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 12 - RELIGIONS
12.1 - CHANGING YOUR RELIGION
12.2 - LISTING FELLOW WORSHIPPERS
12.3 - SACRIFICING TO YOUR GOD
12.4 - HEAD PRIESTS
12.5 - HEAD PRIEST ABILITIES



12.1 - CHANGING YOUR RELIGION (230)

At any time you may decide that your God no longer offers you a good deal. The cost of promoting your new choice of God and bribing your Priests etc. is 10,000 gold pieces multiplied by your empires present world power. The leader or castle attempting to carry out this command must foot the bill. The command syntax is -


{Leader or Castle} GOD {God}

Ordersheet Example:
LANCELOT GOD AZGAROTH

Would instruct LANCELOT to change religion. Every leader and castle under the command of LANCELOT's player will now worship this new God. If LANCELOT does not have sufficient gold then the order will not be carried out.

Remember that the God that you currently worship may become most displeased if your allegiance changes - and don't expect your priests to hold the same rank in the Priesthood they are converting to. This could have drastic consequences for your Priests and Paladins. Please note that some Paladins may drop the troops they are carrying if their alignment does not match that of the Paladins new God. For the first five turns of a new game, changing Gods is free and incurs no Priestly penalties. This should give you ample time to decide where your loyalties lie.


12.2 - LISTING FELLOW WORSHIPPERS (440)

During the game the number of worshippers of your God will fluctuate for various reasons, so it is a good idea to do an occasional LIST order to keep tabs on who is presently in the priesthood. Only Priests of third level or higher have this ability. The format for this order is -


{Leader Name} LIST



The LIST order takes 15 hours.


12.25 - BENEDICTION (465)



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.


Performing a Benediction service at the castle your priest is at will raise the spirits and morale of the castle workers and garrison.

The syntax for this order is:-


{Priest Name} BENEDICTION



The preparation and performance of this ceremony will take 70 hours and require the use a temple. Results are known to vary but seem increase production depending on the priest level for a week. Only the most potent benediction at a castle seems to have any effect, and so far they never seem to work at citadels.


12.3 - SACRIFICING TO YOUR GOD (470)

Priests can sacrifice troops and items to their God in return for extra Spiritual Power. Any amount can be sacrificed, but a maximum of 5000 Spiritual power per level of the Priest can be gained. It takes 90 Hours to prepare and conduct the ceremony. 

The syntax for this order is:-


{Priest Name} SACRIFICE {Amount} {Item}


{Priest Name} SACRIFICE {Amount} {Item} {Amount} {Item}


{Priest Name} SACRIFICE {Amount} ALL*


{Priest Name} SACRIFICE {Amount} ALL EXCEPT {Amount} {Item}*


* Click here for notes on ALL EXCEPT


12.4 - HEAD PRIESTS (760)



You can also use the RECOGNISE command to Vote for someone as Head Priest (HeadDruid in Keltica). Head Priests receive special divine abilities which increase in power and scope with every vote they get. The syntax for the RECOGNISE command is-


{Leader} RECOGNISE {Leader} HEAD PRIEST

Ordersheet Example:
KING ARTHUR RECOGNISE MORDRED AS HEAD PRIEST
You can only select one player to be your Head Priest at any one time. He must follow the same God as you do and recognise you as a friend. It is possible (and common) to vote for yourself, but remember that the more votes a Head Priest gets the greater his power will be. Unity in a religion is strength. A good Head Priest is someone who will distribute Aid evenly and inform his voters of new spells and information. If your Head Priest appears to be neglecting his duties then simply vote for someone else.

All RECOGNISE orders will remain in effect until you decide to change them.


12.5 - HEAD PRIEST ABILITIES

Head Priests can be very powerful people indeed, with several God Given powers at their disposal. The chances of success and the power of these abilities depends on the amount of Votes the Headpriest has secured from members of the same religion, and also the distance of the intended target from the nearest 'friendly' square. I.e. a square owned by one of the Headpriests voters.

Each vote that a Headpriest secures gives them 1 Divine Point. These Divine Points can then be used as follows:-




AID


{Headpriest} AID {Leader or Castle} {No of DPs} {Item}

Ordersheet Example:
PELGOR AID LITEFINGERS 5 ANGELS


AID is used to summon stockpiles or 'special' creatures onto a friendly army whose empire worships the same God as yourself. You are not allowed to Aid breeding troops (including horses and livestock), extra time, training or experience etc. As the game progresses, DPs become worth more and therefore will summon more creatures. Typically, each point of AID will summon around 10,000 Spritual Powers worth of stuff, increasing by 10,000 SP every ten turns.


AURA


{Headpriest} AURA {Co-ordinates} {No of DPs}

Ordersheet Example:
PELGOR AURA 2059 10


Invoking an AURA on a square will increase the Spiritual Power of Priests belonging to players voting for you as Headpriest. Each point of Aura will give 5000 extra Spiritual Power to each priest. There is a maximum gain of 100,000 Spiritual power at any one location.


BLESS


{HeadPriest or DemiGod Name} BLESS {Co-ordinates} 

Ordersheet Example:
PELGOR BLESS 0523


This would BLESS the map co-ordinates 0523, canceling any divine abilities that another Headpriest may have directed at the same location. BLESS will only work on a terrain square owned by one of your voters (or, if a Demigod issues the BLESS, an empire recognising the same HP as the BLESSer), but costs only 1 DP. BLESS will prevent head priest abilities at the selected co-ordinates from a player who followers a different head priest.


CRUSADE


{Headpriest} CRUSADE {God}

Ordersheet Example:
PELGOR CRUSADE AZGAROTH.


Slightly different to many of the orders in this section as it does not cost any DPs. A Headpriest may elect to launch a Crusade against any opposing religion. This will have the effect of increasing your voters attack strength against any worshippers of the specified God. The effects will remain in place until another Crusade is launched.


FIREBALL


{Headpriest} FIREBALL {Co-ordinates} {No of DPs}

Ordersheet Example:
PELGOR FIREBALL 3474    7
This command will invoke the heavens to open and rain down Divine Fireballs on the location specified. Each DP expended will summon one Fireball. The above example would cause 7 Huge Fireballs to strike at the co-ordinates (3474), damaging every leader and castle on the square, friend or foe. Each Fireball has the potential to kill between 1 and 5 percent of the troops on a square, although fortifications will provide some protection.


FLATTEN


{Headpriest} FLATTEN {Castle Name}

Ordersheet Example:
PELGOR FLATTEN LANDSEND


This is an extremely powerful ability that Headpriests can invoke to keep their followers in order. A mighty force will descend from the heavens and destroy ALL creatures (living, undead and magical) within the castle. Armies within the castle walls are not affected. This command will only work on one of your voters castles. Voters beware - don't annoy your Headpriest!. Note - This command will not work on Citadels.


LOCATE


{Headpriest} LOCATE {Leader or Castle} {No of DPs}

Ordersheet Example:
PELGOR LOCATE LANDSEND 10


Gives a Headpriest a chance of Locating a Leader or Castle. There is a 15% chance of locating a leader per DP used, minus 5% per level of the leader being Located. All castles are assumed to be level 10.


NEWSPELL


{Legendary Priest} NEWSPELL {Spell Number} {SUMMON/DESTROY} {Amount} {Item} "Description in quotes"

Ordersheet Example:
PELGOR NEWSPELL 24 SUMMON 3 TREANT "Pelgors Treant Trio"


This order allows a Headpriest to change their priestly spell list. The above example will command   Pelgor (a legendary Priest) to pray to your God and request that spell number 24 be replaced with the new spell "Pelgors Treantish Trio". This spell will summon 3 Treants. The specific Word of Power will need to be found by your Priests using the PRAY order.  To be able to use this order, you must have OVER 50% of your religions votes and a Legendary Priest (or above) must perform the order. Some spell requests will be refused.  Your God will inform you of the reason if this is the case.   The cost of this order is 50% (rounded up) of your HP votes. E.g. If you had 5 HP votes in total, it would cost 3DP’s to use the order. Please bear in mind a few limitations when using this order - the maximum you can summon/destroy of any item is 9999, you can only create Priest/Druid spells for normal creature/stockpiles and no food destroyers are allowed.


NULLIFY


{Headpriest} NULLIFY {Co-ordinates} {No of DPs}

Ordersheet Example:
PELGOR NULLIFY 5050 8


This command has the effect of 'cancelling out' any spells cast onto or by leaders or castles at the specified co-ordinates. For each DP expended their is an increased chance of each spell failing. Higher level spell casters will have some chance of resisting.


STRIKE


{Headpriest} STRIKE {Co-ordinates} {No of DPs}

Ordersheet Example:
PELGOR STRIKE   4557   10


This command brings down Heavenly Lightning Bolts that strike at all armies at a given location. The bolts will inflict minimal damage on troops, but fortifications of any type will suffer greatly. The above example will cause Pelgor to call down 10 Bolts of Lightning onto co-ords (4557).


TELEPORT


{Headpriest} TELEPORT {Leader}

Ordersheet Example:
PELGOR TELEPORT LONGSTRIDER 8


This order can be used in times of dire emergency to Teleport a leader belonging to one of your voters out of harms way. This order will cost 1 DP per level of the leader being teleported, and will teleport the leader to a random location up to 5 squares distant. Be warned, it’s very rare, but your leader could randomly be teleported back to the same location! (1 in 121 chance).

SUMMARY OF HEAD PRIEST ABILITIES



Divine AbilityDP costOrder of Events
AIDVariable40
AURAVariable750
BLESS1 DP30
CRUSADE0 DPs500
FIREBALL1 DP per Fireball670
FLATTEN6 DPs660
LOCATEVariable720
NEWSPELLDP's = 50% of HP Votes758
NULLIFYVariable50
STRIKE1 DP per Bolt690
TELEPORT1 DP per lvl Teleported80
Script:93ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
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General Information
Time and Weather
Serim Ral geography
Experience and health
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Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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