Tales of the Desert 0.66: The Election of the Defterdar game thread
#1
Posted 05 April 2012 - 06:06 AM
ToD 0.66: The Drought's Aftermath: the Election of the Defterdar
I went to see my prisoner, for the first time in the month that he was held captive. Adnan, who was called Adnan the Innocent by the city guard. It was on the eve of the dissolution of the Council of Magisters, and the election of the new Council – if the web of lies, alliances, bribes, murders and threats can be called an election, that is. Traditionally, that is the definition in Madeena al-Salaam, interrupted only by a few decades of enlightened tyranny during my early reign, when I was young and idealistic.
Adnan is a nice enough fellow to look at. Lean, muscled, with mussed up shoulder long hair and startling blue eyes. Chained to the floor as he was, he might be a new pet in a raunchy game. Instead, he was my prisoner, and the main reason why I had him brought in is to keep him from the streets and listen him out. That proved futile. Not only did events spiral out of control, Adnan was extremely tight-lipped. He did turn out to be a great, albeit unwilling, audience, and so, my time was not completely wasted. But I'm getting ahead of myself, which is a bad thing to do for any chronicler.
Nine months had passed since the War of the Nepeth Drought. It proved to start of a chain of events that would disrupt Madeena al-Salaam on all levels. My beloved city slowly but inexorably sank down into petty squables and violence, where all sought to hold on to what they had and take what wasn't theirs yet. It was if Ishktar Oasis had been moved to the North and magnified a hundred-fold.
Three months after the war, the Nepeth had established an embassy in Madeena al-Salaam. One of their royals doubled as their embassador, but it was not this Prince that people feared. The embassy, like any Nepeth holding, soon grew into a combination of a palace, an army camp and a temple complex. Their new-found wealth of water bought them premium farmland, and soon, the grain fields and bricklayers stretched to the horizon. Each day, hundreds of Nepeth more arrived, swelling the ranks of those already there, every single one of them swearing subservience to my laws. Few were fooled by the show obedience.
Six months after the establishment of the embassy Huassan ibn Qolat sought audience with me. The Merchant-Prince of the House of Luxury is often my guest, but seldom a petitioner, and I wondered what brought him to bend the knee and seek my council.
I received him in the zoo, on the terrace that was constructed by a particularly odd predecessor of mine: he had it built in the lion pit, elevated on a marble edifice that resembled a desert mesa. As a detail, I had one of the lionesses brought up to my dais, where a little calming spell provided me with an extravagant yet flamboyant token of the power of the Khalif.
I doubt mere symbolism impresses anyone in this city anymore, but I am the Khalif. I must be excentric and unpredictable. Ibn Qolat, clad in his customary purple, his hair a mass of artfully draped curls and his moustachio and goatee oiled to a sheen, bend the knee. He even went so far as to perform proper obesiance by touching his head to the ground. If I hadn't brought the lioness, he might have kissed my feet, too.
“Radiant Jewel of the City” he started. I always loathed that title – it sounds to me like I am a mere adornment - “I am here as your Defterdar. I seek the dissolution of the Council of Magisters.”
I can't say I was shocked. For months, the Cult of the Vulture, the traditional rival of the Houses of Agreement when it comes to courtly aspirations, had been campaigning for new elections. With Ishktar Oasis lost, House Delat and House Meshkir were reeling. Delat has also lost its heir, and Meshkir's Merchant Prince his grandson.
The Cult had courted the Nepeth incessantly, and my spies had informed me that there was an alliance in the making between them, and the Beggars Guild had sought alliance with the Cult to undo the sway the Houses held over the Quarter of the Coin, the traditional base of all three of them, from the time when my predecessors were mere figureheads and the Beggars, Houses and Cult controlled the city in a bewildering constellation of alliances and enmities.
On my ascent to power I had naturally appointed loyalists to break the power of the three ancients, but in the two centuries since my rise, those loyalists died. Their offspring generally proved treacherous, incapable or died childless and so I was forced to gradually replace them with members of the three old factions in an attempt to bind them to me. Nowadays, when I leave the palace, I wonder what I truly did for the city. Much of what I established has been undone, often by my own hand. I can claim necessity forced me, but even I don't believe that is entirely true. Mostly, it is weariness, and a lack of trustworthy partners that force a return to the old situation. A tyrant has very few friends and a great many enemies. A two hundred year old immortal sorceress has lost all her friends but kept the enemies. It is the nature of tyranny to weed out the capable, and it is the nature of good government to appoint them. Too often have I been a tyrant in my pursuit of peace.
It might have been too little, too late, it might even hasten my own downfall. But this time around, I decided to let the capable claw their way to the top. I understood ibn Qolats plea. He might have tried to maintain control over the Council, he might even have succeeded.
But by risking it all, Huassan ibn Qolat, a ruthless, highly intelligent patron of his House, had created an oppportunity to turn upon his enemies like a hunted bull elephant turns on the pride of lions at his heels. Such a fight is never a foregone conclusion.
In the days to come, he and his supporters would seek to outwit the grand alliance opposing him through legal and illegal means, and they would seek to do the same to him. He would have the vastness of his resources and connections and, very importantly, the initiative, they would have numbers and the opportunity they craved.
The parties that first secured majority in titles on the council would elect the new Defterdar, my official Treasurer (I have my own riches and seldom make use of public funds), and the key to control of the Quarter of the Coin.
I went to see my prisoner, for the first time in the month that he was held captive. Adnan, who was called Adnan the Innocent by the city guard. It was on the eve of the dissolution of the Council of Magisters, and the election of the new Council – if the web of lies, alliances, bribes, murders and threats can be called an election, that is. Traditionally, that is the definition in Madeena al-Salaam, interrupted only by a few decades of enlightened tyranny during my early reign, when I was young and idealistic.
Adnan is a nice enough fellow to look at. Lean, muscled, with mussed up shoulder long hair and startling blue eyes. Chained to the floor as he was, he might be a new pet in a raunchy game. Instead, he was my prisoner, and the main reason why I had him brought in is to keep him from the streets and listen him out. That proved futile. Not only did events spiral out of control, Adnan was extremely tight-lipped. He did turn out to be a great, albeit unwilling, audience, and so, my time was not completely wasted. But I'm getting ahead of myself, which is a bad thing to do for any chronicler.
Nine months had passed since the War of the Nepeth Drought. It proved to start of a chain of events that would disrupt Madeena al-Salaam on all levels. My beloved city slowly but inexorably sank down into petty squables and violence, where all sought to hold on to what they had and take what wasn't theirs yet. It was if Ishktar Oasis had been moved to the North and magnified a hundred-fold.
Three months after the war, the Nepeth had established an embassy in Madeena al-Salaam. One of their royals doubled as their embassador, but it was not this Prince that people feared. The embassy, like any Nepeth holding, soon grew into a combination of a palace, an army camp and a temple complex. Their new-found wealth of water bought them premium farmland, and soon, the grain fields and bricklayers stretched to the horizon. Each day, hundreds of Nepeth more arrived, swelling the ranks of those already there, every single one of them swearing subservience to my laws. Few were fooled by the show obedience.
Six months after the establishment of the embassy Huassan ibn Qolat sought audience with me. The Merchant-Prince of the House of Luxury is often my guest, but seldom a petitioner, and I wondered what brought him to bend the knee and seek my council.
I received him in the zoo, on the terrace that was constructed by a particularly odd predecessor of mine: he had it built in the lion pit, elevated on a marble edifice that resembled a desert mesa. As a detail, I had one of the lionesses brought up to my dais, where a little calming spell provided me with an extravagant yet flamboyant token of the power of the Khalif.
I doubt mere symbolism impresses anyone in this city anymore, but I am the Khalif. I must be excentric and unpredictable. Ibn Qolat, clad in his customary purple, his hair a mass of artfully draped curls and his moustachio and goatee oiled to a sheen, bend the knee. He even went so far as to perform proper obesiance by touching his head to the ground. If I hadn't brought the lioness, he might have kissed my feet, too.
“Radiant Jewel of the City” he started. I always loathed that title – it sounds to me like I am a mere adornment - “I am here as your Defterdar. I seek the dissolution of the Council of Magisters.”
I can't say I was shocked. For months, the Cult of the Vulture, the traditional rival of the Houses of Agreement when it comes to courtly aspirations, had been campaigning for new elections. With Ishktar Oasis lost, House Delat and House Meshkir were reeling. Delat has also lost its heir, and Meshkir's Merchant Prince his grandson.
The Cult had courted the Nepeth incessantly, and my spies had informed me that there was an alliance in the making between them, and the Beggars Guild had sought alliance with the Cult to undo the sway the Houses held over the Quarter of the Coin, the traditional base of all three of them, from the time when my predecessors were mere figureheads and the Beggars, Houses and Cult controlled the city in a bewildering constellation of alliances and enmities.
On my ascent to power I had naturally appointed loyalists to break the power of the three ancients, but in the two centuries since my rise, those loyalists died. Their offspring generally proved treacherous, incapable or died childless and so I was forced to gradually replace them with members of the three old factions in an attempt to bind them to me. Nowadays, when I leave the palace, I wonder what I truly did for the city. Much of what I established has been undone, often by my own hand. I can claim necessity forced me, but even I don't believe that is entirely true. Mostly, it is weariness, and a lack of trustworthy partners that force a return to the old situation. A tyrant has very few friends and a great many enemies. A two hundred year old immortal sorceress has lost all her friends but kept the enemies. It is the nature of tyranny to weed out the capable, and it is the nature of good government to appoint them. Too often have I been a tyrant in my pursuit of peace.
It might have been too little, too late, it might even hasten my own downfall. But this time around, I decided to let the capable claw their way to the top. I understood ibn Qolats plea. He might have tried to maintain control over the Council, he might even have succeeded.
But by risking it all, Huassan ibn Qolat, a ruthless, highly intelligent patron of his House, had created an oppportunity to turn upon his enemies like a hunted bull elephant turns on the pride of lions at his heels. Such a fight is never a foregone conclusion.
In the days to come, he and his supporters would seek to outwit the grand alliance opposing him through legal and illegal means, and they would seek to do the same to him. He would have the vastness of his resources and connections and, very importantly, the initiative, they would have numbers and the opportunity they craved.
The parties that first secured majority in titles on the council would elect the new Defterdar, my official Treasurer (I have my own riches and seldom make use of public funds), and the key to control of the Quarter of the Coin.
Everyone is entitled to his own wrong opinion. - Lizrad
#2
Posted 05 April 2012 - 06:06 AM
Imagine the Wall of Text here.
Important notes & rules:
1. Winning conditions.
A. Definition of sides:
Cult of Vultures + Guild of Beggars + Nepeth
vs.
Houses of Agreement
Mystery factions have their victory conditions in a seperate PM. Mystery factions can be on either side of the equation.
B. Definition of victory:
The first side to purchase 5 of the 9 titles elects the Defterdar.
Unsold titles will be divided amongst the survivors in a post-game PM discussion in which they may reveal.
If one side is eliminated before a side has amassed 5 titles, all unsold titles, including the Defterdar title, are added to the Khalif's role PM.
-------------------------Game Phases.--------------------
Important: you can sell any number of goods, you can buy any number of goods, you can produce any number of goods.
However, unless otherwise stipulated, YOU CAN ONLY TAKE 1 ACTION EACH PHASE.
Dawn:
1. Some abilities can only be used at dawn. These are noted as: Phase: dawn only in your role PM.
2. At dawn, you produce all goods your buildings that produce goods can make.
These buildings are noted in your role PM as, for example:
2 Coolibah Copse (dawn only: produce 2x 2 Wood).
Day:
The regular day phase.
1. Some abilities can only be used during the day phase. These are noted as: Phase: day only in your role PM.
2. The bazaar is only accessible during the day.
3. You can put up goods and contracts on the bazaar by logging into Hugin & Munin.
4. At any time during the day, if you have the required goods in your storage, you can produce another good, Item or Retainer from a workshop building. Workshop buildings are noted as follows:
Carpenter:
2 Wood --> 1 Furniture
Battle:
At the end of the day phase but before lynch resolution (if any), all battles take place, and all Battle phase abilities are resolved, in the following order:
Guard - Heal - Find - Other - Battle.
The actual kill resolution is thus last, after all other effects have been activated and computed.
Dusk:
the end-of-day message, also containing the lynch. In this phase, the following also happens:
1) all goods are removed from the market,
2) P-S settles all fulfilled/ ended contracts;
3) add or subtract the dinari players earned/ spent on contracts that day;
4) resolve Dusk actions, in the following order: Guard - Heal - Find - Other.
Night:
night is night as we know it. Resolution for night actions is the following:
Guard - Heal - Find - Raid - Theft - Assassination.
Important notes & rules:
1. Winning conditions.
A. Definition of sides:
Cult of Vultures + Guild of Beggars + Nepeth
vs.
Houses of Agreement
Mystery factions have their victory conditions in a seperate PM. Mystery factions can be on either side of the equation.
B. Definition of victory:
The first side to purchase 5 of the 9 titles elects the Defterdar.
Unsold titles will be divided amongst the survivors in a post-game PM discussion in which they may reveal.
If one side is eliminated before a side has amassed 5 titles, all unsold titles, including the Defterdar title, are added to the Khalif's role PM.
-------------------------Game Phases.--------------------
Important: you can sell any number of goods, you can buy any number of goods, you can produce any number of goods.
However, unless otherwise stipulated, YOU CAN ONLY TAKE 1 ACTION EACH PHASE.
Dawn:
1. Some abilities can only be used at dawn. These are noted as: Phase: dawn only in your role PM.
2. At dawn, you produce all goods your buildings that produce goods can make.
These buildings are noted in your role PM as, for example:
2 Coolibah Copse (dawn only: produce 2x 2 Wood).
Day:
The regular day phase.
1. Some abilities can only be used during the day phase. These are noted as: Phase: day only in your role PM.
2. The bazaar is only accessible during the day.
3. You can put up goods and contracts on the bazaar by logging into Hugin & Munin.
4. At any time during the day, if you have the required goods in your storage, you can produce another good, Item or Retainer from a workshop building. Workshop buildings are noted as follows:
Carpenter:
2 Wood --> 1 Furniture
Battle:
At the end of the day phase but before lynch resolution (if any), all battles take place, and all Battle phase abilities are resolved, in the following order:
Guard - Heal - Find - Other - Battle.
The actual kill resolution is thus last, after all other effects have been activated and computed.
Dusk:
the end-of-day message, also containing the lynch. In this phase, the following also happens:
1) all goods are removed from the market,
2) P-S settles all fulfilled/ ended contracts;
3) add or subtract the dinari players earned/ spent on contracts that day;
4) resolve Dusk actions, in the following order: Guard - Heal - Find - Other.
Night:
night is night as we know it. Resolution for night actions is the following:
Guard - Heal - Find - Raid - Theft - Assassination.
This post has been edited by Tapper: 05 April 2012 - 06:43 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#3
Posted 05 April 2012 - 06:06 AM
The Bazaar.
The Bazaar is handled, per day, by players, in the H&M alt.
Throughout the day, you can log into H&M.
In H&M, for each day, there will be a seperate bazaar thread, titled: Bazaar, day 1 (day 2...).
In this thread, you post the goods you want to sell and the contracts you want to put on the market, as follows.
You must do the following per proposed transaction:
1. Code
2. Goods
3. Quantity
4. Sales price per good OR
5. Sales price for the total quantity, if any.
1. Code.
The Code is the following:
For goods: G
For contracts: C
For Items: I
For Titles: T (I assume someone at some point will be 'funny' and try and sell T1T.)
Transaction number: the first unused number on that day.
Letter code: a random letter of your choice.
So, the first good offered each day will be labeled:
G1Q or G1B, et cetera.
The randomized letter is to make sure that two players posting in H&M at the same time won't post the exact same code.
2. Goods.
The goods you want to sell. only a single type of goods can be sold in a single transaction, so if you want to sell Wood and Water, that's two different transactions.
3. Quantity.
The quantity of a single type of good (item, retainer, etc) you have for sale.
4. Sales price per good.
This is a single value, in units of 500 only.
5. Sales price for the whole bunch.
This is a single value, in units of 500 only, and all goods in the transaction can only be bought or sold as a whole, not broken down in individual units. Please put 'for the bunch' next to your price.
6. Explanation text
For contracts, items, titles, retainers et cetera, the full text of the item, retainer, title MUST be posted as well.
EXAMPLE 1
= 4th good transaction of the day, 3 wood being sold for 500 each.
= first title being offered for sale this day, 1 Defterdar title being sold for 50k.
Step 2:
note in your Storage PM thread that you put this code, with this quantity, up against this price.
Buying Goods
When you buy a good, retainer or item, you do the following:
If buying the full quantity: color the entire line red, and apply strike through, like this.
G4V Wood, 3, 500 dinari
write down the code, note the quantity and the sales price, post it as a seperate line in your Storage thread in your regular PM thread. Subtract the amount of gold paid from your Treasury.
When buying less than the full quantity, color code the code-line blue, and fill in the remaining quality. Once more, write down the code, note the quantity and the sales price, post it as a seperate line in your Storage thread in your regular PM thread. Subtract the amount of gold paid from your Treasury.
At the end of the day, P-S will compare threads and codes and send everyone their due money.
The Bazaar is handled, per day, by players, in the H&M alt.
Throughout the day, you can log into H&M.
In H&M, for each day, there will be a seperate bazaar thread, titled: Bazaar, day 1 (day 2...).
In this thread, you post the goods you want to sell and the contracts you want to put on the market, as follows.
You must do the following per proposed transaction:
1. Code
2. Goods
3. Quantity
4. Sales price per good OR
5. Sales price for the total quantity, if any.
1. Code.
The Code is the following:
For goods: G
For contracts: C
For Items: I
For Titles: T (I assume someone at some point will be 'funny' and try and sell T1T.)
Transaction number: the first unused number on that day.
Letter code: a random letter of your choice.
So, the first good offered each day will be labeled:
G1Q or G1B, et cetera.
The randomized letter is to make sure that two players posting in H&M at the same time won't post the exact same code.
2. Goods.
The goods you want to sell. only a single type of goods can be sold in a single transaction, so if you want to sell Wood and Water, that's two different transactions.
3. Quantity.
The quantity of a single type of good (item, retainer, etc) you have for sale.
4. Sales price per good.
This is a single value, in units of 500 only.
5. Sales price for the whole bunch.
This is a single value, in units of 500 only, and all goods in the transaction can only be bought or sold as a whole, not broken down in individual units. Please put 'for the bunch' next to your price.
6. Explanation text
For contracts, items, titles, retainers et cetera, the full text of the item, retainer, title MUST be posted as well.
EXAMPLE 1
Quote
G4V Wood, 3, 500 dinari
= 4th good transaction of the day, 3 wood being sold for 500 each.
Quote
T1C, Defterdar, 1, 50k
Defterdar
Unique title. Cannot be sold except by the mod
Day phase only. Pay 2 Politics. Produce 500 dinari for each alt that started the game, or 1000 dinari for each player currently alive, whichever is the lower amount of dinari.
Defterdar
Unique title. Cannot be sold except by the mod
Day phase only. Pay 2 Politics. Produce 500 dinari for each alt that started the game, or 1000 dinari for each player currently alive, whichever is the lower amount of dinari.
= first title being offered for sale this day, 1 Defterdar title being sold for 50k.
Step 2:
note in your Storage PM thread that you put this code, with this quantity, up against this price.
Buying Goods
When you buy a good, retainer or item, you do the following:
If buying the full quantity: color the entire line red, and apply strike through, like this.
write down the code, note the quantity and the sales price, post it as a seperate line in your Storage thread in your regular PM thread. Subtract the amount of gold paid from your Treasury.
When buying less than the full quantity, color code the code-line blue, and fill in the remaining quality. Once more, write down the code, note the quantity and the sales price, post it as a seperate line in your Storage thread in your regular PM thread. Subtract the amount of gold paid from your Treasury.
At the end of the day, P-S will compare threads and codes and send everyone their due money.
This post has been edited by Tapper: 05 April 2012 - 08:45 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#4
Posted 05 April 2012 - 06:06 AM
Contracts
Contracts can contain a single action you'd like to see/ offer. They can add in other conditions, sales prices, if/then clauses, alt-names, whatever. The penalty for not paying up is still being revealed.
Minimum reward for fulfilling a contract is 500, and can be increased in increments of 500.
Example 1::
Example 2:
NOTE: If you wish to claim a contract by fulfilling its conditions, please PM P-S with the contract code.
For example:
Guard Korbas. Claim 1500 dinari per C4X.
Or:
Contracts can contain a single action you'd like to see/ offer. They can add in other conditions, sales prices, if/then clauses, alt-names, whatever. The penalty for not paying up is still being revealed.
Minimum reward for fulfilling a contract is 500, and can be increased in increments of 500.
Example 1::
Quote
C4X the first player to guard Korbas will gain 1500 dinari.
Example 2:
Quote
C1N If D'riss is still alive when this contract is fulfilled, the first player today to vote Serc will gain 2500 dinari.
NOTE: If you wish to claim a contract by fulfilling its conditions, please PM P-S with the contract code.
For example:
Quote
Quote
Restraining Order.
Phase: Day only. Cost: 1 Paper.
Guard a player of your choice.
Phase: Day only. Cost: 1 Paper.
Guard a player of your choice.
Guard Korbas. Claim 1500 dinari per C4X.
Or:
Quote
I claim C1N, 2500 dinari, cause I voted Serc first, post #357.
This post has been edited by Tapper: 05 April 2012 - 08:54 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#5
Posted 05 April 2012 - 06:07 AM
ROLE PM
A quick and dirty clarification:
Number of actions per phase.
You can use 1 of your abilities each phase (dawn, day, dusk, battle, night), regardless of what you gain the ability from (role PM & titles are the most common).
In addition to your own actions, you can use any number of actions on Retainers during any phase (unless the ability specifies a phase), however: most Retainers are 'used' for the entire cycle after performing one of their 'Specials'.
In addition to your own actions and those of your Retainers, you can use any number of actions on Items during any phase (unless the ability specifies a phase, or the item specifies that YOU use it, then it is YOUR action: so such items require a sacrifice from you; not using your own abilities but theirs). Moreover, Items can be used as often as you like per cycle with a maximum of once per phase unless otherwise specified.
Where does the Bazaar fit in this?
Simple. Trading, selling, buying and producing are NOT actions. Furthermore, production is INSTANT. You have the goods in your Storage, BLAM, announce the use of a workshop in your Storage thread and subtract the stuff being consumed and add the stuff being produced. You now also produce Retainers and Items through buildings.
What are those Life Points and when do I use them?
Your health. Simply put: some actions (and this includes Assassinations (compare CS of persons including items but excluding retainers unless otherwise specified), do damage to your Life Points. If the first number of Life Points */* is ever zero, you're dead and gone.
You can never have more Life Points than the second number */*.
The starting number of every player (special cases exempted) is 1/3. 3 is the generic maximum, but some types of players can upgrade these.
When Healed, the following happens.
1) for the duration of the phase, you cannot lose Life Points or die as the result of any ability, including Battle. Healed. If you are NOT targeted by a kill in that period, you gain +1/* Life Point. Basically, you feel a whole lot better.
When gaining a BP, the following happens.
1) when targeted by an action that would lose you Life Points (regardless of quantity) or that would kill you as the result of an ability, including battle, you survive with no loss of Life Points. You do not GAIN life points, unless otherwise specified. Unfortunately, a BP protects only against a single attack. So if two guys attack you during one phase, well...
Do we also use Health Points in battle?
No. Because battle involves hundreds of guys, that would be a bit silly. BPs and Heals do work, though.
Essentially, when in Battle, the guy with the lowest CS (sum of Retainers + personal CS) loses. The winner and loser compare number of Retainers and the loser destroys one of his Retainers for each Retainer the winner had under his command. If the Winner also had more retainers under his command, well... you'll run out of Retainers to destroy and you are dead.
OK, so remind me of what those Titles did again?
Battle Rules (no changes).
Only Generals and Warriors can attack (cost: 3000 dinari).
The player with the highest Combat Rating from all used Retainers plus his own Combat Rating wins the battle, and he destroys a number of enemy Retainers equal to the total number of Retainers he commands himself.
If the Combat Rating of both armies is equal, no combat takes place.
If the loser had less Retainers than the winner, the losing player is also killed.
Futhermore, for every destroyed Retainer the winner obtains 1 Slaves (who are Goods).
Example:
General Obdigore attacks Merchant Tattersail. Obdigore commands a battallion of charioteers, who have a CR of 4. He himself prefers to command from the back, so he has no CR.
Tattersail has 3 Caravans, each with a CR of 1 but he has used two of these for actions in a previous phase. He does have a Scimitar, which gives him a CR of 1 for himself. His army's total Combat Rating is 2 (unused Retainers only).
Obdi wins the battle with 4 against 2. Because he commands 1 Retainer, he will destroy 1 of Tattersail's Caravans and gain 1 Slaves. Tattersail used 1 Retainer in the battle: this Retainer is destroyed over the two who were already used. If there was a choice, the Retainer with the lowest CR is destroyed.
Raid Rules (no changes).
Only Raiders can Raid (cost: 1000 dinari).
Characters that are Raiders are adept at ambushing other people's Storage, taking a sample of all goods present there. There is no defense against Raiding, unless you have an ability, item or Retainer that helps. A Raider carries 1 of each available Good in the Storage away. He does not touch the Treasury and does not steal Items and does not destroy Retainers.
Example:
Raider Vengeance raids General Obdigore. Obdigores Storage is filled with 1 Weapon, 3 Water, 2 Slaves and 4 Jewelry. Vengeance takes 1 weapon, 1 water, 1 Slaves and 1 Jewelry and adds them to his own Storage.
Theft Rules (no changes).
Only Thieves can use Theft (cost: 0 dinari).
Characters that are Thieves can rob other players. They steal that player's lowest value Item as well as half of their dinari (rounded up) from the Treasury, to a maximum of 3000 dinari.
Example:
Thief Drinksinbars robs Raider Vengeance. Vengeance has a scimitar (value 4000 dinari) and a Bottle of the Djinn (value 10000 dinari), and has 3000 dinari in his Treasury. Dibs steals the scimitar and 2000 dinari from Vengeance's Treasury.
Trader Rules (cost changed).
Only Traders can use Trade (cost: 500 dinari).
Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage.
Example:
Trader Lyca produces 2 Politics and 3 Water per day+night cycle. Once per cycle, at any given time, she can decide to pay 500 dinari and change 1 Water into 1 Politics or 1 Politics into 1 Water.
Caravan-Leader Rules (no changes).
Only Caravan-Leaders can use Transport (cost: 0 dinari).
Characters who have the Caravan-Leader title can use one of their Caravans to gain 1000 dinari as their action in the Day Phase.
Example:
Caravan-Leader dktorode wants some money. Once per day phase, he can use one of his Caravans (using it means he can't select it to perform any actions at all this day + night cycle), to gain 1000 dinari.
Assassination Rules (massive changes: cost AND effect).
Only Assassins can use Assassination (cost: 3000 dinari).
An Assassin is a Character who can target another player at night. They compare their own combat ratings (usually only influenced by items and abilities) without taking Retainers into account unless these have an ability. The loser loses by default 3 Life Points unless otherwise specified or Healed. In case of a tie in CS, both die. The attacker has to specify which items he wishes to use, the defender automatically uses all available and unused items he has.
Note: Assassins are typically not able to win in battle versus a General or Warrior with one or more Retainers, despite their accumulation of Combat Strength, but will generally be able to kill a General or Warrior through Assassination.
Example:
Assassin Silencer (Combat Rating 1), wielding a Chakram (CR 3 when assassinating) attacks Caravan-Leader dktorode (CR 2). The combat is 5 versus 2, and since dktorode has no bullet proofs and is not being healed, he dies.
Summoner Rules (unchanged).
Only Priests, Mages and Qadi can Summon (cost: depends on Djinn).
Summon creates a Djinn, which is a special type of Retainer that typically has a great many abilities and is very strong, but who, once dead, cannot be re-summoned. Ever (coughyestheycanwithcoughabilitiescoughshutup). Furthermore, the ability to summon is gained from Items and abilities only, not through the Workshop like regular Retainers.
Example:
Mage Mentalist summons Aktar, Djinn of Pleasant Odors. In order to summon the Djinn, he pays the associated cost (in this case, 5000 dinari) and destroys Aktar's Perfume Flask, the item that gave him access to summoning Aktar in the first place. He also has to pay a cost in goods: 3 Water, 2 Jewelry, 2 Magic.
Standard abilities:
Guard: guards.
Heal: blocks all effects from other players that would lower your Life Points, including Assassinations during the phase in which the Heal is active. If the heal is unused, it adds +1/* Life Points to your maximum.
BP: blocks all effects from the first action against you that would lower your Life Points, including Assassinations. It is then expended.
A quick and dirty clarification:
Number of actions per phase.
You can use 1 of your abilities each phase (dawn, day, dusk, battle, night), regardless of what you gain the ability from (role PM & titles are the most common).
In addition to your own actions, you can use any number of actions on Retainers during any phase (unless the ability specifies a phase), however: most Retainers are 'used' for the entire cycle after performing one of their 'Specials'.
In addition to your own actions and those of your Retainers, you can use any number of actions on Items during any phase (unless the ability specifies a phase, or the item specifies that YOU use it, then it is YOUR action: so such items require a sacrifice from you; not using your own abilities but theirs). Moreover, Items can be used as often as you like per cycle with a maximum of once per phase unless otherwise specified.
Where does the Bazaar fit in this?
Simple. Trading, selling, buying and producing are NOT actions. Furthermore, production is INSTANT. You have the goods in your Storage, BLAM, announce the use of a workshop in your Storage thread and subtract the stuff being consumed and add the stuff being produced. You now also produce Retainers and Items through buildings.
What are those Life Points and when do I use them?
Your health. Simply put: some actions (and this includes Assassinations (compare CS of persons including items but excluding retainers unless otherwise specified), do damage to your Life Points. If the first number of Life Points */* is ever zero, you're dead and gone.
You can never have more Life Points than the second number */*.
The starting number of every player (special cases exempted) is 1/3. 3 is the generic maximum, but some types of players can upgrade these.
When Healed, the following happens.
1) for the duration of the phase, you cannot lose Life Points or die as the result of any ability, including Battle. Healed. If you are NOT targeted by a kill in that period, you gain +1/* Life Point. Basically, you feel a whole lot better.
When gaining a BP, the following happens.
1) when targeted by an action that would lose you Life Points (regardless of quantity) or that would kill you as the result of an ability, including battle, you survive with no loss of Life Points. You do not GAIN life points, unless otherwise specified. Unfortunately, a BP protects only against a single attack. So if two guys attack you during one phase, well...
Do we also use Health Points in battle?
No. Because battle involves hundreds of guys, that would be a bit silly. BPs and Heals do work, though.
Essentially, when in Battle, the guy with the lowest CS (sum of Retainers + personal CS) loses. The winner and loser compare number of Retainers and the loser destroys one of his Retainers for each Retainer the winner had under his command. If the Winner also had more retainers under his command, well... you'll run out of Retainers to destroy and you are dead.
OK, so remind me of what those Titles did again?
Battle Rules (no changes).
Only Generals and Warriors can attack (cost: 3000 dinari).
The player with the highest Combat Rating from all used Retainers plus his own Combat Rating wins the battle, and he destroys a number of enemy Retainers equal to the total number of Retainers he commands himself.
If the Combat Rating of both armies is equal, no combat takes place.
If the loser had less Retainers than the winner, the losing player is also killed.
Futhermore, for every destroyed Retainer the winner obtains 1 Slaves (who are Goods).
Example:
General Obdigore attacks Merchant Tattersail. Obdigore commands a battallion of charioteers, who have a CR of 4. He himself prefers to command from the back, so he has no CR.
Tattersail has 3 Caravans, each with a CR of 1 but he has used two of these for actions in a previous phase. He does have a Scimitar, which gives him a CR of 1 for himself. His army's total Combat Rating is 2 (unused Retainers only).
Obdi wins the battle with 4 against 2. Because he commands 1 Retainer, he will destroy 1 of Tattersail's Caravans and gain 1 Slaves. Tattersail used 1 Retainer in the battle: this Retainer is destroyed over the two who were already used. If there was a choice, the Retainer with the lowest CR is destroyed.
Raid Rules (no changes).
Only Raiders can Raid (cost: 1000 dinari).
Characters that are Raiders are adept at ambushing other people's Storage, taking a sample of all goods present there. There is no defense against Raiding, unless you have an ability, item or Retainer that helps. A Raider carries 1 of each available Good in the Storage away. He does not touch the Treasury and does not steal Items and does not destroy Retainers.
Example:
Raider Vengeance raids General Obdigore. Obdigores Storage is filled with 1 Weapon, 3 Water, 2 Slaves and 4 Jewelry. Vengeance takes 1 weapon, 1 water, 1 Slaves and 1 Jewelry and adds them to his own Storage.
Theft Rules (no changes).
Only Thieves can use Theft (cost: 0 dinari).
Characters that are Thieves can rob other players. They steal that player's lowest value Item as well as half of their dinari (rounded up) from the Treasury, to a maximum of 3000 dinari.
Example:
Thief Drinksinbars robs Raider Vengeance. Vengeance has a scimitar (value 4000 dinari) and a Bottle of the Djinn (value 10000 dinari), and has 3000 dinari in his Treasury. Dibs steals the scimitar and 2000 dinari from Vengeance's Treasury.
Trader Rules (cost changed).
Only Traders can use Trade (cost: 500 dinari).
Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage.
Example:
Trader Lyca produces 2 Politics and 3 Water per day+night cycle. Once per cycle, at any given time, she can decide to pay 500 dinari and change 1 Water into 1 Politics or 1 Politics into 1 Water.
Caravan-Leader Rules (no changes).
Only Caravan-Leaders can use Transport (cost: 0 dinari).
Characters who have the Caravan-Leader title can use one of their Caravans to gain 1000 dinari as their action in the Day Phase.
Example:
Caravan-Leader dktorode wants some money. Once per day phase, he can use one of his Caravans (using it means he can't select it to perform any actions at all this day + night cycle), to gain 1000 dinari.
Assassination Rules (massive changes: cost AND effect).
Only Assassins can use Assassination (cost: 3000 dinari).
An Assassin is a Character who can target another player at night. They compare their own combat ratings (usually only influenced by items and abilities) without taking Retainers into account unless these have an ability. The loser loses by default 3 Life Points unless otherwise specified or Healed. In case of a tie in CS, both die. The attacker has to specify which items he wishes to use, the defender automatically uses all available and unused items he has.
Note: Assassins are typically not able to win in battle versus a General or Warrior with one or more Retainers, despite their accumulation of Combat Strength, but will generally be able to kill a General or Warrior through Assassination.
Example:
Assassin Silencer (Combat Rating 1), wielding a Chakram (CR 3 when assassinating) attacks Caravan-Leader dktorode (CR 2). The combat is 5 versus 2, and since dktorode has no bullet proofs and is not being healed, he dies.
Summoner Rules (unchanged).
Only Priests, Mages and Qadi can Summon (cost: depends on Djinn).
Summon creates a Djinn, which is a special type of Retainer that typically has a great many abilities and is very strong, but who, once dead, cannot be re-summoned. Ever (coughyestheycanwithcoughabilitiescoughshutup). Furthermore, the ability to summon is gained from Items and abilities only, not through the Workshop like regular Retainers.
Example:
Mage Mentalist summons Aktar, Djinn of Pleasant Odors. In order to summon the Djinn, he pays the associated cost (in this case, 5000 dinari) and destroys Aktar's Perfume Flask, the item that gave him access to summoning Aktar in the first place. He also has to pay a cost in goods: 3 Water, 2 Jewelry, 2 Magic.
Standard abilities:
Guard: guards.
Heal: blocks all effects from other players that would lower your Life Points, including Assassinations during the phase in which the Heal is active. If the heal is unused, it adds +1/* Life Points to your maximum.
BP: blocks all effects from the first action against you that would lower your Life Points, including Assassinations. It is then expended.
This post has been edited by Path-Shaper: 10 April 2012 - 08:26 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#6
Posted 05 April 2012 - 09:07 AM
Full Good-producing Building List
Spoiler
This post has been edited by Tapper: 05 April 2012 - 09:28 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#7
Posted 05 April 2012 - 06:12 PM
The Titles for sale are:
Bostanji-Bashi (head gardener – Courtly Title): 30000 dinari
Bostanji-Bashi grants the following ability:
Maintaining the Public Parks
Phase: Dawn only. Cost: 1000 dinari.
Produce 4 Mud, 2 Water and 2 Wood in addition to your regular Surroundings production.
Kanuni-Bashi (Chief Legislator – Courtly Title): 30000 dinari
Kanuni-Bashi grants the following ability:
A Question of Legality.
Phase: Day only. Cost: 2000 dinari, 1 Paper, 1 Politics.
Each day, target a player. Any abilities granted by his Titles cannot be used for this day + night cycle.
Kapuji-bashi (Head Gatekeeper – Courtly Title): 30000 dinari
Kapuji-Bashi grants the following ability:
Close the Main Gate
Phase: Night only. Cost: 4000 dinari.
Target a player. He is excluded from Madeena al-Salaam and cannot make purchases or offer goods for sale on the next dawn + day phases.
Helvaji-bashi (Chief Confectioner – Courtly Title): 30000 dinari Korlat.
Helvaji-bashi grants the following ability:
Confectionwork
Phase: Day only. Cost: 2000 dinari.
Target a player. You learn the current amount of money in his Treasury as well as his alignment.
Carmandari-Bashi (Chief of the Caravans – Courtly Title): 30000 dinariAnthras
Carmandari-Bashi grants the following ability:
Market rights.
Passive.
Every time someone (including you) recruits a Caravan Retainer, gain 1000 dinari.
Chasnejir-Bashi (Chief Poison Taster – Courtly Title): 30000 dinariAnthras
Passive.
You cannot be assassinated.
Hoja-Bashi (Chief Teacher – Courtly Title): 30000 dinariKessobahn
You are the head of the University and you have access to all its knowledge.
You gain the Trader, Caravan-Leader, Raider, Warrior, Assassin, Thieve and Mage titles.
Hekim-Bashi (Chief Physician – Courtly Title): 30000 dinariTiamatha
Hekim-Bashi grants the following ability:
Tinctures and Tonics
Phase: Day only. Cost: 1 Powder, 1 Essence
Each day, you can target two players. You may not target yourself. For the remainder of the Day/ night cycle, these players are Healed.
Berat-emini (Ordinance Distributor of the Grand Arsenal – Courtly Title): 30000 dinariOmtose
Each day, you can use one of your skills without paying its cost in goods.
Bostanji-Bashi (head gardener – Courtly Title): 30000 dinari
Bostanji-Bashi grants the following ability:
Maintaining the Public Parks
Phase: Dawn only. Cost: 1000 dinari.
Produce 4 Mud, 2 Water and 2 Wood in addition to your regular Surroundings production.
Kanuni-Bashi (Chief Legislator – Courtly Title): 30000 dinari
Kanuni-Bashi grants the following ability:
A Question of Legality.
Phase: Day only. Cost: 2000 dinari, 1 Paper, 1 Politics.
Each day, target a player. Any abilities granted by his Titles cannot be used for this day + night cycle.
Kapuji-bashi (Head Gatekeeper – Courtly Title): 30000 dinari
Kapuji-Bashi grants the following ability:
Close the Main Gate
Phase: Night only. Cost: 4000 dinari.
Target a player. He is excluded from Madeena al-Salaam and cannot make purchases or offer goods for sale on the next dawn + day phases.
Helvaji-bashi (Chief Confectioner – Courtly Title): 30000 dinari Korlat.
Helvaji-bashi grants the following ability:
Confectionwork
Phase: Day only. Cost: 2000 dinari.
Target a player. You learn the current amount of money in his Treasury as well as his alignment.
Carmandari-Bashi (Chief of the Caravans – Courtly Title): 30000 dinariAnthras
Carmandari-Bashi grants the following ability:
Market rights.
Passive.
Every time someone (including you) recruits a Caravan Retainer, gain 1000 dinari.
Chasnejir-Bashi (Chief Poison Taster – Courtly Title): 30000 dinariAnthras
Passive.
You cannot be assassinated.
Hoja-Bashi (Chief Teacher – Courtly Title): 30000 dinariKessobahn
You are the head of the University and you have access to all its knowledge.
You gain the Trader, Caravan-Leader, Raider, Warrior, Assassin, Thieve and Mage titles.
Hekim-Bashi (Chief Physician – Courtly Title): 30000 dinariTiamatha
Hekim-Bashi grants the following ability:
Tinctures and Tonics
Phase: Day only. Cost: 1 Powder, 1 Essence
Each day, you can target two players. You may not target yourself. For the remainder of the Day/ night cycle, these players are Healed.
Berat-emini (Ordinance Distributor of the Grand Arsenal – Courtly Title): 30000 dinariOmtose
Each day, you can use one of your skills without paying its cost in goods.
This post has been edited by Path-Shaper: 18 April 2012 - 07:54 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#8
Posted 11 April 2012 - 10:00 AM
AND WE ARE ON.
It is Day 1. 31 hours and 59 minutes remaining
13 Players still alive: Alkend, Anthras, Atrahal, Barghast, Galayn Lord, Karatallid, Kessobahn, Korabas, Korlat, Merrid, Okaros, Omtose, Tiamatha
7 votes to lynch, 7 votes to go to night.
Players not voted: Alkend, Anthras, Atrahal, Barghast, Galayn Lord, Karatallid, Kessobahn, Korabas, Korlat, Merrid, Okaros, Omtose, Tiamatha
It is Day 1. 31 hours and 59 minutes remaining
13 Players still alive: Alkend, Anthras, Atrahal, Barghast, Galayn Lord, Karatallid, Kessobahn, Korabas, Korlat, Merrid, Okaros, Omtose, Tiamatha
7 votes to lynch, 7 votes to go to night.
Players not voted: Alkend, Anthras, Atrahal, Barghast, Galayn Lord, Karatallid, Kessobahn, Korabas, Korlat, Merrid, Okaros, Omtose, Tiamatha
Only someone with this much power could make this many frittatas without breaking any eggs.
#11
Posted 11 April 2012 - 10:38 AM
THAAAAAAAAAAARD
(third, as said by a pirate to get EVEN MORE A's!)
That being said, I see that I'm nekkid. Will fix asap.
(third, as said by a pirate to get EVEN MORE A's!)
That being said, I see that I'm nekkid. Will fix asap.
#12
Posted 11 April 2012 - 10:46 AM
So you come in, spread a's all over the place and leave?
I see how it is.
Buncha tap 'n gappers, the lot of yiz.
I see how it is.
Buncha tap 'n gappers, the lot of yiz.
#13
Posted 11 April 2012 - 10:46 AM
Merrid, on 11 April 2012 - 10:38 AM, said:
THAAAAAAAAAAARD
(third, as said by a pirate to get EVEN MORE A's!)
That being said, I see that I'm nekkid. Will fix asap.
(third, as said by a pirate to get EVEN MORE A's!)
That being said, I see that I'm nekkid. Will fix asap.
naked would have given you one more A.
Just saying

Only someone with this much power could make this many frittatas without breaking any eggs.
#14
#16
Posted 11 April 2012 - 11:10 AM
#17
Posted 11 April 2012 - 11:28 AM
Wait, hang on, I can't find the rule anywhere that says that. Am I going crazy? I'm sure that's the rule...
#18
Posted 11 April 2012 - 11:38 AM
Korlat, on 11 April 2012 - 11:28 AM, said:
Wait, hang on, I can't find the rule anywhere that says that. Am I going crazy? I'm sure that's the rule...
Now that all of you run the bazaar by yourselves, it doesn't apply anymore... it was however a rule in 0.33. Bonus rep for memory

Only someone with this much power could make this many frittatas without breaking any eggs.
#19
Posted 11 April 2012 - 11:43 AM
Dawn has passed.
1. So, please be so kind to update your storage threads (first subtract your Water consumption, then add all produced goods (see: Surroundings).
2. The bazaar is open for all your buying, selling and contract stuff (in H&M).
1. So, please be so kind to update your storage threads (first subtract your Water consumption, then add all produced goods (see: Surroundings).
2. The bazaar is open for all your buying, selling and contract stuff (in H&M).
This post has been edited by Path-Shaper: 11 April 2012 - 12:21 PM
Only someone with this much power could make this many frittatas without breaking any eggs.
#20
Posted 11 April 2012 - 12:32 PM
Hey guys!
This is pretty crazy, but let's not get overwhelmed. Posting on thread is important too. Was there trouble with that last game?
This is pretty crazy, but let's not get overwhelmed. Posting on thread is important too. Was there trouble with that last game?