Event Structure

The event is separated into rounds and turns. There are two rounds per turn. Once the players have taken both their rounds, Gabriel earns the opportunity to respond with whatever armies he has at his disposal.

Players may perform the following actions with their rounds:

Move: A Move action will allow the players to move their army to one adjacent space. If a player army moves into a hostile territory, the move is also considered an attack.

Entrench: Creates an outpost at the area where the players are. Costs 20 Requisition as a base rate.

Rest: Players may rest for the round, their spells are reset and armour repaired. The amount of benefit they receive depends largely on the area they choose to rest. A Wilderness area affords less luxury and time to focus than time spent in a castle. Players may also call souls during a rest turn. Consult the following chart.

Players rest on a wilderness area (Coldwood, Saltwood, Southern Godtorn mountains) Regain spells 1-4
Players rest on a town area (Staybrook, Saradan, Hambleford) Regain all armour and spells 1-5
Players rest on an outpost area (Leneasa, Player created outpost) Regain all armour and spells 1-6
Players rest on a castle area (Darkharbor, Pale) Regain all armour and spells 1-7

Regarding Call the Soul: At Song of Illinar V Call the Soul functions differently. Calling anyone's soul can be done without use of the spell for a mere 4 resource points. For each casting of Call the Soul you use to bring someone back, the resource cost is lowered by 1 to a minimum of 2. For example: One person casting Call the Soul would make the resource cost of Calling a Soul 3, two people casting would make it cost 2.

Resources:

The Armies, both Gabriels own and the players earn resources at a rate determined by the number and value of areas that they control.

  • Resources are tallied at the beginning of every turn. Starting with the first turn of the event.
  • Resources may be spent between rounds or during a rest action.
  • Some upgrades will only become available for purchase through the completion of special content.

Name of Upgrade Description of Upgrade Cost of Upgrade (RP)
Declare Magister The army declares a magister who immediately and thenceforth receives double castings of all spells barring their seventh. 12/24/36/*
Declare Champion The army declares a champion who immediately earns fortified armor and one call of resist death per round. 12/24/36/*
Fortified Position The The army chooses an outpost and fortifies it, a fortified position can withstand one additional round of siege. 15
Peasant Support All town and city locations held by players yield an additional RP per turn. 20/40
General's Warcry Each General gets a Cry of life that will only affect his or her 20 person squad once per battle. "Name of unit rise and fight!" Generals Warcry does not function during the Saturday nightquest. 50
Information Network A group of spies will help convey enemy troop movements and positioning. This will allow players to see one space farther along the map. 10/20/30
Arcane Research Allows the players to cast 6th circle Arcane spells, further research allows for the casting of 7th circle arcane spells. 15/30
Supply train Allows players to rest and gain spells and armor equal to one level higher than they normally would based on their terrain. 15
Sorcerer Mastery The sorcerer's armoured cloak now blocks fireball / lightning bolt attacks as well as providing an additional point of protection. 30
Healing Mastery When a healer casts raise dead, he earns a combat raise dead to cast later in the same battle. 30
Blacksmith Mastery Castings of Repair Item are tripled. 30

Victory Tokens:

Sometimes extraordinary deeds are performed on the battlefield. A man fights three others and wins, a mage disrupts a gate while fighting off a defender, a healer raises two warriors just in time to prevent an ally from being scalped. These are worth not only songs to sing you to the Summerlands, these acts are also worth Victory Tokens.

Victory Tokens are privately distributed at the end of each battle. They may be exchanged for powers for your character.

For spellcasters they do one of two things:

  • Allow a spellcaster to halve the Verbal Component of any given spell 1-5. Once a verbal has been halved, it cannot be halved again.
  • Add one casting to any learning of any spell 1-5. Once one casting of a spell has been added to a learning, another casting cannot be added to that same learning. For example: Mack the Mage has two victory tokens, he could not add two castings of disenchant to a single learning of the spell, but if he has two learnings, he could add one casting to both.

    All Fighters may choose one path of war to follow. To unlock their 2nd and 3rd tier abilities however, they must first earn a victory token by proving themselves in battle. To unlock the 2nd tier ability, it costs one victory token, to unlock the 3rd tier ability, it costs two victory tokens. Fighter Paths are described on the Fighter page

    To spend Victory Tokens you must speak to the magic marshal.

    Sanity Points:

    Players begin play with 6 sanity points, represented as small blue marbles.

  • 6 marbles are fine.
  • 5 marbles feel a little shaken.
  • 4 marbles are beginning to feel the toll of being in this place. They hear things, and see things in the dark, though it's a rare thing and they understand their eyes and ears are likely just playing tricks on them.
  • 3 marbles develop a personality disorder from this list, randomly determined by die roll. These personality disorders start out as a subtle roleplaying quirk, not an overwhelming one. However, they do grow much more prominent should the character lose more sanity.
    • Antisocial: Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations, disregards rights and feelings to others.
    • Avoidant: Oversensitive to rejection, low self esteem, socially withdrawn
    • Borderline: Rapid mood shifts, impulsive, unable to control temper, chronic boredom.
    • Compulsive: Perfectionist, authoritarian, indecisive through fear of making mistakes, difficulty expressing emotions
    • Dependant: lacks self-confidence, seeks another to look up to, follow, and subordinate herself to.
    • Histrionic: Overly Dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.
    • Narcissistic: Exaggerated sense of self-importance, craves attention and admiration, considers others' rights and feelings as being less important than their own.
    • Passive-aggressive: Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.
    • Paranoid: Jealous, easily offended, suspicious, humorless, secretive, vigilant, exaggerates magnitude of offenses, refuses to accept blame.
    • Schizoid: Emotionally cold, aloof, have few friends, indifferent to praise or criticism.
  • 2 marbles mean they are quickly losing their grip on reality, and their minor personality disorder is becoming much more apparent.
  • 1 marble is nearing the end of the rope for this person. They also get hit with a phobia, randomly determined. Their personality disorder is even more prominent than before.
    • Autophobia (fear of being alone)
    • Bathophobia (fear of deep places)
    • Bibliophobia (fear of books)
    • Claustrophobia (fear of enclosed spaces)
    • Demophobia (fear of crowds)
    • Hamartophobia (fear of sin, or making mistakes)
    • Haphephobia (fear of being touched)
    • Heliophobia (fear of sunlight)
    • Hematophobia (fear of blood, and bleeding)
    • Onomatophobia (Fear of the phrase, Healer!)
    • Scotophobia (fear of darkness and night)
    • Teratophobia (fear of monsters)
  • 0 marbles Well, that's all she wrote. This character has gone way past the mental breaker-line.
    • Option One: In order to shield themselves from the assault on their sanity they have shut down. When they come to, which could be any time now, roll d100 and that is how many months they have lost from their mind, forever. The phobia and disorder disappear, but any spells the character has learned are also gone.
    • Option Two: The character has become obsessed with the Tempest and immediately converts from any past religion to this new one. They will vigorously defend any followers of this religion and for all intents and purposes have become a cultist of the Tempest.
    • Option Three: The character develops a split personality who is completely different than the primary character. This second personality is evil, and will strive to become the dominant personality. The personalities may not have different spell paths, or weapon restrictions, as the rules of the game do not support it. The new personality has a complete history and set of motivations, which may include pretending to be the original personality, or going off in their own direction. This fight will last for a long time and will likely need to be resolved as an event.
    • Option Four: The personality disorder and phobia that the character has developed will not leave the character until June 1st 2009.
    Characters will slowly recuperate from their sanity damage at the rate of 1 point per event they attend as that character.

  • Content Copyright The Adventurer's Guild, 2007. Song of Illinar, All Rights Reserved.