acting nation, is reported.
  2. TNI means "Target nation informed of acting nation’s ID". For instance, if an NPN trading ally becomes independent, notification will be sent to their player nation partner, including the disrupting nation’s ID.
  3. RVT means "Reported in VARNA TIMES", the acting nation is not identified, unless otherwise stated under the order.

If an action affects another nation, the target nation must be the leader’s current location, unless the order states otherwise. This includes information searches. Orders are sorted by the type of effect they have.

 

News and Movement

NOTES

NEWS

MOD

discover relationship/s

Includes status as NPN or player nation. The identity of the player (if any) is not revealed.

 

5

move to [location]

The Ambassador’s location is irrelevant when this order is issued.

 

Auto

…and trade

This can be added to any Move order (military or diplomatic), and any goods being transported are transferred to the nation in which the move ends.

 

Auto

scout

Reveals current status of all facts given in the NATIONS chart

 

Auto

scout army

Reveals the following: what professional unit types are present; which types of militia are controlled by a leader; whether there are any foreign troops in the country; an approximate total of the number of regiments.

 

5

 

Leaders

NOTES

NEWS

MOD

assassinate [named leader]

Ambassadors do not assassinate leaders belonging to their own nation. The Ambassador must be in the same nation as the victim.

RVT

10

discover any leader

Reveals the names of 1d4 previously unknown leaders in the Ambassador's location, or that there are no such leaders. The order must list any leaders already known to be in that nation. Leaders controlled by the acting leader’s player are never reported.

 

5

discover leaders

Reveals the type (Ambassador etc.) and names of 1d4 leaders owned by the Ambassador's location. The current location of the discovered leaders is irrelevant.

 

5

locate [named leader]

employed by [location]

Gives the current location and the order attempted this turn, if any.

 

5

subvert [named leader]

The leader applies their modifier as a negative, but only on the turn the subversion succeeds. They also reveal the order they were executing.

 

10

 

Relationships and Money

NOTES

NEWS

MOD

damage trade

The Ambassador's location (which must be a trading partner) becomes independent. It is illegal to target player nations.

ART

10

disrupt alliance

The Ambassador's location (which must be an ally) becomes a trading partner. It is illegal to target player nations

ART

15

negotiate alliance

Can make an independent nation an ally.

 

15

negotiate alliance

Can make a trading partner an ally4.

 

10

negotiate trade agreement

Can make an independent nation a trading partner4.

 

5

 

Upheaval

NOTES

NEWS

MOD

foment revolt

The Ambassador's location must be a conquered nation. (2d10*5)% of [ID]’s maximum militia revolt, and battle the rest of the militia plus any other troops. The war ends after one season, whoever wins.

RVT

15

foment slave revolt

As for the random event. The revolt lasts one turn.

RVT

10

foment unrest

The money is subtracted automatically from the target’s treasury.

RVT

10

levy extra tax

The Ambassador's location must be a nation controlled by player giving the order. If the order fails, unrest occurs. If it succeeds, the gain is +2d10% of target’s BI, that turn only.

 

 

provoke attack by [Ambassador's location] on [neighbouring nation]

Conquered, liberated and player nations will not attack. No nation will launch more than one attack per turn.

RVT

15

provoke raid by leader's location on [neighbour’s ID]

Conquered, liberated and player nations will not raid.

RVT

10

sponsor bandits

Sponsoring nation gains half the bandits’ income.

RVT

5

sponsor pirates in [named sea]

Current location must have a coastline on the named sea. The sponsor may be pirated, if in the affected sea. The sponsor gains half the pirates’ income.

RVT

5

 

DIPLMOMATIC FAILURE TABLE

FAILED

BY

 

EFFECT OF FAILURE

<=10

No extra effect.

11-14

Close shave. The Ambassador flees back to their home nation, where they start the next turn.

15-19

Discovered. Name revealed to the government of the nation that is the Ambassador’s current location. NPNs try to assassinate the Ambassador that turn (one chance in 20). If the assassination attempt fails, the Ambassador flees home.

20+

Caught, revealed all and executed. Names and locations of all leaders of the captured Ambassador’s nation are revealed to capturing nation. Independent NPNs pass the list to a random player nation, other NPNs give the list to the player nation with which they have a relationship.

 

 

APPENDIX D: RANDOM EVENTS TABLE

A neighbour is a nation that shares a land border, or has a coast in the same sea.

1

Technological break-through. +1 to Tech Level. Pop Points are not re-calculated. No Tech Level can rise above the maximum for that nation’s social type.

2

Prosperity. + (2d10)% to Pop Points.

3

Boom. Harvests or trade have been exceptionally good. A random nation, and all the nations which share land borders with it, gain MUs of (3d6 * 2)% of their base annual income.

4-5

Malicious gossip. VARNA NEWS publishes an accusation (which may even be true, and could concern past covert diplomatic activity).

6

Migration. (2d10)% of the Pop move to random neighbours.

7

Famine. Kills (2d6)% of the Pop, and 2d6% migrate to a random neighbour.

8

Plague. Kills (3d6)% of Pop, and spreads to 1d4-1 neighbours, where it also kills (3d6)% of each Pop.

9

Earthquake. The Gods are angry. (1d6)% of Pop killed, and Unrest begins (see below).

10-11

Banditry. Bandits steal MU 2d10 from the Treasury (which can go negative).

12

Piracy. Affects the sea on which the rolled nation has a coast. Ignore this result for landlocked nations, and roll randomly between Khem’s two seas. 1d4 nations in the affected sea lose MU 2d10 each from their Treasury (which can go negative). The same nation can be affected more than once. 6

13

Unrest: religious, racial or social. MUs of (2d10)% of base annual income must be spent quelling it, even if this leads to a negative Treasury.

14

Raid. Liberated, allied, conquered and player nations ignore this effect. Other nations use 1d10 regiments of LF-m (or LC-m) to raid a random neighbour.

15

Attack. (2d10 * 5)% LF-m (or LC-m) invades a random neighbour in a punitive attack. They then return home, satisfied. Liberated, allied, conquered and player nations ignore this effect.

16

One relationship is lowered by one step: either an ally becomes a trading partner, or a trading partner becomes independent. If there is no such status, treat as a roll of 12.

17

Slave revolt. (2d10 * 5)% of the slaves die. If there are no slaves, treat as a roll of 14.

18

A randomly chosen leader dies.

19

Civil war. (2d10*5)% of the nation’s maximum militia revolt, and battle the rest of the militia plus any other troops. The war ends after one season, whoever wins.

20

Roll twice more, cumulative each time this result is rolled.

 

 

 

APPENDIX E: ORDER OF EVENTS AND BUDGET

Changes to the world are calculated every turn. They occur in the following order:

  1. Budget Day, if it is the start of the year.
  2. After players have received the GameMaster’s budget sheet for their nation, they perform their Budget Day actions.
  3. Random rolls.
  4. Each nation’s orders are executed, in the order given by the player. Players can stipulate that specific orders are to be executed simultaneously with those of another player (for instance to co-ordinate a battle), otherwise the GameMaster will decide the order in which player nations’ turns are resolved. Unless both players issue the resolve simultaneously request in a note, it will be ignored.
  5. The VARNA TIMES is produced and circulated.

 

The following actions are taken each Budget Day by the GameMaster for each nation:

  1. Each nation’s current Pop is multiplied by 1.05 (a 5% increase in population), then rounded down to two decimal places. Fractional Pop Points have no game effect except during this calculation. If any nation has a Pop below one, it is reset to one.
  2. Each nation’s current slave units is multiplied by 1.05. If there are more than Pop * 5 slaves, the extra slaves are eliminated.
  3. Any liberated nation that has a Tech Level lower than its original Tech Level, regains its original Tech Level.
  4. Each treasury gains its current annual income. When this takes the treasury of an uncontrolled NPN over its normal annual income, that treasury is reset to its annual income.
  5. NPNs pay their tribute to the player nation that has a relationship with them.
  6. Player nations who have debts pay them.
  7. Militia regenerate up to 50% of their maximum, in their home nation. The new militia has no leader. See Militia.
  8. The GameMaster distributes the budget sheets to players, who are responsible for calculating the maintenance costs of their units, and setting a diplomatic budget.

 

A first Budget Day from a player should look something like:

KHEM Budget 1

kh sets DB of MU 75

kh hires Ambassador/General Chakhra (+2/+2) in kh (LP = 7)

kh hires Admiral Tufo (+2) in kh, who hires MW 3 (LP = 4)

kh hires Ambassador Prince Korbin (+6) in ah (LP = 15)

kh hires Ambassador/General Bes (+2/+1) in kh, who hires LC 10 & MC 8 (LP = 5)

kh hires Ambassador Hebrem (female) (1d8-2) in ka (LP = 5) = LP 36

Units hired on the first Budget Day only have no raise cost: instead their maintenance for the coming year is paid. These units represent each nation’s military preparedness when play begins.

Multiple leaders must have their quality in the same order as their type: so in the example above, Bes is a +2 Ambassador, and a +1 General.

 

APPENDIX F: TURN SHEET

Active orders must take the form:

[leader name] in [ID of location] [order] [clarification]

Clarification will not always be needed. Nation orders are:

[ID of nation] [order] [clarification]

Turns should be numbered as Budget-Turn, so Turn 3 of Budget 6 would be Turn 6-3. Each turn must begin with the name of the acting nation, and the year number hyphened with the turn number for that year. It should look something like:

KHEM Turn 2-1

kh hires Ambassador Ptemos in pr

kh issues rumour

Ptemos (?) in kh moves to hs

Chakhra (+2) in kh attacks dj (LF-m 20, MF-m 32, MC 8 & LC 10)

Tufo (+2) in tu pirates Sea of Kamos

Prince Korbin (+6, dip bonus +10) in ac negotiates alliance (ac is already a trading partner)

Ambassador Bes (+2) in kh discovers any leader

SHEEP IN, HARLOTS OUT

In an unprecedented move last month, Ackaria’s Primate Drewan emptied his harem of all but one of his concubines. Your correspondent has heard that there is now a flock of sheep in the enclosed garden where the women used to recline. The primate has issued a statement that he intends to adopt a regime of complete celibacy, and wear only wool. The remaining concubine is said to have had some experience as a shepherdess, before becoming a slave.

NOTES

Please resolve battle in dj simultaneously with Chay’s battle in dj.

The assassination of Ambassador Hebrem (1d8-2) last turn freed 5 Leadership Points.

It is not strictly necessary to list the troop types, but it is recommended, to enhance clarity. If the person running Chay failed to get troops into Djaktu that turn, or did not also issue a Resolve With order, the first note would be ignored, otherwise the two invading armies would be treated as one force.

News items should be put at the end of the turn, not embedded in the middle of the orders.

It helps the GameMaster if players give the modifiers for actions.

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