RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices
SECTION 4 - MISCELLANEOUS ORDERS
4.0.4 - ALIAS
4.1 - PLACING BOUNTIES
4.2 - CONTACTING OTHER EMPIRES
4.3 - DESTROYING ITEMS
4.4 - DISBANDING TROOPS
4.4 - EMAIL TURNSHEET COPIES
4.5 - FINDING NEW LEADERS
4.6 - FOLLOWING
4.7 - FORAGING FOR FOOD
4.8 - LEAVING YOUR ITEMS
4.9 - MOVEMENT
4.92 - GOING TO COORDINATES
4.95 - TRAVELLING TO KNOWN PLACES
4.10 - PATROLLING YOUR LANDS
4.11 - PROFILING MONSTERS
4.12 - RENAMING LEADERS AND CASTLES
4.13 - SLAUGHTERING FOR FOOD
4.14 - RECRUITING TROOPS & TAKING ITEMS
4.15 - FINDING AND TAKING ARTEFACTS
4.16 - TRANSFERS
4.17 - VISITING TAVERNS
4.18 - SPECIAL LOCATIONS
4.19 - REALM NAMES
4.20 - MAIN LEADER
4.21 - EMAILCOPY

The following orders can be carried out by any class of leader, although the results for certain classes may differ. The orders are listed alphabetically and will also have a number in brackets to signify their priority in the Order of Events. (see Appendix II).

** "ALL EXCEPT" - Some (not all) orders allow for the use of the "ALL EXCEPT" syntax. This allows you (for example) to Transfer or Deliver everything in your army with one Exception. Please remember that "ALL" is not a number and refers to "All Items" in a leaders army including Troops, Mounts, Stockpile Items etc etc. An {amount} should always be specified, e.g.. "Fred Transfer Bill ALL horses" is NOT a valid order - Your Leader will probably ignore such a command. Anything else after the ALL command will be counted as an EXCEPTion. The word EXCEPT isn’t actually needed when sending in email orders.

e.g. The order "FRED TRANSFER BILL 3000 ALL 1000 FOOD" would be interpreted as "Fred, Transfer 3000 of everything in your army (including troops, mounts, stockpiles etc) to Bill, but keep back at least 1000 food."


4.0.4 - ALIAS (950)

Communication with other Empires is very important. Most of this contact will be from one Main Leader to another, using the orders detailed in section 4.2 or the SR Internal Mailing System (If you receive email turns, simply right click on your turnsheet and select the ‘send a message’ option, If you receive postal turns, you can send a letter to us by post and we’ll forward it on to the relevant player). However, if you don’t wish to reveal your Main Leaders real name, you can also send and receive messages using your Alias. To set an Alias or change your current Alias, simply issue the order:-

{Main Leader} ALIAS {"Alias in quotes"}


Examples of an Alias could be `THE SHADOW' or `GRIMBOLDS GUILD OF MAGI'. Changing your Alias takes no time and there is no cost involved.


4.1 - PLACING BOUNTIES (625)

If you are feeling particularly annoyed with another Empire, it is possible to place a bounty on their Main Leaders head. The syntax is-


{Leader or Castle} BOUNTY {Commander} {Amount} {Item} 


{Leader or Castle} BOUNTY {Commander} {Amount} {Item} {Amount} {Item}

Ordersheet Example:
LANCELOT BOUNTY MORDRED 50000 GOLD

This would instruct Lancelot to remove 50000 Gold from his stockpile and transfer it to The Guild of Merchants, who will put it in safe-keeping until someone has killed Mordred.  You can only place bounties on other peoples Main Leaders, not their minions or castles. When you kill a leader with a bounty on it's head, the reward will be transferred to your nearest castle at he end of the week. A list of current Bounties can be found at the end of each turnsheet.


4.2 - CONTACTING OTHER EMPIRES (757)

Diplomacy is an essential part of running your empire. Perhaps you'd like to discuss Empire Boundry issues with a neighbour, or maybe you'd simply like to announce to the entire world that your "God Like powers know no bounds and Dominion shall be Mine" There are several orders you can use to contact other Empires. Each turn you can use up to five of these orders and they won’t count towards your order limit. You can send more than five, but the excess will count as normal orders.


{Main Leader} GODSEND {God Name} "Text In Quotes"

Sends a Message from your Main Leader to all Main Leaders worshipping the specified God.


{Leader or Castle} MESSAGE {Leader or Castle} "Text In Quotes"

Sends a Message from one Leader or Castle to another.


{Leader or Castle} PROCLAIM "Text In Quotes"

Proclaims your messages to every Empire in Serim Ral . The Message will appear on the Proclamations Page, found at the end of every turnsheet.


{Leader or Castle} SAY {Leader or Castle} "Text In Quotes"

Sends a message to the recipient ONLY if the Leaders are at the same location at the end of the week.


{Leader or Castle} SIGNPOST "Text In Quotes"

Makes (or adds to) a signpost that stays permanently at your (end of week) location.


{Main Leader} VOTERSEND "Text In Quotes"

Sends a message to everyone voting for the same Head Priest as you.

To start a new line or paragraph, simply insert a "/" symbol. E.g. "SERIM RAL / IS THE BEST" would appear as:-

SERIM RAL
IS THE BEST


4.3 - DESTROYING ITEMS (650)

Any items in an armies or castles Stockpiles can be destroyed. Obviously of limited use, this order takes no time and cannot be used on Troops or Mounts.

Valid syntax's for this order are:-


{Leader or Castle} DESTROY {Amount} {Item}


{Leader or Castle} DESTROY {Amount} {Item} {Amount} {Item}


{Leader or Castle} DESTROY {Amount} ALL*


{Leader or Castle} DESTROY {Amount} ALL EXCEPT* {Amount} {Item}



* Click here for notes on ALL EXCEPT


4.4 - DISBANDING TROOPS (640)


Any Troops or Mounts in armies or castles can be Disbanded. Obviously of limited use, this order takes no time and cannot be used on Stockpile items.

Valid syntax's for this order are:-


{Leader or Castle} DISBAND {Amount} {Item}


{Leader or Castle} DISBAND {Amount} {Item} {Amount} {Item}


{Leader or Castle} DISBAND {Amount} ALL*


{Leader or Castle} DISBAND {Amount} ALL EXCEPT {Amount} {Item}*


* Click here for notes on ALL EXCEPT


4.5 - FINDING NEW LEADERS (410)

Sooner or later you will wish to find new leaders for your troops. This is accomplished by using the FIND command. Your leader will search through the troops under his command to find an individual who is worthy of promotion. On average, one in every hundred troops is of the correct material suitable for command. Having a hundred or more men will usually guarantee that a new leader will be found. The race of your new leader will be decided by the race of the troops that are under your leaders command. e.g. if your leader commands 90 Elves and 10 Goblins, there is a one in ten chance that the new leader will be a Goblin. The cost of finding and training your new leader to the standard required of his new post is 500 Gold pieces per attempt and each attempt to find a new leader will take 50 hours. The syntax for the FIND order is -


{Leader or Castle} FIND {Class} {"New Leader Name In Quotes"} {Sex} {Number of tries}


Ordersheet Example:
LANCELOT FIND WIZARD "MERLIN" MALE 3

This will instruct Lancelot to make 3 attempts to search for a male Wizard by the name of Merlin.

Should there already exist a leader with the name you desire, a diifernt name will be chosen. If your leader does not have 500 Gold and 50 spare hours, the order will not be carried out. No orders can be issued for a leader who has been found that turn.

Class must be either FIGHTER, WIZARD, PRIEST, RANGER or THIEF. (WARRIOR, BARD, DRUID, HUNTER, ROGUE In Keltica Games). There is a limit to the number of leaders you may command of 5 plus 1 extra per castle. E.g. if you have 1 castle you may have 6 leaders. Leaders can only be found from intelligent races. i.e. anything that counts towards your 'Troop Total'. Creatures that count towards your 'Mount Limit' are ignored when searching for new leaders. Because of the Order Of Events, you may FIND a new Leader on the same turn you BUILD or capture a Castle. Losing a castle doesn't mean that your leaders will leave you if you then have too many.


4.6 - FOLLOWING OTHER LEADERS (370)

All leaders have a chance of being able to follow the tracks of another leader. Both leaders must be at the same co-ordinates for one to be able to follow the other. The leader will simply FOLLOW exactly the path of the leader he is tracking, though this does not necessarily mean that the leader will catch up with his prey - the differing movement speeds of the varying races will decide that.

The format for the FOLLOW order is -
{Leader} FOLLOW {Leader}   

Ordersheet Example:
LANCELOT FOLLOW MORDRED
This would instruct Lancelot to track Mordred to the best of his ability. i.e. - if Mordred moved S, S and SE, Lancelot would follow that path as long as he has found the tracks and his movement speeds allow him to do so. FOLLOW can be used in conjunction with the HIDE command to keep track on enemy movement through your lands. You can only follow someone who MOVEs, The Order of Events prevents you from following a leader who PATROL's.


4.7 - FORAGING FOR FOOD (180)

If food is low you may order a leader to search the land for roots, nuts, berries etc. in order to survive. The chance of finding food depends on the terrain, the level and class of the leader and the weather. Typically, a Ranger will find food equal to 50% of that terrains production at first level. Most other classes find considerably less.

The format for this command is -
{Leader} FORAGE {Amount} FOOD {Time}

{Time} is the maximum time you wish to spend Foraging. {Amount} is the maximum amount of food you wish your leader to gather. This is to stop him or her being too encumbered from the food to move.


4.8 - LEAVING YOUR ITEMS (170)

If at any time you wish to lower your encumbrance or just dump items or creatures you no longer want, it is possible to LEAVE things on the square you are currently on. You might also be involved in combat and may want to issue a specific Leave order rather than relying on 'Auto-Drop'. (See Combat Section 10.2 - Retreat for more details on Auto-Drop).

Abandoned troops will be disorganised and will not fight any enemies passing through the square you left them in. Any items or troops left on the floor that have a move rate may also randomly move of their own accord. (This happens at 385 in the Order Of Events). Abandoned troops will be disillusioned with soldiering, and it may take many turns before they are willing to join an army again.

For instance if, after a long trek, you had dragged a longship to the beach and found that your 300 Centaurs and 10 catapults will not fit the ship, you can LEAVE your catapults and 250 or so of your Centaurs behind. The catapults will remain there for you to pick up later (assuming you get there first), but the centaurs will wander aimlessly about so may not be there when you return.

Usable formats of the LEAVE order are as follows:-
{Leader or Castle} LEAVE {Amount} {Item}

Ordersheet Example:
LANCELOT LEAVE 1000 WOOD
The above example would cause LANCELOT to leave 1000 wood on the ground. If he did not have that amount of wood, all the wood he did have would be left as commanded. Leaving an item does not take any time.

{Leader or Castle} LEAVE {Amount} {Item} {Amount} {Item}

Ordersheet Example:
BANE LEAVE 100 FOOD 50 HORSES


{Leader or Castle} LEAVE {Amount} ALL*

Ordersheet Example:
ARTHUR LEAVE 3000 ALL
This will instruct Arthur to leave 3000 of everything at his disposal.

{Leader or Castle} LEAVE {Amount} ALL EXCEPT {Amount} {Item}* e.g. - DRUSS LEAVE 50 ALL EXCEPT 10 FOOD
Instructs Druss to leave 50 of everything except 10 Food.

* Click here for notes on ALL EXCEPT


4.9 - MOVEMENT (360)

Travelling in Serim Ral can be accomplished by the use of the MOVE command. Each terrain type takes a different number of hours to cross, according to your race. Judicious use of mounts can be very useful in reducing your travelling time. i.e. - 50 Dwarves may find crossing plains on Horses faster. Encumbrance and weather conditions are automatically taken into consideration when calculating each of your leaders movement rates on your turnsheet.

Ships of any type will almost certainly make crossing water extremely fast, but will be extremely cumbersome to carry around on land. Too much encumbrance will make movement totally impossible. Your troops automatically use the most efficient transport available to them in each terrain, so there is no need to instruct them to do so. The format for the MOVE order is -


{Leader} MOVE {Direction}, {Direction}, {Direction}, {Direction} {Up to max of 8}

NOTE : The minimum number of terrain squares moved is one, and the maximum is eight (although this is highly improbable unless your leader happens to have his troops mounted on a Flight of Dragons).

In exceptional circumstances a leader may have enough time to move more than 8 squares. For example a helpful Priest may have summoned extra time on the leader concerned. In these instances two move orders will be needed, one for the first 8 moves and the next move order for the rest.

DIRECTIONS are abbreviated to one or two letters N, NE, E, SE, S, SW, W and NW.

Ordersheet Example:
LANCELOT MOVE N, NE, NE, NE, E, E
Ordersheet Example:
LANCELOT MOVE N,NE3,E2

This will command Lancelot to move North one square, then Northeast three squares and finally East two squares.

Should there not be enough time left in a turn for your leader to cross into the next square, your leader will simply make camp on the last square reached and await your instruction.  Co-ordinates for the square that they are on are always printed on the turnsheet.

Rangers above first level gain bonuses to their movement rate of one hour per level. Thus at second level a human Ranger would take 28 hours to cross plains, at third level this would take 27 hours, etc.

HARBOURS: In some cases it is possible to move from water to land even if you are told that particular terrain 'CANNOT BE CROSSED'. This is classed as moving into a harbour.

Natural harbours occur on any non-Mountain terrain square and man-made harbours can be found on any square containing a friendly Castle (as long as these squares border the sea square you are on). Moving onto a harbour square will use either your Sea Move Rate or the Move Rate for that terrain, whichever is the quickest.

As an example, a leader is at sea with a fleet of ships full of troops. He has a Sea Move Rate of 18 and all other terrain types 'Cannot Be Crossed'. The Harbour rule will enable him to move from a sea square onto any friendly castle or non-mountain terrain sqaure taking 18 hrs. 


4.92 - GOING DIRECTLY TO CO-ORDINATES (362)



IMPORTANT NOTE: To use this order in your game it must be using Version 2 of the game rules, either by being Game 34 or above or voted in to an earlier game.


As well as the MOVE order, leaders can head directly to specified co-ordinates by use of the GO order.

The format for this order is -


{Leader} GO {Co-ordinates}



A leader will use local knowledge of the terrain to plan the quickest route to the destination before setting out. There is no guarantee the leader can physically reach the square, and the expedition will begin even if there is not enough time to complete it.


4.95 - TRAVELLING TO KNOWN PLACES (364)



IMPORTANT NOTE: To use this order in your game it must be using Version 2 of the game rules, either by being Game 34 or above or voted in to an earlier game.


Additionally, leaders can travel directly to the location of friendly leaders and castles.

The format for this order is -


{Leader} TRAVEL {Leader or Castle name}



A leader will use local knowledge of the terrain to plan the quickest route to the destination before setting out. There is no guarantee the leader can physically reach the location of the target, and the expedition will begin even if there is not enough time to complete it.


4.10 - PATROLLING YOUR LANDS (380)

If a leader is commanded to PATROL an area, he will send out scouts to look around adjacent terrain squares to see if any non-friendly leaders or castles are nearby (non-friendly means anyone you have RECOGNISEd as Enemy or Neutral). If there are non-friendly armies or castles around, your leader will move onto the terrain square of the Army or Castle that has the highest total encumbrance (providing he has sufficient time left to cross that terrain). If there are no non-friendly Armies or Castles within range (or the largest is at your current location), your army will remain where they are. Remember that patrolling is done at your armies movement rate. Armies at sea will be able to patrol 2 squares distant for possible enemies. Armyless or Hidden Leaders may not be spotted by a Patrol, and ONLY non-friendly (i.e. Enemy or Neutral) targets will be found, friends are ignored.

The format for this order is -


{Leader} PATROL

Ordersheet Example:
GUTSBANE PATROL


Rangers are better at Patrolling so can detect armies 2 squares away on sea or land. Rangers can also specify how far they wish to Patrol by using the extended Patrol order:


{Ranger} PATROL {Max Distance}

Ordersheet Example:
PATHFYNDER PATROL 1


4.11 - PROFILING MONSTERS (450)

Sooner or later you will accumulate many different creatures and monsters with which to supplement your troop ranks. Initially you will have no idea of their movement rates over differing terrain, or their encumbrance and strength. The PROFILE command will give you a list of creature or stockpile statistics. The cost of the investigation is 100 gold. The syntax is:-


{Leader or Castle} PROFILE {Item} 


Ordersheet Example:
LANCELOT PROFILE MANTICORE

This takes 10 hours and requires 100 gold. The leader or castle carrying out the order must have one of the creatures within its army.

An example Profile might look like this:-

Greater Demon HEALTH FRST ATT HILL ATT MNT ATT PLN ATT SEA ATT ALIGNMENT
1400 500 500 500 500 500 an absolute evil

Weight Carry Strength FRST MOVE HILL MOVE MNT MOVE PLN MOVE SEA MOVE Value
2500 1000 25 25 25 25 25 2500

HLTH V FIRE HLTH V COLD HLTH V LIGHTNING
2100 140 2100

Greater Demon: The REAL henchmen of the Evil gods of Serim Ral. Huge viscious beings of unimaginable Evil. They kick ass. CANNOT BE TRAINED OR USE WEAPONS + ARMOUR. COUNTS TOWARDS TROOP MAX.


From left to right:-

Health - Higher the health, the better the chance the creature can survive in battle.

Frst Att, Hill Att, Mnt Att, Pln Att, Sea Att - Attack Strength of the creature in Forest, Hills, Mountains, Plains and Sea.

Alignment - A measure of the creatures general beliefs and behaviour. If this differs too much from the armies overall Alignment, the creature won’t fight as well it should and may even leave the army.

Weight - The encumbrance rating of the creature.

Carry Strength - Determines how much Encumbrance a creature can carry before being weighed down.

Frst Move, Hill Move, Mnt Move, Pln Move, Sea Move - Shows how many hours it would take this creature to Move through a terrain square of Forest, Hills, Mountains, Plains and Sea.

Value - Everything in the land of Serim Ral has a value measured in Spritual Power.

Hlth V Fire/Cold etc - This gives an indication of how resistant or susceptible a creature is to certain attack forms. In the above example, Greater Demons have their health reduced from 1400 to 140 when checking to see if they survive a Cold Attack. Special Attacks (if your creature has any) are also detailed in this section of the profile, e.g. ‘Lightning Attack 300 Damage’.

Text - Usually contains a description of the creature to add a bit of atmosphere. This section will also let you know whether the creature can be Trained, wear armour, wield weapons, be ridden in battle, etc etc.


4.12 - RENAMING LEADERS AND CASTLES (630)

This order can be used by Leaders and Castles to give them a new name. All other players will be notified on their turnsheets. The Leader or Castle issuing the order will be charged 5000 Gold Pieces. Renaming a Thief is slightly different - It costs 5000 GP per level of the Thief, and the new name is NOT made public knowledge. Rename orders are all free for your first 5 turns.

The syntax for this command is:-


({Leader or Castle} RENAME {Current Leader or Castle Name} {New Name}

Ordersheet Example:
BOB RENAME BILL "FRED"

This will order BOB to pay for Bill to have his name changed to FRED

ALWAYS make sure that you use the Leaders current name for any other orders issued on the same turn. It takes no time to carry out this order.


4.13 - SLAUGHTERING FOR FOOD (460 & 800)

When the food level is getting desperate, you can  order the slaughter and distribution of more unusual foods such as Horses and Mammoths and maybe even other Troops. Slaughtering takes 1 hour per creature. Consequently the maximum number of creatures a Leader or Castle can be ordered to slaughter is 160 - maybe even less if they've been given other orders that have used up available time. 

If a Leader or Castle runs out of food their army will enter a starvation-induced feeding frenzy. They will 'auto-slaughter' the weakest group of creatures to provide food. This happens at 800 in the Order Of Events. However In this case, castles have no time limit on slaughtering, so will kill whatever is needed to keep the majority of the garrison alive.

Food produced will equal one tenth of the slaughtered creatures encumbrance. i.e. - killing 10 Horses will provide 200 food. The format for the SLAUGHTER command is -


{Leader or Castle} SLAUGHTER {Amount} {Item} 

Ordersheet Example:
MORDRED SLAUGHTER 27 GOBLINS

Only troops that eat food themselves can be slaughtered - Magical or undead creatures such as Demons and Zombies are completely inedible. 


4.14 - RECRUITING TROOPS AND TAKING ITEMS (150)

Recruitment of troops and the collection of items found on your leaders square is accomplished by use of the TAKE order. You cannot TAKE things from another leader or castle - Use the TRANSFER order instead. Leaders who have Retreated from battle or Castles under Siege cannot carry out this order. It takes 2 hours to carry out a TAKE order.

The chance of being able to TAKE Troops or Mounts is based upon your Leaders level and also the difference of alignment between your current army and the group you are trying to recruit. E.g., A Leader with 100 (Good) High Elves would find it extremely difficult to recruit 100 (Evil) Duergar. Even if the troops you are trying to recruit were once in your army this does not necessarily mean they will again join you. Mindless creatures, of generally low intelligence, such as Golems and Horses will probably join any leader and Stockpile items will always be successfully taken.

Acceptable formats for this order are -


{Leader or Castle} TAKE {Amount} {Item}

Ordersheet Example:
LANCELOT TAKE 50 GIANTS

This would order LANCELOT to approach the Giants and try and persuade them to join him.
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{Leader or Castle} TAKE {Amount} {Item} {Amount} {Item}

Ordersheet Example:
LANCELOT TAKE 100 ARMOUR 50 HORSES


{Leader or Castle} TAKE {Amount} ALL*

Ordersheet Example:
ARTHUR TAKE 3000 ALL

This will instruct Arthur to try and take 3000 of everything at his current location.


{Leader or Castle} TAKE {Amount} ALL EXCEPT {Amount} {Item}*

Ordersheet Example:
CAMELOT TAKE 200 ALL EXCEPT 150 MAMMOTHS

Instructs Camelot to take 200 of everything except 150 large hairy elephants.
* Click here for notes on ALL EXCEPT


4.15 - FINDING AND TAKING ARTEFACTS OF THE GODS (150)

Legends tell of the various lost relics of the Gods that are scattered about the realm. However, don't expect them to be easy to find. You must first piece together the clues and rumours. Even then they may lie in a hostile kingdom which will first need to be subdued for you to claim your prize. Fabulous abilities are imbued by wielding these mighty artefacts. Once you have established yourself as a power to be reckoned with you should make the location of these one of your priorities.

The TAKE command is used for finding Artefacts. Once you believe you are standing at the location where a magic item is hidden, you can order your leader to conduct a search for it. For a successful search the square must lie within the boundaries of your own dominion. Each square on the map belongs to the nearest castle to it. To capture a specific square you must 'liberate' the nearest castle. The search for a magic item takes 150 hours and a specific order to take it must be given - e.g. CAMELOT TAKE 1 BANNER. The order CAMELOT TAKE ALL will not reveal the location of a hidden artefact. Also, only Castles or 'normal' leaders can find and use magic items (As a rule of thumb, a 'normal' leader must eat food, be able to wear armour, use weapons and be trained). Demigods cannot take or use artefacts.


4.16 - TRANSFERS (190)

Transfers can be carried out when two leaders, or a leader and a castle are on the same terrain square. Anything can be transferred, be it gold, Goblins, longships or raw materials such as wood or stone. Should your leader not have the correct amount of a certain object or creature, they will try to transfer as many as possible. It takes one hour for a Leader to complete each Transfer order, no matter what you are transferring. Castles can transfer without using up their time.

The actual ITEM being transferred must be stated specifically. i.e. - you cannot simply transfer `TROOPS', you MUST specify the race of the troops. e.g. - Goblins. Leaders who have retreated from combat that week cannot Transfer or be Transferred to. Castles under siege can receive Transfers, but cannot Transfer to other leaders. You cannot transfer Troops to another Empire - Only stockpiles or Mounts. You cannot transfer anything to Empires that have you RECOGNISEd as NEUTRAL or ENEMY. (See RECOGNISE command, section 10.9).

Valid formats for this order are-


{Leader or Castle} TRANSFER {Leader or Castle} {Amount} {Item} 

Ordersheet Example:
DRUSS TRANSFER CAMELOT 100 FOOD.

This will order Druss to Transfer 100 food to castle Camelot.


{Leader} TRANSFER {Leader} {Amount} {Item} {Amount} {Item}

Ordersheet Example:
ARTHUR TRANSFER CAMELOT 500 HORSES 100 GOLD


{Leader} TRANSFER {Leader} {Amount} ALL*

Ordersheet Example:
CAMELOT TRANSFER LANCELOT 5000 ALL

Camelot would try and transfer 5000 of everything in its stockpiles to Lancelot.


{Leader} TRANSFER {Leader} {Amount} ALL EXCEPT {Amount} {Item}*

Ordersheet Example:
ARTHUR TRANSFER CAMELOT 3000 ALL EXCEPT 1000 STONE

Arthur would try and transfer 3000 of everything he possesses to Camelot EXCEPT 1000 stone.
* Click here for notes on ALL EXCEPT


4.17 - VISITING TAVERNS (350)

Taverns can be built using the CREATE order. Taverns are generally used by Wizards, Fighters, and Clerics who have been hard at work RESEARCHing, TRAINing and PRAYing. Taverns are named by their resident landlord, you cannot name them yourself. Many popular drinks are served all over Serim Ral and your character will make his or her own selection. The syntax for the VISIT order is -


{Leader Name} VISIT TAVERN {No of Nights}

{Amount} refers to the number of nights that your leader will seek alcoholic refreshment. This must not exceed eight nights. The actual time required to visit the tavern is 20 hours per `night' as this includes recovery time. For each night spent in the tavern there is a possibility of receiving a rumour, perhaps of a far-off battle or cache of treasure, or maybe some weary traveller will have news of the lost artefacts of the Gods vital to your Quest. The higher the leaders level, the more accurate the rumour and the less likely he or she will have to be stretchered out of the tavern. Visiting taverns can replenish your health but too much excessive drinking and your leader may suffer permanent damage. Be warned that if your leaders have time left at the end of the week, they may decide to visit the tavern of their own accord. Leaders use their own small change, not the castles stock piles at the taverns. Thieves gain extra gold when visiting Taverns - See Section 7 - Thief Abilities for more details.


4.18 - SPECIAL LOCATIONS (350)

Whilst wandering through the realm of Serim Ral it is possible that you'll come across the occasional 'special' location. These Special Locations will vary from game to game but typical examples could be Fountains whose waters have magical effects on anyone drinking from them, Mage Towers or Henges that teleport whole armies to the other side of the world and mysterious caves possibly inhabited by huge monsters. Be warned though - the outcome of visiting 'special' locations may not always be beneficial. You will know your leader is at a Special Location as an Icon will appear next to the location description, e.g.:-

Thick undergrowth partially hides a ruined building from a previous eon. Only a few crumbling walls remain, but moving a few ancient slabs reveals steps leading down into the darkness. ON THE RIN PLAINS AT (5549).

To tell your leaders to examine these places more closely, simply issue the order-


{Leader Name} VISIT SPECIAL



Note that VISIT comes before MOVE in the Order Of Events (OOE). i.e.- you visit then move, not move then visit. Normally, VISITing a special Location takes 100 hours, but Special Locations that Teleport leaders to another location will take 150 hours. (ALL special locations in Ocean Lords games take 100 hours to Visit). It requires a separate order for each time you visit a special location.

Here's a list of some of the known Teleporting Special Locations - The rest will have to be found and explored to find out what happens!

GAMETYPESPECIAL LOCATION
Deep DominionsGiant Mushroom - Henge - Mage Tower
KelticaOak Tree - Faery Mound - Henge - Mage Tower
RenaissanceOak Tree - Henge - Mage Tower

4.19 - REALM NAMES (950)

Your Empire can be given a name that will be announced to anyone foolish enough to set foot in your domain. The order to do this is:-


{Main Leader} REALM {"New Realm Name in quotes"}.



Ordersheet Example:
CONAN REALM "THE REALM OF DARKNESS"


As well as instantly gaining the Title "Ruler of The Realm of Darkness", anyone setting foot in your Realm would be told that they are now "in The Realm of Darkness". This order costs no time or gold and can be performed as often as required.


4.20 - MAIN LEADER (755)

Every Empire has an overall commander, known as your Main Leader. This Leader will be the figure head for your Empire and all your other Leaders will be shown to "March under the banner of" your Main Leader.

Your Main Leader will attract certain bonuses. They will be printed first on your Turnsheet, will gain bonus experience each turn and also receive a combat bonus.

There are disadvantages though - Should your Main Leader be killed in combat, there is a good chance some of your other Leaders will defect to the opposition.

If you are unhappy with your current Main Leader, you can select another of your Leaders to take the helm. The Order for this is:-


{New Main Leader Name} MAINLEADER



Ordersheet Example:
JULIUS MAINLEADER


This would instruct Julius to become the new Main Leader for your Empire. Both the new Main Leader and your current Main Leader must be on the same square and there can be NO other Leaders or Castles belonging to other Empires there. The new Main Leader will be charged 10000 Gold as they rather unfairly have to foot the bill for the inauguration ceremony themselves. The MAINLEADER order is free for your first 5 turns of play.


4.21 - EMAILCOPY

An order that allows you to send a copy of your turnsheet in a specific game to another player. Simply issue the order {Main Leader} EMAILCOPY "Address@inquotes.com, another@addressinquotes.com". Only turns for that game will be sent. This option has been provided due to popular request, however, ID's official policy is to always avoid turnsheet sharing unless you are 100% sure that the person concerned is a very trustworthy Ally. ID are not responsible for the consequences of turnsheets landing in 'enemy' hands if this is as a result of turnsheet sharing.


{Main Leader} EMAILCOPY "Address@inquotes.com; another@addressinquotes.com"



Ordersheet Example:
JULIUS EMAILCOPY "Brutus@Senate.com"


To cancel sending email copies to anyone, issue an order to emailcopy "". Email copy is only for the sending of emails, they will still only get uploaded to your passworded webspace.


4.22 - STUDY (740)

This order instructs your leader to brush up on the finer points of their chosen class. The order takes 10 hours per 'study period' and each study period completed will give your leader a generous amount of Experience in their chosen field. There are drawbacks of course - Each Study period takes a separate Order and of course while you're studying, you're missing out on stuff like interesting rumours in the taverns. Format for the study order is:
{Leader Name} STUDY

The Study order takes 10 hours.

Script:219ms

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section 13 - advanced classes
changing class
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