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Setup Rules

setup

You must have read and agree with the following terms of participation before you can join.

  1. Amount of Setup Points
  2. Main Character
  3. Basic Purchases
  4. Character Modifications
  5. Group Modifications
  6. Estate and Habitation Modifications
  7. Items
  8. Individual Buildings
  9. How Fractions are treated
  10. Some Examples
  11. Other Parameter Choices
  12. Player Position Choices
  13. Setup Format
  14. Example Setup

see background on the playtest module


1. Amount of Setup Points

Each player gets an amount of setup points as defined by the game settings (usually 100)


2. Main Character

Each player gets for free (and must have) a main character. This refers only to the basic purchase though. Modification costs for this main character must still be paid as for any additional character.


3. Game World Object Purchases

For each game world object a player wishes to have, he or she must pay a basic point cost. For any modifications on this game world object additional points must be spend. Modifications that allow additional things like soldiers or population cannot be purchased separately without having bought the appropriate basic game world object. Items and individual buildings may be purchased separately.

game world object basic point cost combined purchase?
a character in addition to main character 5* no
a basic group (used as army, need to add at least 5 soldiers) 15 no
a basic estate (with 500 subjects and a manor) 50 no
a basic habitation (with 500 subjects and a keep) 80 no
a basic region (has the size of 4 areas, includes a basic estate with a castle, may be a county, duchy, prefecture, etc. Does not include control over the other estates and habitations herein) 200 yes
a basic realm (has the size of 3 basic regions, includes a basic estate with a castle. Does not include control over the other regions, estates and habitations herein) 500 yes
a basic people or nation (includes a basic realm) 600 yes
a race definition 200 yes
an item as per specific item no
an individual building as per specific building no

* this is actually the minimum cost for an additional character - not an additional charge

3.1 Combined Purchases

Players may spend up to 50% of their setup points in making combined purchases together with other players. Only those game world objects may be purchased combinedly that are expressedly marked so in the above table. With each combined purchase made the player who spend the most points on that purchase gets the game world object. In the case of a tie the players may determine who will get the game world object. All players who participated in a combined purchase have the exclusive right to have their setup be placed within the game world object purchased. In the case of a people or race definition purchase the players have the exclusive right to selecting this people or race for their characters and population.

Important: All players that are part of a combined purchase must participate in the subsequent game for at least 5 turns. If for any reason whatsoever just one of these players drops out beforehand the combined purchase will be forfeited.

Go to the forum for players who wish to contact others for combined purchases.


4. Character Modifications

These are the additional expenditures a player may make for each character.


4.1 Class Level

The player may choose a character class for a character for free, only the class level actually costs points. If a player does not choose a character class for a character the he or she will be of the 'classless' class. If a player does choose a character class then he or she must also choose a class level, this may either be 0 or a number greater or equal than 1. A class level between 0 and 1 (e.g. 0.5) is not allowed. Calculate the class level cost by using the following formula, or the table below.

class level cost = 4 * (class level ^ 2)

class level point cost
0 0
1 4
2 16
3 36
4 64
5 100

If a class level of at least 1 is chosen, then the character will get two basic skills with that skill level.
Alternatively one or two skills may be chosen, which meet the following condition:
(skill1 level)^2 + (skill2 level)^2 <= (class level)^2 * 2
Any additional basic skills beyond these must be paid for according to rules below.

4.2 Attributes

To have a character with attributes above the standard values set by race (for the playtest see this table given by module) also costs points (for 'humans' the standard value for all attributes is '3'). Attributes below the racial standard may grant additional points (i.e. have a negative cost) that may only be spend on this character though. No attributes may be lowered below a final value of 0.5 though.

Only the following attributes have a positive cost for an above standard and a negative cost for a below standard value:

charisma, intelligence, willpower, supernaturalism, agility, beauty, constitution, quickness, strength, consistency, loyalty

Note the following special rules:

  • Since the attribute 'loyalty' has no meaning for a main character, players may not variate it for them.
  • For the attribute 'morality' a value may be freely chosen from 1 to 9 (values outside of this range may not be taken for the setup).

The remaining attribute of 'life' is equal to the racial standard.

Calculate the attribute costs by using the following formulas or tables: (Note: To determine which of the two formulas must be used first select the value that will be added to the attribute. If it is greater or equal to 1 then use the above formula, otherwise use the below formula.)

(cost for bonus >=1 to attribute) = 5 * (bonus^2)

attribute bonus point cost
1 5
2 20
3 45
4 80

(cost for bonus <1 to attribute) = 5 * bonus

attribute bonus point cost
0.5 2.5
0 0
-1 -5
-2 -10
-3 -15
-4 -20

Note: Attributes with a net value below 0.5 are not allowed for the setup and will remain >0 during the course of the game.

Warning: Having an extremely low attribute (i.e. near 0) will almost certainly cause a character to become unplayable, e.g. an intelligence of 0.1 means the character is as dumb as a rock, a beauty or charisma of 0.1 would make a character so repulsing that social interaction would be impossible, a consistency of 0.1 means a character is completely unreliable and erratic thus making a useless servant.

Specifically, having a low supernaturalism would negatively affect a character's relationship to the gods he or she honors. Besides gaining fewer grace points the character would less likely be accepted into the "heaven" of his or her god after death. This can be an important factor since character death in this game doesn't automatically mean the end of the existence of the character. Playing him or her in the afterlife can be very much fun. Characters that are in great favor of their god can even become "angels" and return to the material plane for limited amounts of time. Having a low supernaturalism does increase the magic resistance though.

4.3 Divine Grace

Characters that have a non-atheistic faith may buy divine grace points using the following table:

amount of divine grace point cost for a non-'fanatical' believer point cost for a 'fanatical' believer
1 1 1
2 10 5
3 100 25

Hint: A divine grace point represents the fact that the god of the character will grant him or her one special favor or save him or her out of one life- threatening situation. This can be very useful to players who plan to send their character's on potentially dangerous missions (e.g. exploring dungeons).

Free divine grace: If a character choses a character class that belongs to the spiritual leadership of his or her people (i.e. if not mentioned otherwise this will be the 'priest' or 'evil priest' in accordance with the alignment of the main faith), then he or she will receive an additional 0.5 divine grace (1 if 'fanatic').

4.4 Additional Skills

Skills may also be bought singally using the following formulas or table. The costs varies depending on relation of the skill to the character class selected. The three relationships are 'basic', 'related' and 'unrelated'.

cost for a basic skill = 3 * (skill level ^ 2)

cost for a related skill = 6 * (skill level ^ 2)

cost for an unrelated skill = 12 * (skill level ^ 2)

skill level acquired basic skill cost related skill cost unrelated skill cost
1 3 6 12
2 12 24 48
3 27 54 108
4 48 96 196
5 75 150 300

Note: each skill purchased must have a skill level of at least 1.

See the character rules explaining skills and how the combat ability of a character is calculated

See the skill to character class relation table to find out what the basic and related skills are of a character class. If a skill is not explicitly mentioned as 'basic' or 'related' for a class, then it is assumed to be 'unrelated'.

Also note that the following skills require 'literacy'. If a character purchases one of these skills during setup he or she will automatically get 'literacy' at lvl 1. If a character is already acquiring 'literacy' he or she would instead receive an amount of free setup points equal to the purchase cost of 'literacy' at level 1 to be only used on that character. These free points are given only given once per character (not once per skill) though. If a character wants to acquire one of these skills later on in the game he or she will first have to learn literacy the hard way, he or she won't get it for free any more.

The following skills require 'literacy': administration, alchemy, arcane lore, astrology, charting, conjuring, construction, illusionism, linguistics, mathematics, runecraft, science/philosophy, trading

You can actually use 'literacy' to beat the -20 limit (see section 4.7). Although, taking literacy solely for that purpose would not seem advisable, you would be better off purchasing directly what you want. These free points do not count towards the minimum expenditure requirement of 5 points for additional characters and 0 for main characters (see section 4.7 again).


4.5 Personality Traits

trait point cost opposing trait point cost
brave 5 fainthearted -5
tight-lipped 2 loose-mouthed -3
ambitious 7 lazy -5
rational 3 maniacal -7
prudent 3 reckless -3
ruthless 1 compassionate -1
humble 1 arrogant -1
generous 1 greedy -1

Note: a character may only possess one trait out of an opposing pair.


4.6 Miscellaneous Costs

modification point cost
character is of 'old age' -5
character's social class is 'serf' -5
character's social class is 'freeman' -1
character is of incorrect social class (see table in rules) 3
non-main character is paid a monthly wage by the main character -1 point per 10 shillings monthly wages

Warning: A main character leading or administering a large number of individuals (i.e. if an group, estate, or habitation is purchased) will have a very hard time if he or she has a low social class.

Warning: A character of the class 'serf' is assumed to have escaped from bondage. Therefore there will be a 'warrant' out with a reward for the recapture of this character in some distant region. A player can avoid this, if this character is not a main character and the main character is a noble and a landholder (e.g. player purchased an estate, habitation, etc.). The character is then assumed to belong to the landholder.


4.7 Character Expenditure Restrictions

  • Non-main characters must have a minimum net purchase cost of 5.
  • The main character must have a minimum net purchase cost of 0.
  • No more than 20 negative points will be accredited per character.

4.8 Loyalty Bonus

Each non-main character automatically gets a bonus to his or her loyalty attribute of a portion (may vary per game) of the final charisma attribute of the main character (e.g. if the portion is 50% and the main character has a final charisma attribute of 3, then each non-main character will get 1.5 added to his or her loyalty attribute)


5. Group Modifications


5.1 Soldiers

Important: A player may only purchase soldiers if a 'basic group' has already been purchased!
In fact, a player must purchase at least 5 soldiers!

  • get 4 standard soldiers for a group per 1 point spent
  • get 1 veteran soldier for a group per 1 point spent

5.2 Type Cost

An additional cost per soldier may be incurred depending on the soldier type chosen.

general soldier type additional cost examples of specific soldier types
light infantry +0 bandits, archers, light spear-men, scouts, barbarians
light cavalry +1 mounted bandits, horse archers, poor knights
heavy infantry +1 legionnaires, men-at-arms, heavy pike-men
heavy cavalry +2 knights, mounted men-at-arms
special training +2 engineers, artillery-men, assassins
magical +4 paladins, battle mages, clerics


6. Estate and Habitation Modifications

To each purchase of an estate or habitation an appropriate amount of guards will be added according the number of points spent.


6.1 Additional Population

  • get an additional 50 rural population for an estate per 1 point spent
  • get an additional 25 urban population for a habitation per 1 point spent

6.2 Additional Fortification

  • get a 'fortified manor' or 'stone tower' instead of a manor for an estate for 10 points
  • get a 'castle' instead of a 'manor' for an estate for 30 points
  • get a town wall for a habitation for 10 points

6.3 Harbor for Habitation

  • get a harbor and placement on the coast or a navigable river for a habitation for 10 points

6.4 Habitation Vassalage Options

The player may choose the following options. Note that choosing the second option will even reduce the net point cost of the habitation. In some civilizations (usually antique) the first option may not be available.

vassalage option point cost
If habitation will be a 'free town' and thus pay service to the ruler of the realm (e.g. the king) instead of the regional ruler (e.g. a duke or count). This also means that the head of the town (i.e. the main character) is a mayor and not a feudal lord. 5
If habitation will give up its legal charter (i.e. the right to administer justice and change laws) to whomever it is paying service (i.e. its feudal overlord). -10

Note: Being vassal to either the regional ruler (e.g. duke, count) or the ruler of the realm (e.g. king) usually means having the feudal duty of supplying a contingent of soldiers on demand or making a payment for exception therefrom. In some places this has changed to a regular tax.

Note: Possession of the legal charter only means that the inner-city law settings (e.g. ban begging, ban magic, etc.) and the settings of the judges (e.g. local judge type) can be changed. The actual owner of the town still controls the town guard (gate checking), tolls, and taxation of the town inhabitants.


7. Items

To each purchase of a character, group, building, estate, or habitation a small amount of provisions and useful equipment will automatically be added according to the number of points spent and the selections made.

It will therefore not really be necessary to buy equipment, e.g. for a character, because a reasonable set of equipment will be included depending on the choices made (e.g. a character who has chosen 'using axes' will automatically be equipped with an axe).

A player may make the following purchases of specific items:

  • get 200 shillings per 1 point spent
  • get a small seagoing merchant type ship (named "cog") for 4000 shillings which has a carrying capacity of 80 tons; you will need a few crew members but characters or soldiers you purchased can double as this
  • get 1 horse & wagon for 60 shillings (does not include teamsters, has a carrying capacity of 600kg)
  • get a horse for 30 shillings (note that some characters can automatically get a mount, i.e. usually a horse, as part of their beginning possessions depending on the setup choices made, e.g. if character has 'mounted combat' at level 1, or 'adventuring' at level 3, or 'scouting' at level 2)
  • any number of common trading goods may be bought at their standard price with this directly acquired money (see item table in rules)

8. Individual Buildings

The following buildings may be purchased individually:

buildings point cost
hut, cave, hideout 1
cottage, farmhouse, small townhouse, storehouse 5
manor, inn, small workshop 10
fortified manor, stone tower, keep, iron or copper mine, luxurious townhouse, large workshop, magic laboratory 20
castle, small palace, silver mine, guild hall, wizard's tower 40

All buildings include an appropriate amount of residents (e.g. workers, servants, guards, etc.).


9. Fractions

With the new setup system fractions are handled easily by the computer, therefore only the final total is rounded to one digit behind the decimal point.


10. Examples

Here are some examples on how to spend the setup points:


10.1 A lone superhero

purchase: points spent:
MAIN CHARACTER (Morgan the Mighty) 0
warrior class level 4 (a champion), takes the skills 'personal combat' and 'using great blades' at level 4 64
basic skill of 'mounted combat' at level 1 3
related skill of 'adventuring' at level 1 6
1 point of divine grace 1
personal trait of 'brave' 5
strength attribute +2 20
constitution attribute +1 5
agility attribute +1 5
willpower attribute +0.6 3
quickness attribute +0.6 3
supernaturalism attribute -1 -5
consistency attribute -1 -5
social class of 'serf' -5
total 100


10.2 A wizard and his tower

purchase: points spent:
MAIN CHARACTER (Wizard Archibald Whiteford) 0
white mage class level 3 (a wizard), takes the skills 'white magic' and 'arcane lore' at level 3 36
unrelated skill of 'alchemy' at level 1 12
1 point of divine grace 1
intelligence attribute +1 5
supernaturalism attribute +1 5
strength attribute -1 -5
quickness attribute -0.6 -5
character is of 'old age' -5 -3
subtotal: 46
ADDITIONAL CHARACTER (Sam Hereiam, his apprentice) min. of 5
white mage class level 1 (a white mage), takes the skills 'white magic' and 'arcane lore' at level 1 4
supernaturalism attribute +1 5
intelligence attribute +0.2 1
strength attribute -1 -5
consistency attribute -1 -5
1 point of divine grace 1
social class of 'freeman' -1
subtotal: 5
WIZARD'S TOWER 40
1800 SHILLINGS 9
total 100


10.2 A group of adventurers

purchase: points spent:
MAIN CHARACTER (Sir William Goodenby, a knight) 0
noble class level 3 (a lord), takes the skills 'personal combat' at level 4 and 'mounted combat' at level 1.4 36
1 point of divine grace 1
basic skill of 'leadership/oratory' at level 1 3
strength attribute +1 5
constitution attribute +0.2 1
beauty attribute -1 -5
personal trait of 'brave' 5
subtotal: 46
ADDITIONAL CHARACTER (Vicar Harold Tuckinstone) min. of 5
priest class level 2 (a vicar), takes the skills 'praying' and 'healing/medicine' at level 2 16
supernaturalism attribute +1 5
willpower attribute -1 -5
strength attribute -0.6 -3
quickness attribute -0.6 -3
beauty attribute -0.6 -3
charisma attribute -0.6 -3
personal trait of 'generous' 1
2 points of divine grace (is religious 'fanatic') 5
subtotal: 15
ADDITIONAL CHARACTER (Fizzling Fred, a scholastic mage) min. of 5
scholastic mage class level 2 (a scholastic adept), takes the skills 'runecraft' and 'arcane lore' at level 2 16
intelligence attribute +0.6 3
strength attribute -0.6 -3
quickness attribute -0.6 -3
supernaturalism attribute +0.6 3
charisma attribute -1.2 -6
beauty attribute -0.6 -3
gets monthly wage of 50 shillings -5
1 point of divine grace 1
subtotal: 8
ADDITIONAL CHARACTER (Elena Eagleeye, a huntress) min. of 5
a hunter class level 1.4 (a scout), takes the skills 'scouting' and 'adventuring' at level 1.4 7.84
basic skill of 'using bows' at level 1 3
related skill of 'personal combat' at level 1 6
agility attribute +0.6 3
quickness attribute +0.2 1
constitution attribute +0.2 1
intuition attribute -1 -5
charisma attribute -0.8 -4
beauty attribute -1 -5
1 point of divine grace 1
gets monthly wage of 50 shillings -5
social class of 'freeman' -1
subtotal: 7.84
ADDITIONAL CHARACTER (Lefty, a thief) 5
a thief class level 2 (a thief), takes the skills 'stealing' at level 2,6 and 'discovering/disarmings traps' at level 1 16
related skill of 'personal combat' at level 1 6
agility attribute +0.6 3
quickness attribute +0.2 1
charisma attribute -1 -5
beauty attribute -1 -5
1 point of divine grace 1
gets monthly wage of 50 shillings -5
social class of 'serf' -5
subtotal: 12
ADDITIONAL CHARACTER (Doug the Thug, a warrior) min. of 5
a warrior class level 2 (a veteran warrior), takes the skills 'using blades' and 'personal combat' at level 2 16
basic skill of 'using shields' at level 1 3
strength attribute +0.2 1
constitution attribute +0.2 1
charisma attribute -1 -5
beauty attribute -1 -5
gets monthly wage of 50 shillings -5
social class of 'serf' -5
1 point of divine grace 1
subtotal: 7
632 SHILLINGS 3.16
total 100


10.3 A merchant's trading operation

purchase: points spent:
MAIN CHARACTER (Banker Stinge MacPenny) 0
merchant class level 3 (a banker), takes the skills 'trading' at level 3 and 'negotiation' at level 3 36
intelligence attribute +1 5
intuition attribute +1 5
strength attribute -0.8 -4
supernaturalism attribute -2 -10
character is of 'old age' -5
personal trait of 'greedy' -1
subtotal: 26
ADDITIONAL CHARACTER (Cap'n Ron) min. of 5
naval captain class level 2 (a commodore), takes the skills 'navigation' and 'naval tactics' at level 2 16
intelligence attribute +1 5
loyalty attribute +1 5
supernaturalism attribute -1 -5
willpower attribute -1 -5
beauty attribute -1 -5
social class of 'freeman' -1
1 point of divine grace 1
personal trait of 'reckless' -3
subtotal: 13
MERCHANT'S SHIP (an item named "cog") 20
STOREHOUSE 5
SMALL TOWNHOUSE 5
SMALL WORKSHOP (a clothmaking shop) 10
2200 SHILLINGS (uses money to buy various standard goods, e.g. raw fibre, salt, wine, etc.) 11
total 100


10.4 A band of mercenaries

purchase: points spent:
MAIN CHARACTER (Commander Blood) 0
captain class level 3 (a commander), takes the skills 'tactics' at level 3 and 'personal combat' at level 3 36
intelligence attribute +1 5
strength attribute +1 5
supernaturalism attribute -1 -5
beauty attribute -1 -5
personal trait of 'ruthless' 1
subtotal: 37
ADDITIONAL CHARACTER (Gundula the witch) min. of 5
witch class level 2 (a crafty witch), takes the skills 'witchcraft' and 'persuasion' at level 2 8
related skill of 'healing/medicine' 6
intelligence attribute +0.2 1
charisma attribute +1 5
integrity attribute -1 -5
willpower attribute -1 -5
beauty attribute -1 -5
social class of 'serf' -5
1 point of divine grace 1
subtotal: 6
ARMY GROUP (The Bloody Band, takes 5 veteran level 'swordsmen' (light infantry type)) 20
30 additional standard level 'spearmen' 7.5
40 additional standard level 'archers' 10
10 additional standard level 'mounted javelineers' 12.5
subtotal: 50
3 HORSE & WAGON 0.9
1220 SHILLINGS (uses part of this money to buy some provisions ('food' items) in addition to what is granted as part of buying a basic group) 6.1
total 100


10.5 An estate holder

purchase: points spent:
MAIN CHARACTER (Lordling Frendleroy) 0
noble class level 2 (a lordling), takes the skills 'administration' and 'tactics' at level 2 16
related skill of 'negotiation' 6
intelligence attribute +1 5
charisma attribute +1 5
strength attribute -0.8 -4
quickness attribute -0.8 -4
agility attribute -0.8 -4
personal trait of 'compassionate' -1
1 point of divine grace 1
subtotal: 20
ESTATE (Hempstead Hill) 50
1000 additional population 20
'stone tower' instead of a 'manor' 10
subtotal: 80
total 100


10.6. A town holder

purchase: points spent:
MAIN CHARACTER (Mayor Harding) 0
magistrate class level 2 (a steward), takes the skills 'administration' and 'negotiation' at level 2 16
charisma attribute +0.8 4
agility attribute -0.8 -4
quickness attribute -0.8 -4
strength attribute -1 -5
supernaturalism attribute -0.4 -2
character is of 'old age' -5
subtotal: 0
HABITATION (Hardington) 80
125 additional population 5
town wall for habitation 10
habitation is a 'free town' 5
subtotal: 100
total 100


11. Other Parameters

Most of the following parameters for each game world object may be chosen freely without incurring a point cost (or getting points through a negative cost).

Things enclosed in square brackets are optional and may be left out, for everything else a choice must be made. Words enclosed in single quotation marks are the exact wordings that must be chosen.

11.1 Character's Parameters

first name
any name, preferably appropriate to the people/culture chosen
family name
[a name appropriate to the people/culture and social class chosen]
appellation
['the' or a translation thereof] [a fitting and descriptive word or a nickname, may not be similar to a title or too laudatory]
character class
[select one out of the list of characters classes]
name presented
[determine how first name, last name, appellation and character class titulation will be combined]
age
select 'young', 'middle aged', or 'old'
sex
select 'male' or 'female'
race
select one of the races made available by the module
people
select one of the peoples/cultures made available by the module
social class
select 'noble', 'cleric', 'burgher', 'freeman' or 'serf' (note: this may incur a point cost!), see table of synonyms in case you come across other words (e.g. 'commoner', 'slave', etc.)
faith
select one of the religions made available by the module or one of the following three: 'unscrupulous selfishness', 'disinterested in religious matters' or 'personal belief in goodness', note that divine grace points are ineffective with these atheistic faiths.
place of origin
[a habitation or region that belongs to the people chosen]
appearance text
[a text of any length that describes the appearance of the character]
greeting text
[a text of any length that describes what the character says and does when met]
background text
[a text of any length that describes the background or history of the character, may not be too laudatory and must be compatible with the module, the gamemaster expressively reserves the right to remove any unfitting passages!]
appearance picture
[send in a portrait in any graphics format that shows your character!]

11.2 Group Parameters

name
any name, preferably appropriate to the people/culture chosen
soldier type
select specific soldier types for the soldiers purchased out of a list made available by the module

11.3 Estate Parameters

name
any name, preferably appropriate to the people/culture chosen
ruler
[if a players wishes any other character than the main character to be the ruler then this should be mentioned so explicitly]
appearance text
[a text of any length that describes the appearance of the estate]
special produce
[a special good that the estate produces besides 'food' must be a farming product or a common raw material (such as 'timber' or 'iron'), select a common good appropriate to people chosen and the terrain surrounding the estate]
tillage type
[select 'mainly grazing', 'mixture' or 'extensive crops', the most common choice is 'mixture', 'extensive crops' are only possible in very fertile areas]
appearance picture
[send in a picture in any graphics format that shows your estate!]

11.4 Habitation Parameters

name
any name, preferably appropriate to the people/culture chosen
ruler
[if you wish any other character than your main character to be the ruler please mention this explicitly]
appearance text
[a text of any length that describes the appearance of the habitation] entry text - [a text of any length that describes the what a person entering the habitation would see]
background text
[a text of any length that describes the background or history of the habitation, may not be too laudatory and must be compatible with the module, the gamemaster expressively reserves the right to remove any unfitting passages!]
appearance picture
[send in a picture in any graphics format that shows your habitation!]
map picture
[send in a picture in any graphics format that shows the layout of your habitation!]

11.5 Estate or Habitation Population

Determine the following parameters for the population of an estate or habitation. If no explicit choices are made they will default to the same choices made for the main character.

people
[select one of the peoples/cultures made available by the module, preferably the same as for the main character]
race
[select one of the races made available by the module, preferably the same as for the main character]
faith
[select one of the religions made available by the module, preferably the same as for the main character]

Warning: A ruler of different people, race or faith than his or her subjects will have a more difficult time than a more compatible one.


11.6 Building Parameters

name
[any name, preferably appropriate to the people/culture chosen]
owner
[if a players wishes any other character than the main character to be the owner then this should be mentioned so explicitly]
appearance text
[a text of any length that describes the appearance of the building]
appearance picture
[send in a picture in any graphics format that shows your building!]

12. Player Position Choices

A player may make the following general choices for his position as a whole.

name
[any name for the player position as a whole, may not be too laudatory and should preferably be appropriate to the people/culture chosen, e.g. "The Friends of the Peruzzi Family", "Harding's Domain", "The Monsterbusters", etc. If no choice is made the gamemaster will make an appropriate choice]
coat of arms
[a verbal description of the coat of arms or symbol that members of this position will carry on occasion]
coat of arms picture
[send in a picture in any graphics format that visibly displays the coat of arms of the player position; you can also create simple heraldic shields online at this site]
setup location description
select approximately the area of the setup (as given by x and y coordinates or by the names of places, e.g. forests, mountain ranges, kingdoms, etc.). Players that have not purchased an estate or habitation may ask to be setup inside a habitation. All of a player's personal purchases will be placed in a single location. Note that there may be restrictions due to the module or the necessity to space the setups apart, so that the gamemaster may need to select a wholly different place. Players beginning with buildings, estates or habitations may choose a certain terrain type to be placed in. Note again that due to placement restrictions the gamemaster might have to make an alternate choice. Players should also mention which of the two location preferences (coordinates or terrain) has the priority.
If no setup location is specified the main character's place of origin will be used.

13. Setup Format

This is an example of how a setup would finally look like.

An online setup system is now available where you can register your setup choices and have them checked for correctness automatically.


 

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