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Nic74 is a possibility for the next International game of Legends
It is not yet accepting pledges
You cannot send in pledges until an announcement is made.


  • Game Details
  • Set-up Details
  • Faction Sizes
  • Factions
  • Druids
  • Dragon Riders
  • Combat Clashes
  • Teams and Pledging
  • Payment
  • SSV/HG Differences
  • Module Changes and Errata
  • L3 Changes

  • Game Details

    Possible International Game - current suggested settings.

    Please feedback via whispers or directly to pbm@harlequingames.com.

    Training Level: 12
    SEI cap: 800 (public works 6)
    Tac cap: 100%
    Tradegoods will weigh 5.
    Thief Ruin penalty 280.

    King's Peace until 1 production has passed. King's Peace is defined as follows:
    During King's peace you may not take actions which are intended to directly detriment another player. If you feel that someone has broken the spirit of this rule, contact the GM, who will look at the situation, talk with both players, and then make a judgment. The GM's ruling will be based on 'spirit' and 'intent'.
    Note that the D1 and D2 orders are not prohibited by the 'Spirit Based' King's Peace, so you are allowed to issue these two orders without concern.

    10 day turnaround throughout

    Revolts every month.

    Snapshot victory conditions are used.

    No Teleporting of TGs using adventures or item activation.

    There is no restriction on the use of Character Rolling Thunder.

    Set-up Details

    All characters start with 3 character actions
    Flying mounts will be rare in the game.
    Heroes ED - 2 guilds each str 8 - two flying mounts
    Adventurer Parties DCBBB - no guild - one flying mount
    Overlords CBBBA - 2 guilds each str 8
    Mercenaries DCBA 1 guild str 8
    Clans AAAAAAAA - no guild

    No seafarer.

    Guilds may be placed in module cities which contain the same race population as the guild sponsor. Overlords and Mercs may place their guild in their start location. No-one may place their guild in an ally's home location. Any Hero/AP/Nomad may choose to have their starting guild in a 'nearby' non module location.
    Overlords get 5000 pop for Small, 4000 pop for Medium, 3000 pop for Large. Mercs get 2000, 1600, 1200. Troop amounts are always calculated based the amount of pop and position type. Troops for Mercenary setups are Knights, troops for Overlords are Guards.

    Your position may have members of several religions, but they must all be of the same alignment.

    Faction Sizes

    The number of Faction members per Faction is restricted as follows:

    Adventures 1100, 1200, 1300, 1400, and 1700 may be completed 8 times.
    Adventure 1500 may be completed 5 times - once for each of the 5 factions
    Adventures 1801, 1802 and 1803 may be completed 10 times in total - one adventure twice, or two distinct completions for each of the 5 factions


    There are 5 main factions in game (#1, #2, #3, #4 and #7). Your main faction is chosen by the team captain. Some characters can also be members of faction #5 (Druids) and of faction #8 (Dragon Riders) as additions to their main factions! These are not separate factions.

    If a player can make the setup work and with agreement of their team captain, it could be possible to be in "3 factions", e.g. be a Solaran Druidic Council Dragonrider!


    Each faction may have one main character become a member of the Druid faction, who may complete adventure 1500, and this allows them influencing possibilities for the Druidic Council towns (forces 3026, 3049 and the White Tree).

    Most druid faction adventures and special actions are changed to be 'once per character' this affects adventures 1501, 1505, 1506, 1507, 1508, 1509, 1510, 1511, 1515, 1516, 1517

    Druidic Victory
    If the druid position in a faction fulfills all the victory conditions for the druid faction then the main faction may claim a Druidic victory (this ends the game and counts as a win, even if their main factional goals are not fulfilled).

    Dragon Riders

    Each faction may have two main characters become Dragon Riders, who may each complete one of adventure 1801, 1802 or 1803, and this allows them influence possibilities for the Old Dragonrider towns (forces 3019, 3020, 3021).

    Dragon Rider Clashes The Dragonrider clashes are open to all main characters with the title Dragon Rider. However, no character may enter the pugilist and gladiator clash, and each faction may only enter one pugilist and one gladiator.

    This rule will be waived during the third and final set of clashes (all Dragon riders will be entered in both the final Pugilist and Gladiator clashes)

    After the final Dragon Rider Clash: The faction that contains the winning Dragonmaster may claim an honourable mention if they do not go on to win the game.

    Combat Clashes

    For all combat clashes you must provide me with an empty force ID. You must have set up the slot commanders and retreat percentage yourself. You must inform the gm of these details in a separate email.

    I will teleport characters in and out of the force as appropriate.

    In team events the team leader is responsible for organising this and must send details in a clearly titled email.

    Defaults: Healing after rounds. Resurrection after clash. No curing of poison; stoning or insanity. Magic and mounts are permitted.

    Clash results are not quite final - to give players a chance to appeal if *I* have made an error. You will be told swiftly if there is a last minute change."

    Teams and Pledging

    This game will have a 'draught system' for the team selection process. There will be 5 teams, 2 SSV teams, 2 HG teams and one mixed SSV/HG team (containing 2 captains).

    3 SSV team captains, and 3 Harlequin team captains will be chosen/appointed via public discussion/agreement with GMs. To be considered as a team captain you must have a rating of 1 (see below). Pledges cannot be sent before the captains are agreed and published. Once they are known and the game is opened for pledges an announcement will be made on whispers/wolkenburg/legends news. The first 34 pledges (+6 captains) go into the draught. Later pledges will go onto a reserve list to replace any dropouts. All players will need to send in a pledge with the following information.

    1. Note if you are interested in playing for any combination of the SSV teams, the Harlequin Games teams, or the mixed team (include that with your pledge).

    2. You may also include with your pledge (in confidence) the name of any particular player(s) you do not wish to end up in the same faction with, and we will try to take that into account.

    3. To help the team captains pick players, place yourself where you think you fall on the 'rating system' outlined below.

    The champions game rating system
    The rating system has 5 levels - based on if a player...

    1 - has been part of a winning faction multiple times - or has won (or almost won) as a solo position.
    2 - has been part of a winning faction once.
    3 - has played multiple games and feels like they have nearly won more than once (and might be considered an expert).
    4 - has played multiple games and has not yet got close to winning (and can no longer be considered a newbie).
    5 - has played 3 games or less (or otherwise considers themselves an enthusiastic newbie).

    If you're interested in being a team captain please get in touch with either Klaus or myself.

    Klaus and I will sort out who actually become the 6 team captains.
    I will then send the team captains a list of those players they can pick, and details of how to go about picking.

    Once half the players have been picked, I'll (carefully) merge two of the teams together - and they will become the mixed SSV & Harlequin faction (giving a slight advantage in terms of first picks to the team that has to cope with 2 languages).

    The remaining team captains picks will then continue, until all 5 factions have been allocated an equal number of players.

    Then in reverse order (based on the sum of the team player ratings) I'll let the team captains pick a faction they would like to play.

    At the end of this process each player will know what team they are on, what faction they are in and can design their setup!


    If you normally play with SSV then the turn charges for this game will get billed to your SSV account. If you normally play with Harlequin, then charges for this game will get billed to your Harlequin account. If you play at both companies then charges for this game will get billed to your Harlequin account.

    SSV/HG Differences

    Module Book
    There are differences between the SSV/HG NIC module book. Only the HG Module in pdf format downloaded from this website should be used in conjunction with the errata listed below.

    If harlequin says production is on the 4th – then turns dated the 4th run after production. So a player from SSV should imagine that it says ‘production is dated the 3rd'. Production in this example happens after the turns run on the 3rd and before turns run on the 4th.

    Special Actions
    SSV only accepts Special Actions as an in-game message whereas HG only accepts a Special Action as an e-mail which is separate from your turn file.

    No Runemasters
    Harlequin Games don not allow "artefact creation with spell #211".

    Turn submission
    Turns should be sent as a separate e-mail to pbm@harlequingames.com with the game and character ID mentioned in the subject. e.g NIC74 C15

    Order Correction
    HG do no turn order corrections due to player error! e.g. If your army leaves without food, it either goes hungry, or you have to get food to it in a later turn!

    Banned Tactics/HG House Rules
    If you are not a regular player with HG you should read Banned Tactics
    It would also be advisable to view the house rules, Click Here

    Module Changes and Errata

    Many items have had their names changed. You may find that an item required in an adventure has changed name; though its ID number will not have changed.

    Racial Quests 401-452
    These may now be completed once per faction.

    Pomeroy Fields and Apprentices
    There will be no Pomeroy Fields. All adventures and SAs involving it will not function.

    Gemidiah priests gain Spell 26 Teleport and Spell 43 Cause Insanity.
    Barosa priest gain Spell 21 Transfer Mana.
    Universal priests gain Spell 154 Eye of Scrying and Spell 58 Blur Illusion, losing Spell 176 Warding. Their holy symbol allows casting Spell 176 Warding, Spell 295 Heal Character and Spell 40 Erase Blood Enemy at 5 free mana.

    Saurians may start on Ur Rah.

    Chaos Lords
    The Chaos lords are not in play for this game

    Cross Game Info
    Many items, spells and troop types will be manually tweaked to weaken well known paths to power and encourage players to find new ones.

    Astral Market
    The Astral Market will not be in this game.

    Garrison Troops Changed
    We'll use the recently standardised Urban Type and Caravan/Cavalcade status and training types for the purposes of garrisons.

    The Garrison ‘race’ for soldiers should not exist - if you see it contact the GMs.
    All module locations will have 5 slots with Urban Militia troops of an appropriate race, all module Nomad camps will have 5 slots of Cavalcade Militia, the other 3 slots will be on theme for the force.

    Other status - Cavalcade
    CF 10
    DF 4
    AF 50
    Land move: minus 10
    DAM 3
    SAR 2
    -100 attacking walls
    -10 for all other Terrain mods

    Other status - Urban
    CF 15
    DF 5
    AF 50
    MAR 2
    Land move: minus 10
    Morale add 40
    SAR 2
    +125 Defending Walls
    -100 for all other Terrain mods

    Training Type - Militia
    Land move: minus 10
    Cost to train 20
    Guard rating 20
    +50 AF with Javelin
    -100 attacking walls
    zero for all other Terrain mods

    This game has 'snapshot' victories, and in terms of victory conditions "Module location" does not refer to cloud castles or nomad camps.


    Adventure 2500
    Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 201-240. Target the force with the adventure. Once per character.
    Gain - 24 towers, 8 gatehouse, 14 keep, 2 moat, 2 ditch and the title 'Military Architect'.

    Adventure 2501
    Be a Mercenary or an Overlord Main inside your own starting nomad camp during the first month. Be race 241-260. Once per character.
    Gain - 150 Wagons, 2400 Food, 300 Iron, 300 Lumber. Note that the adventure gives the Main character the goods. They are not placed into the Nomad Camp.

    Adventure 2502
    Be a Mercenary or an Overlord Main inside your own starting force during the first month. Target your pop-seg. Once per character.
    Gain 250 broadswords; 250 javelins; 250 small laminated; 175 medium laminated; 100 large laminated and 2000 crowns. Note that the goods are given to the Main character. The popseg will gain 250 unskilled.

    Adventure 1101 ~ Summon Reinforcements.
    Be a member. Be in your target force with a target empty slot. Once per character. 8 times. Not in May.
    Gain - The slot gains 150 Level 20 ‘Hahsandra Hewn’ Fey archers. The title ‘Hewn Summoner’ worth -5 prestige.

    Adventure 1200 ~ Membership
    Be a Main who is not from an Elven race, a Troll or a Saurian and who doesn't worship Hahsandra, GARM or the Temple of the Dead. 8 times.
    Gain ~ Membership of Alveran faction
    (+5 tactics from old NIC games not present in new NIC games)

    Adventure 1215 ~ Swordmaster
    Be a member with Swordmaster 45. Once per character.
    Gain ~ A Sword of Slicing

    Adventure 1216 ~ Axemaster
    Be a member with Axemaster 45. Once per character.
    Gain ~ An Axe of Slicing

    Adventure 1217 ~ Bowmaster
    Be a member with Bowmaster 45. Once per character.
    Gain ~ A Bow of Piercing

    Adventure 1300 ~ Membership
    Be a race other than Elf, Dark Elf, Saurian, Eastern Human, Troll, Orc. Main only.
    Gain ~ Membership of Solara faction, 3 Sorcery, 2 Stealth, 8 Rumourmonger, 3 Tactics.

    Adventure 1606 ~ Greater Ring Lord
    Gives a Mark of Evil

    Adventure 583 ~ Share the Power
    Wyldwood Priest only. 5 times. Once per character.
    Gain 1 Prestige.

    Adventure 504 ~ Necrology
    Priest of the Temple Level 15. Main only. Once per character.
    Gain ~ Acquire Greater Litch (ID 1874) status.

    Adventure 204 ~ Dwarves
    Gain ~ Mark of Wealth, 4 Merchant, 5 Axemaster.

    Adventure 207 ~ Saurian
    Gain ~ 2 Wizard, 2 PC

    Adventure 216 ~ Dark Elf
    Gain ~ 5 Stealth, Swordmaster, Bowmaster and 2 PC, Dex

    Adventure 226 ~ Maratasen
    Gain ~ 1 Action

    Adventure 404 ~ Grey Beard
    Be a Dwarven Main inside Hightower, with Axemaster 10, PC 10 and Marks of Power and Destiny. Lose 500 mithril, 500 gold, 500 silver and 500 precious gems. Once per faction.
    Gain ~ 8 Prestige, 1 Action, a Mark of Glory, the title 'Grey Beard' worth 5 Influence towards Dwarves and the Ring of Greybeard - the item is linked to the title and has alchemical spells.

    Adventure 405 ~ Plumage Regina
    Be a Dak Main inside Star Port from August, year 11. Be a Wizard Level 30, Tactics 20, effective Prestige 30. Own a force with 5000 Dak population. Neither worship an evil deity, nor have an undead status. Once per faction.
    Gain ~ Control of the city of Star Port, 6 Prestige and the title of 'Plumage Regina' worth 5 Influence towards Daks.
    Adventure 405 proceeds as stated on first completion. Further completions give the title, troops, +2 actions and a Mark of Power but DO NOT give control of StarPort (please e-mail the GMs separately if you intend to complete this adventure on your turn).

    Adventure 452 ~ Voice of the Herd
    Be a Centaur Main with Strength 20, Dexterity 15, Constitution 24, PC 25, Effective Prestige 20, and Marks of Power and Destiny. Own a Nomad Camp with 4000 Centaur population. Once per faction.
    Gain ~ 1 Action, 5 Warlock. Learn the Troop Type Centaur Doomrider and gain the title 'Voice of the Herd' worth 8 Prestige and 5 Influence Centaurs.

    Adventure 1776 ~ Born Again
    Lose a Born Again (ID 1776). Lose 2 constitution. Be not laid to rest.
    Gain ~ Life. Remove Blood Enemy, cure poison, pox and black death.

    Adventure 2001 ~ Fate's Puppet
    Main only, not Destiny's Stepchild. During the first month of play. Lose 1 Action. 200 times.
    Gain ~ Mark of Fate, 3 PC and the title Fate's Puppet.

    Adventure 2002 ~ Destiny's Stepchild
    Main only, not Fate's Puppet. During the first month of play. Lose 1 Action. 200 times.
    Gain ~ Mark of Destiny and the title Destiny's Stepchild.

    Adventure 2005 ~ Swordmaster
    Be a character ID 1-1000, Swordmaster 25. Once per character. May-August year 11 only. 18 times.
    Gain ~ 5 Swordmaster.

    Adventure 2006 ~ Axemaster
    Be a character ID 1-1000, Axemaster 25. Once per character. May-August year 11 only. 18 times.
    Gain ~ 5 Axemaster.

    Adventure 2007 ~ Bowmaster
    Be a character ID 1-1000, Bowmaster 25. Once per character. May-August year 11 only. 18 times
    Gain ~ 5 Bowmaster.

    Adventure 2008 ~ Rumourmonger
    Be a character ID 1-1000, Rumourmonger 10. Once per character. May-August year 11 only. 18 times
    Gain ~ 10 Rumourmonger.

    Adventure 2009 ~ Spy
    Be a character ID 1-1000, Spy 15. Once per character. May-August year 11 only. 18 times
    Gain ~ 5 Spy.

    Racial Diplomacy Modifiers
    The module book lists diplomacy modifiers for allowed secondary characters and hated races, and a second set of modifiers for interaction between civilised, barbarian and nomadic sub-cultures.

    Those two tables are combined and superseded by those given below.

    Diplomacy Modifiers
    Sponsor RaceID-25-50-75-150Hated (-999)
    Eastern Human201204209, 205, 221All other203, 216, 228, 222
    Elf203216201, 204, 205, 207, 215, 221, 222, 226, 228, 252, 209, 261
    Dwarf204201215, 205All other203, 216, 228
    Dak205201 204, 221All other226, 228, 222
    Saurian207222All other201, 221, 203, 216
    Halfling215201, 204252All other222, 228
    Dark Elf216261, 203All other201, 221, 203, 216
    Western Human221226222, 201205All other203, 207
    Orc222228226, 221All other203, 201
    Maratasen226222221All other252, 205
    Troll228222226All other201, 221, 203, 216
    Centaur252215216All other222, 228, 226
    Giant209201252All other221, 207, 203
    Human Slave261216201, 203, 204, 205, 207, 215, 221, 222, 226, 228, 252, 209,

    Main RaceIDAllowed Secondaries
    Eastern Human201204, 209, 205
    Dwarf204201, 215, 205
    Dak205201, 221, 204
    Halfling215252, 201, 204
    Dark Elf216261
    Western Human221226, 222, 205
    Orc222228, 226, 221
    Maratasen226222, 221
    Troll228222, 226
    Centaur252215, 216

    Any other subcultures of races (for example Human Nomad 241) will have very little (to zero) population levels, any that do remain with have -150 for all diplomacy. The amounts of “player races” spawned will be tweaked accordingly for game balance, for example: what was “Civilised Troll” in previous games will likely be Troll Barbarian.

    This will apply to all future NIC games starting with NIC74

    Legends 3 changes that apply for NIC 74

    Besides lots of tiny bug fixes that should make everything more consistent, and just generally work nicely, here is a list of 10 specific changes that may differ from your previous experience – be careful with expectations of success/failure for the game.

    This list is not complete, more changes are expected to be announced before this game starts and are likely to include a fix for the Steal Item (C12) order.

    1) Fixed various problems with Sighting and searching.
    Forces containing only invisible characters will not be sighted unless those invisible characters are overburdened. Note - Mounts, wagons, population and ships in character possessions (not equipped) do not count toward their carry capacity for increasing this, they count as weight only.

    Force sightings during movement are now done before encounter battles in each province. So all forces in a province have the same chance to sight another force entering that province, before encounter battle losses reduce its hiding sight value.

    2) Fixed duel/battle spells being cast by people who can’t cast the spell.
    Loaded battle/duel spells will no longer work if you don’t have some means to cast the spell when you reach combat.
    The spell must be in your spell list, or on a familiar, or given by an equipped item.
    This restriction doesn't affect auto-cast spells from items.

    3) Completely revised battle code:
    Fixed bugs for spell castings
    Fixed many combat calculations
    Fixed reserve options to work like the rules describe - and additionally countercharge will now activate against opportunity charge and countercharge.
    All overall modifiers now affect a character's DF.
    All equipment is validated before battle starts, anything of an inappropriate type or not usable by the soldiers or characters is ignored for the duration of the battle.
    Overwhelming of character's by soldiers has been disabled as it only penalised inexperienced players.

    4) there is a new PC/TAC increase formula for Combats.
    It will take account of damage inflicted on the other side, as well as the character's wounds/soldiers lead losses, in determining chance of an increase.
    - Walkovers give a low chance of gains
    - Few wounds/damage on both sides gives a low chance of gains
    - Dying reduces the chance of gains
    - Chance of gains peak at around 90% wounds/losses on self/slot and 70% wounds/losses on the enemy

    5) Moving Overburdened through use of Encounter Orders, fixed.
    Force carry capacity and burden is now re-calculated after each encounter battle.
    Any change in movement rate during movement is dealt with proportionally i.e. a force that had used 75% of its available movement before an encounter combat will have 25% of its available movement left when the movement rate is re-calculated.

    So it is now possible for a force to start its movement flying but lose flying capacity, from battle losses (or by acquiring too many items from a successful raid). It will then continue the rest of its movement as land movement (assuming the force can still walk). A land force that was not overburdened may become overburdened as a result of losses (or by acquiring too many items from a successful raid), or it may merely pick up slower moving mounts in a raid.

    Land based forces that gain flying carry capacity (and flying forces that are forced to land and then later regain flying carry capacity) will continue the move on foot.

    6) T1 order calculations improved.
    Optimised calculations for number of spell points needed for training soldiers with a status – to use the most free spell points, or to use affliction in preference to a spell.
    Numbers trained are now reduced when there is insufficient equipment, it used to fail if the slot already had soldiers.
    Numbers are now also reduced if a ‘per soldier item’ is required for a training type, and there are insufficient items, it used to fail if the slot already had soldiers.

    7) Merging soldiers now retains fractions of the Training Level.
    The fraction does not appear in the turn report. If the fraction is less then 0.9500 the level is rounded down, otherwise it rounds up for all purposes though the internal fraction is always retained.

    8) Encounter order raids now work more reliably.
    However they only work for players. NPC forces will not raid even if they have orders to do so, they will simply start an encounter battle instead.

    9) Locations lose the benefit of their walls while blocking.
    If a location blocks a force that has encounter orders to attack blockers, the location will not get the benefit of walls even though it is the defender in the battle that results.

    10) The turn report has been tidied a little and had some typos fixed.
    That probably means any player-written apps that process the turn report file will need revising.

    Copyright © 1994 - 2014 Harlequin Games