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1 <!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.3//EN" "/usr/share/xml/docbook/schema/dtd/4.3/docbookx.dtd">
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2 <book>
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3 <bookinfo>
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4 <title>BatMUD Regions: Player's Handbook v1.0</title>
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5 <authorgroup>
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6 <author><firstname>Sirdar</firstname><surname>Silverfang</surname></author>
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7 </authorgroup>
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8 <copyright>
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9 <year>2007-2008</year>
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10 <holder>Balanced Alternative Techniques Ry</holder>
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11 </copyright>
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12 <pubdate>09-01-2008</pubdate>
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13 </bookinfo>
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14
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15 <!-- ================================================ -->
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16
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17 <chapter id="castles"><title>Regions and Castles</title>
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18 <para>
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19 The regions are a PvP (Player-versus-Player) element in BatMUD,
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20 which pits racial factions in a struggle to control key locations
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21 on the five major continents. The controlling races gain access
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22 to the castles, harvesting them for production of gold and
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23 experience.
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24 </para>
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25
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26
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27 <section id="castles-overview"><title>Overview</title>
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28 <para>
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29 Castles are the basic units of the regions play. There are a total
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30 of 102 castles in scattered between the five continents. Each
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31 castle forms a territory called region, by which the landmass of
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32 the BatWorld is shared to their respective landowners. Simply put,
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33 castles are central landmarks for regions, and each contains the
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34 necessary governing personnel over the land contained within that
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35 specific region.
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36 </para>
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37
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38 <para>
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39 First we will look at what role the castle has over a region.
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40 Basically, the royalty owns the land that is the region. The
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41 peasants settle in on that land, and agree to rent the land from
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42 the region landlord for farming and other production purposes.
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43 Using this land, the peasants then produce goods, and from these
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44 goods they get profit. The aforementioned rent price, combined with
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45 the profit of the peasants forms the base of the tax, which is
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46 collected by the castle officials four times a year, and is stored
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47 into the castle treasury. In addition to the permission to use the
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48 land for a price, the region landlord provides the peasants
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49 protection using his garrison.
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50 </para>
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51 </section>
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52
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53 <section id="castles-rooms"><title>Castle rooms</title>
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54 <para>
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55 Each castle consists of four rooms, the yard, entrance, tower and
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56 the office.
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57 </para>
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58
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59 <section id="castles-yard"><title>The yard</title>
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60 <para>
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61 The yard is open for everyone, and you end up there by entering
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62 the scenic location you see on the map. In the yard you see the
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63 castle gates. Also, by looking the plaque in the yard you'll see
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64 some <link linkend="commands-yard">basic commands</link> that are available for the visitor. More about
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65 these, and other castle commands later. At the other side of the
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66 gates is the entrance room.
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67 </para>
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68 </section>
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69
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70 <section id="castles-entrance"><title>The entrance</title>
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71 <para>
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72 The entrance room is from where the caravans head off to other
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73 castles. Any player who is a member of the castle garrison may
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74 travel with these caravans to other castles. From the entrance
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75 room you may go up, or in the office. By going up, you end up into
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76 the observation tower. A castle under siege can be brought under
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77 the leadership of the sieging party from this room.
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78 </para>
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79 </section>
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80
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81 <section id="castles-tower"><title>The observation tower</title>
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82 <para>
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83 The observation tower has all functionalities that are needed
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84 during battle, or general observation of the events at <link
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85 linkend="castles-yard">the yard</link>.
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86 You can negotiate, fire arrows and oil at the intruders, for
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87 example. You can also use the castle catapult to fend off any
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88 campers at a limited range outside the scenic location of the
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89 castle.
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90 </para>
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91 </section>
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92
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93 <section id="castles-office"><title>The office</title>
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94 <para>
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95 The office is the planning and economy room of the castle. You
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96 have access to the castle treasury (the tax income), and may use
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97 it to your own benefit, to recruit NPC soldiers to the castle
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98 garrison or to buy more ammunition to the defense mechanisms of
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99 the castle. It can also be used for political purposes, such as
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100 changing ownerships, and if the castle is not a region of a larger
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101 country (the capital exists), it can also be used to promote and
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102 demote PCs who have served the castle well.
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103 </para>
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104 </section>
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105
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106 </section>
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107 </chapter>
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108
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109 <!-- ================================================ -->
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110
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111 <chapter id="domain"><title>Forming a domain</title>
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112
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113 <para>
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114
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115 A domain is a general term for a group of castles unified under
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116 one flag, and ruled from one capital. A domain is like a country
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117 formed of those castles. Without a capital you may have an
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118 individual ranking system in each castle. It means that if you're
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119 a general in castle A, it doesn't apply to castle B. You can also
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120 handle promotions from the each castle office in what comes to the
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121 ranks in each individual castle. A general, however, has the option
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122 to create a domain. By doing this, a region of his choosing will
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123 become the capital of this domain. All functions regarding rank and
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124 position are rerouted to the control of the capital. Further ranks
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125 will come and go only from the capital, and only ranks confirmed by
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126 the capital are valid in the vassal regions. Also, after forming a
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127 domain, if you wish to join the garrison, any castle won't do
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128 anymore - you need to head for the capital and apply to the service
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129 there. This re-enlistment is also necessary when a capital is
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130 defined to an already existing group of castles (which is not a
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131 domain).
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132 </para>
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133 </chapter>
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134
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135 <!-- ================================================ -->
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136
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137 <chapter id="garrison"><title>The castle garrison</title>
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138
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139 <section id="garrison-overview"><title>Overview</title>
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140 <para>
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141 Even the most powerful ruler cannot possibly control and keep guard
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142 of all his castles for all the time. Therefore he needs people to
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143 serve under him. Every castle has a garrison, from the ranks of
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144 which youll find people from ordinary troops to officials to take
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145 care of the most important matters at hand. There are 13 ranks, which
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146 are divided into four subcategories. The names of these ranks may vary
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147 according to one's race, but the classification is the same regardless
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148 of one's race, only name differs. The ranks are presented here from the
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149 perspective of a human army.
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150 </para>
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151
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152 <para>
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153 Remember to always reward your PC members of the garrison accordingly
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154 to keep them happy. It is not wise to instantly promote everyone to
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155 high ranks, since you lose the benefits of the ranking system. The
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156 better you have the hierarchy constructed for your domain, and the
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157 people positioned on it, the better they know their duties, and the
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158 better it will work out for you.
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159 </para>
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160
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161 <para>
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162 Remember, if you are a commander, do not let out promotions like
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163 candy. That's just amateur. This won't mean that the promotions
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164 should be impossible to acquire either. You may reflect a player's
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165 success in his duty to base these promotions on.
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166 </para>
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167 </section>
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168
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169
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170 <section id="garrison-senior-ranks"><title>The senior officer ranks</title>
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171
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172 <section id="garrison-general"><title>General</title>
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173 <para>
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174 The General is the leader of a castle. He has access to all castle
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175 functions, and is the only rank that can form a country or give a
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176 castle ownership to someone else. The general is also abbreviated
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177 CO, or the commanding officer. He issues and authorizes all orders
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178 given by his officers.
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179 </para>
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180 <para>
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181 Other races' equivalents:
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182 Demon: Pit Fiend - Lord of devils, with great strength and
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183 deadly power.
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184 </para>
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185 </section>
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186
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187
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188 <section id="garrison-ltgeneral"><title>Lt. General</title>
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189 <para>
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190 The Lt. General is the immediate right hand man of the general.
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191 Also shortened to XO, or an executive officer, he is in charge of
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192 the region/country when the CO is absent. He has access to every
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193 function of the castle, except that he cannot give castles away or
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194 form countries. Lieutenant means 'aide', so his job, simply put,
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195 is to work as an aide to the general.
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196 </para>
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197 <para>
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198 Other races' equivalents:
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199 Demon: Ashkult - A humanoid dragon-like demon judge.
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200 </para>
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201 </section>
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202
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203
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204 <section id="garrison-colonel"><title>Colonel</title>
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205 <para>
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206 The colonel is the elder senior officer rank and he may command
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207 anything but the most vital functions of a castle. This is the end
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208 of the road for many, because there usually is only one or two
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209 lt. generals as acting XOs. Colonels are very powerful, and as senior
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210 officers command almost equal amount of authority. The lieutenant
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211 generals, are of course, chosen from the ranks of the colonels so they
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212 are different in only formal sense.
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213 </para>
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214 <para>
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215 Other races' equivalents:
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216 Demon: Excruciarch - The diabolical insectoid pain demon, the
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217 master torturer and strategist.
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218 </para>
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219 </section>
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220
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221
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222 <section id="garrison-ltcolonel"><title>Lt. Colonel</title>
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223 <para>
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224 The lieutenant colonel is the introductory rank to the senior
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225 officers from the junior officer ranks. The lieutenant means 'aide',
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226 and this rank means that this particular person should work as an aide
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227 to a colonel. Whilst helping the colonel to do his duty, he is learning
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228 to become a full-blooded colonel one day.
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229
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230 Other races' equivalents:
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231 Demon: Dogai - The black-hearted assassin devils and cunning
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232 spies of the hell.
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233 </para>
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234 </section>
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235 </section>
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236
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237
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238 <section id="garrison-junior-ranks"><title>The junior officer ranks</title>
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239
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240 <section id="garrison-major"><title>Major</title>
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241 <para>
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242 The major is the most trusted man of the junior officer ranks. He
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243 tends to the needs of the particular castle, does not take part in
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244 politics as do the senior officers. His main responsibility is to
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245 follow that the orders issued out by the colonel are carried out to
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246 the minute detail.
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247 </para>
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248 <para>
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249 Other races' equivalents:
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250 Demon: Barbazu - Ferocious demon warriors that frenzy with a
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251 saw-toothed glaive.
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252 </para>
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253 </section>
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254
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255 <section id="garrison-captain"><title>Captain</title>
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256 <para>
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257 The captain is the leader of the field. When a major issues an order
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258 for a larger unit of troops to operate, a captain is to devise the
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259 necessary plans to carry out this orders. He, on the other hand, issues
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260 these solutions to the lieutenants, who carry them out in the next
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261 link in the chain of command.
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262 </para>
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263 <para>
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264 Other races' equivalents:
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265 Demon: Malebranche - Hulking, horned warriors, enforcers,
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266 punishers, and mounts of higher ranks.
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267
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268 </para>
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269 </section>
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270
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271 <section id="garrison-1st-lieutenant"><title>1st Lieutenant</title>
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272 <para>
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273 The first lieutenant is the second junior officer rank to see
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274 battle (2nd lieutenant being the first). His tasks are to watch
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275 over the troop operation, devise and put into action tactics
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276 that will best carry out the orders issued by the superiors,
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277 the captain or the major.
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278 </para>
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279 <para>
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280 Other races' equivalent:
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281 Demon: Cornugon - Gargoylelike fiend armed with a spiked chain.
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282
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283 </para>
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284 </section>
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285
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286 <section id="garrison-2nd-lieutenant"><title>2nd Lieutenant</title>
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287 <para>
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288 The second lieutenant is a preparatory rank for the main
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289 lieutenant rank, the first lieutenant. His tasks are similar to
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290 the 1st Lt. in that they have everything to do with garrison
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291 administration and troop transportation/operation duties.
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292 </para>
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293 <para>
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294 Other races' equivalent:
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295 Demon: Cornugon - Dinosaurlike guardians with massive maw and a
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296 wicked stinger.
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297 </para>
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298 </section>
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299 </section>
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300
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301
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302 <section id="garrison-nco-ranks"><title>The non-commissioned officer (NCO) ranks</title>
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303
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304 <section id="garrison-sergeant-major"><title>Sergeant Major</title>
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305 <para>
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306 The sergeant major is the field rank with most authority. He is
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307 the true leatherneck. He will carry out the orders of the officers
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308 with years of battles behind his back, and usually with a
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309 stomach-churning efficiency. The main rank is actually a sergeant,
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310 but since some do not fill the requirements for the officer
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311 ranks - this is the last and the most revered position a field
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312 soldier may achieve. These men are charismatic battlefield leaders.
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313 </para>
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314 <para>
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315 Other races' equivalent:
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316 Demon: Hamatula - The 'barbed demon', the elite infernal warrior
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317 with impaling spikes.
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318 </para>
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319 </section>
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320
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321
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322 <section id="garrison-sergeant"><title>Sergeant</title>
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323 <para>
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324 The sergeant is the backbone of the field command. They have
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325 proven exceptional savvy in leadership abilities, and are usually
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326 in charge of a platoon. They are experienced fighters and
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327 inspirational battlefield leaders. In game world terms a sergeant
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328 would be a leader of a 9-man party.
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329 </para>
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330 <para>
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331 Other races' equivalent:
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332 Demon: Narzugon - Nightmare-riding elite cavalry member.
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333 </para>
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334 </section>
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335
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336
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337 <section id="garrison-corporal"><title>Corporal</title>
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338 <para>
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339 The corporal is a small team leader. He is also the backup man
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340 for the unfortunate happenstance that the sergeant is disabled
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341 during performing his duty. This is the first rank that needs
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342 leadership skills, and very often successful corporals will
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343 eventually become sergeants and be assigned to lead a full-blooded
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344 platoon. In game terms a corporal would be a leader of a 3-man
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345 party. When a sergeant is present, the corporal is to help the
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346 sergeant in performing his duty.
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347 </para>
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348 <para>
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349 Other races' equivalent:
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350 Demon: Merregon - The legion demons - formidable warriors with
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351 shield and spears.
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352 </para>
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353 </section>
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354 </section>
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355
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356
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357 <section id="garrison-enlisted-troops"><title>The enlisted troops</title>
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358
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359 <section id="garrison-private"><title>Private</title>
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360 <para>
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361 The privates are the backbone of a field army. They are a part
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362 of a squadron and are expected to carry out orders, nothing more.
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363 They receive harsh training to provide better chances of survival
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364 on the battlefield. Without privates, there cannot be an army.
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365 </para>
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366 <para>
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367 Other races' equivalent:
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368 Demon: Orthon - Foot soldiers of Hell's armies.
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369 </para>
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370 </section>
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371
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372
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373 <section id="garrison-recruit"><title>Recruit</title>
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374 <para>
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375 Recruits have just entered the service of the garrison. Nothing
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376 special is expected from them, and their access to castle functions
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377 is extremely limited. They are to undergo training and learn the ways
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378 of the regions. Once they have learned those ways, they are usually
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379 promoted to privates.
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380 </para>
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381 <para>
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382 Other races' equivalent:
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383 Demon: Lemure - Mindless, tormented creature that attacks in mobs.
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384 Cannon fodder.
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385 </para>
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386 </section>
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387 </section>
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388 </chapter>
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389
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390 <!-- ================================================ -->
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391
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392 <chapter id="acquiring"><title>Acquiring control of a castle</title>
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393
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394 <para>
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395 A commandership of a castle is acquired through a process called
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396 sieging. Sieging is a process to weaken the castle by forced
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397 attrition. During a siege, the castle is surrounded by the
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398 attacker's army so that no-one can get in or out. In the real
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399 world, sieging could hold on for months. And since a castle has
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400 it's own demands of upkeep (food, supplies), this attrition will
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401 eventually force the castle to act or perish. During a siege, the
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402 castle under attack cannot hire or fire garrison personnel, nor use
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403 their treasury to emergency relocate their funds.
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404 </para>
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405
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406 <para>
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407 A siege can be started from the castle yard. Once started, the
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408 attacking team has 45 minutes to breach through the castle gates
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409 using the ram. If the 45 minutes pass, and the gates are intact,
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410 the siege is thwarted. During this 45 minutes of time, the castle
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411 garrison will try to resist this from happening in the form of NPC
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412 and PC representatives. If they can delay your ramming process
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413 enough, you will fail as the timer runs out. So you need to stay
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414 close to the ram for the duration of the siege. The gates themselves
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415 are VERY durable, so you need to use the ram almost constantly for
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416 the duration of the siege. It is told, that you need to use the
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417 ram approximately 2-3 times in a minute for a duration of 30 minutes
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418 to breach through.
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419 </para>
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420
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421 <para>
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422 If you survive the countermeasures, and if you can breach the gate
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423 within the time limit, you will gain access to the castle entrance.
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424 In the castle entrance, you will find a command 'claim'. By typing
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425 this command in the enemy castle, the castle will become yours, and
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426 you are the new ruler of that region.
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427 </para>
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428
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429 <para>
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430 Don't for a second think that sieging a castle is something you can
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431 solo randomly. They have all forms of nasty defenses, plus automated
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432 guards. It takes a considerable planning and friend to take down a
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433 castle. It is definitely not a solo act. The guards are definitely
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434 a force to be reckoned with. Once a castle has been conquered, it
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435 is significantly easier to defend it from the future opportunists.
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436 It is said that experienced 3 man parties are efficient enough in
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437 wearing down castle defenses, given that there is no player
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438 defending it at that moment.
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439 </para>
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440 </chapter>
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441
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442 <!-- ================================================ -->
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443
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444 <chapter id="commands"><title>Commands</title>
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445
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446
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447 <section id="commands-general"><title>General commands</title>
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448 <para>
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449 General commands function in all castle rooms.
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450 </para>
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451
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452
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453 <section id="commands-census"><title>'census'</title>
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454 <para>
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455 This will show you the personnel record of your castle.
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456 This command, regardless of being 'general', does not function
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457 at the castle yard. This is because this information may be very
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458 useful for the enemy to plot his actions. There is also a
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459 possibility that the enemy may choose to hire a spy from the
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460 garrison ranks to snuff out this information. This is not illegal,
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461 but the castle lord should have been more careful in his picking.
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462 </para>
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463 </section>
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464
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465 <section id="commands-conquest"><title>'conquest'</title>
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466 <para>
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467 This will track your success in the objectives mentioned
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468 in the chapter 6 of this document.
|
|
469 </para>
|
|
470 </section>
|
|
471
|
|
472 <section id="commands-resign"><title>'resign'</title>
|
|
473 <para>
|
|
474 You may resign from the garrison by using this command.
|
|
475 Your rank and position will be revoked, and you will be
|
|
476 a free man.
|
|
477 </para>
|
|
478 </section>
|
|
479
|
|
480 <section id="commands-roster"><title>'roster'</title>
|
|
481 <para>
|
|
482 Roster will give you information about the ongoings of
|
|
483 the castles in the game. You will see which castles are
|
|
484 under your race's command, and who is commanding them. You
|
|
485 will however not see the commander of castles that do not
|
|
486 belong to your race.
|
|
487 </para>
|
|
488 </section>
|
|
489
|
|
490 <section id="commands-ranks"><title>'ranks'</title>
|
|
491 <para>
|
|
492 Also this command, despite its general level, works inside
|
|
493 the castle but not from <link linkend="castles-yard">the yard</link>. This will show you the
|
|
494 rank hierarchy of your race.
|
|
495 </para>
|
|
496 </section>
|
|
497 </section>
|
|
498
|
|
499
|
|
500 <section id="commands-yard"><title>The yard</title>
|
|
501 <para>
|
|
502 These commands mainly work from the <link linkend="castles-yard">castle yard</link>.
|
|
503 </para>
|
|
504
|
|
505 <section id="commands-siege"><title>'siege'</title>
|
|
506 <para>
|
|
507 Using this command, one may initiate sieges on the castles.
|
|
508 </para>
|
|
509
|
|
510 <section id="commands-siege-start"><title>'siege start'</title>
|
|
511 <para>
|
|
512 This command will initiate the siege process. The 45 minute
|
|
513 timer is set and started, and the siege engine (the
|
|
514 battering rams etc.) will appear on the yard for you to use
|
|
515 against the gate.
|
|
516 </para>
|
|
517 </section>
|
|
518
|
|
519 <section id="commands-siege-stop"><title>'siege stop'</title>
|
|
520 <para>
|
|
521 If you wish to give up your siege, you may use this command.
|
|
522 </para>
|
|
523 </section>
|
|
524
|
|
525 <section id="commands-siege-time"><title>'siege time'</title>
|
|
526 <para>
|
|
527 You may check the time you have left to breach the gates.
|
|
528 </para>
|
|
529 </section>
|
|
530 </section>
|
|
531
|
|
532
|
|
533 <section id="commands-enter"><title>'enter'</title>
|
|
534 <para>
|
|
535 If you belong to the castle garrison, or you have breached the
|
|
536 gates through siege, you may enter the castle by using this
|
|
537 command.
|
|
538 </para>
|
|
539 </section>
|
|
540
|
|
541 <section id="commands-yell"><title>'yell *'</title>
|
|
542 <para>
|
|
543 You might want to communicate with a PC who is manning the
|
|
544 observation tower. By this command, the observation tower will
|
|
545 hear your words.
|
|
546 </para>
|
|
547 </section>
|
|
548
|
|
549 <section id="commands-application"><title>'application'</title>
|
|
550 <para>
|
|
551 If you wish to join the castle garrison, you send an application
|
|
552 to the commander of the castle, who will receive a notice of this.
|
|
553 To ensure his attention, it is generally a good idea to give him
|
|
554 a tell or an email to discuss about the terms of your service.
|
|
555 Based on these discussions, or whatever measures the commander
|
|
556 has for new recruits, the commander may then accept or reject
|
|
557 your application into the garrison. If you cannot get into the
|
|
558 garrison of one lord, remember that there are as many garrisons
|
|
559 as there are lords.
|
|
560 </para>
|
|
561 <para>
|
|
562 If you are trying to join the garrison of a domain, you will need
|
|
563 to head for the capital to join.
|
|
564 </para>
|
|
565 </section>
|
|
566 </section>
|
|
567
|
|
568
|
|
569 <section id="commands-entrance"><title>The entrance</title>
|
|
570 <para>
|
|
571 These commands work from the castle entrance.
|
|
572 </para>
|
|
573
|
|
574 <section id="commands-claim"><title>'claim'</title>
|
|
575 <para>
|
|
576 If you have successfully sieged the castle and breached the
|
|
577 gate, you need to enter the castle and issue this command in the
|
|
578 entrance room. By doing this, the castle will become yours to command.
|
|
579 </para>
|
|
580 </section>
|
|
581
|
|
582 <section id="commands-routes"><title>'routes'</title>
|
|
583 <para>
|
|
584 This command will show you into which other castles you have
|
|
585 caravan routes. The caravan routes are a method of fast travel
|
|
586 between the castles your race owns. Any garrison member may also
|
|
587 use the caravan.
|
|
588 </para>
|
|
589 </section>
|
|
590
|
|
591 <section id="commands-caravan"><title>'caravan *'</title>
|
|
592 <para>
|
|
593 Using this command you'll choose a destination of your travel
|
|
594 from the list presented in the routes. A trip with the caravan
|
|
595 costs you a nominal fee in gold.
|
|
596 </para>
|
|
597 </section>
|
|
598
|
|
599 <section id="commands-leave"><title>'leave'</title>
|
|
600 <para>
|
|
601 Leave outside the castle using the main entrance.
|
|
602 Use like a normal exit.
|
|
603 </para>
|
|
604 </section>
|
|
605
|
|
606 <section id="commands-office"><title>'office'</title>
|
|
607 <para>
|
|
608 Enter the castle office. You need to be of at least junior
|
|
609 officer rank for this.
|
|
610 </para>
|
|
611 </section>
|
|
612 </section>
|
|
613
|
|
614
|
|
615 <section id="commands-tower"><title>The observation tower</title>
|
|
616
|
|
617 <section id="commands-view"><title>'view'</title>
|
|
618 <para>
|
|
619 Take a look at the castle surroundings. The observation towers
|
|
620 are tall and you can see far from them.
|
|
621 </para>
|
|
622 </section>
|
|
623
|
|
624 <section id="commands-observe"><title>'observe'</title>
|
|
625 <para>
|
|
626 Observe the nearby surroundings in more detail - for example,
|
|
627 spot camps, people and monsters moving around your region in
|
|
628 general.
|
|
629 </para>
|
|
630 </section>
|
|
631
|
|
632 <section id="commands-siegetime"><title>'siegetime'</title>
|
|
633 <para>
|
|
634 See how long the enemy has until his siege is thwarted.
|
|
635 </para>
|
|
636 </section>
|
|
637
|
|
638 <section id="commands-yard2"><title>'yard'</title>
|
|
639 <para>
|
|
640 Take a look at the castle yard to see your friends' and
|
|
641 enemies' identity and condition.
|
|
642 </para>
|
|
643 </section>
|
|
644
|
|
645 <section id="commands-yell2"><title>'yell *'</title>
|
|
646 <para>
|
|
647 You may yell orders or communicate to the front yard using
|
|
648 this command.
|
|
649 </para>
|
|
650 </section>
|
|
651
|
|
652 <section id="commands-archers"><title>'archers'</title>
|
|
653 <para>
|
|
654 If you have arrow volleys in your manifest, you may command the
|
|
655 archers to fire these volleys to the yard. These volleys cause
|
|
656 considerable damage to everyone outside. Therefore it is not wise
|
|
657 to fire them if you have friendlies out.
|
|
658 </para>
|
|
659 </section>
|
|
660
|
|
661 <section id="commands-cauldrons"><title>'cauldrons'</title>
|
|
662 <para>
|
|
663 If you have oil cauldrons in your manifest, you may pour boiling
|
|
664 oil on your enemies. This is very painful, and causes immediate damage
|
|
665 to the attackers.
|
|
666 </para>
|
|
667 </section>
|
|
668
|
|
669 <section id="commands-catapult"><title>'catapult'</title>
|
|
670 <para>
|
|
671 Using this command you may operate the castle catapult. You may
|
|
672 fire outside the scenic location, for a limited range. Note that
|
|
673 you can also aim at the people ON the scenic location.
|
|
674 </para>
|
|
675 </section>
|
|
676
|
|
677 <section id="commands-deploy"><title>'deploy'</title>
|
|
678 <para>
|
|
679 This command will place your garrison in the state of readiness
|
|
680 and in the immediate command of your Lord High Constable to use
|
|
681 his judgment to deploy your troops to the field in the case of
|
|
682 an emergency.
|
|
683 </para>
|
|
684 </section>
|
|
685
|
|
686 <section id="commands-alert"><title>'alert'</title>
|
|
687 <para>
|
|
688 This command will raise your garrison's state of readiness. If
|
|
689 the garrison is ready for action, it takes more salary but can
|
|
690 respond to threats almost immediately. If required to respond from
|
|
691 state of lesser readiness, fielding troops will take more time -
|
|
692 and less money.
|
|
693 </para>
|
|
694 </section>
|
|
695
|
|
696 <section id="commands-battleorder"><title>'battleorder'</title>
|
|
697 <para>
|
|
698 This command will instruct the Lord High Constable - the one who
|
|
699 fields the castle garrison in the times of need - to either send
|
|
700 the NCOs (the non-commissioned officers) or the enlisted to the
|
|
701 battlefield first. The NCOs are more powerful but cost more to
|
|
702 lose, the enlisted troops are less powerful but cost less to lose.
|
|
703 </para>
|
|
704 </section>
|
|
705 </section>
|
|
706
|
|
707
|
|
708 <section id="commands-the-office"><title>The office</title>
|
|
709
|
|
710 <section id="commands-treasury"><title>'treasury'</title>
|
|
711 <para>
|
|
712 See the contents of the castle treasury.
|
|
713 </para>
|
|
714 </section>
|
|
715
|
|
716 <section id="commands-withdraw"><title>'withdraw'</title>
|
|
717 <para>
|
|
718 Withdraw gold from the castle treasury. This is restricted to the
|
|
719 general and lt. general ranks only.
|
|
720 </para>
|
|
721 </section>
|
|
722
|
|
723 <section id="commands-manifest"><title>'manifest'</title>
|
|
724 <para>
|
|
725 See the ammunition status to the castle defensive mechanisms.
|
|
726 </para>
|
|
727 </section>
|
|
728
|
|
729 <section id="commands-buy"><title>'buy'</title>
|
|
730 <para>
|
|
731 Buy ammunition to the castle defense mechanisms.
|
|
732 Arrows, oil or stones.
|
|
733 </para>
|
|
734 </section>
|
|
735
|
|
736 <section id="commands-deposit"><title>'deposit'</title>
|
|
737 <para>
|
|
738 Deposit gold to the castle treasury. Gold is always welcome,
|
|
739 so this command is not too restricted from use.
|
|
740 </para>
|
|
741 </section>
|
|
742
|
|
743 <section id="commands-setowner"><title>'setowner'</title>
|
|
744 <para>
|
|
745 This will change the ownership of the castle to the select player.
|
|
746 It will cost a nominal amount of gold to swim through the
|
|
747 necessary bureaucracy and paperwork.
|
|
748 </para>
|
|
749 </section>
|
|
750
|
|
751 <section id="commands-hire"><title>'hire'</title>
|
|
752 <para>
|
|
753 Hire NPC soldiers to your castle garrison. They will try to deter
|
|
754 anyone trying to siege your castle if you are absent AND if they
|
|
755 are deployed.
|
|
756 </para>
|
|
757 </section>
|
|
758
|
|
759 <section id="commands-fire"><title>'fire'</title>
|
|
760 <para>
|
|
761 Fire NPC soldiers from your castle garrison. NPC soldiers require
|
|
762 salary, and if the treasury looks bad, it might be necessary to
|
|
763 fire people.
|
|
764 </para>
|
|
765 </section>
|
|
766
|
|
767 <section id="commands-deploy2"><title>'deploy'</title>
|
|
768 <para>
|
|
769 This command will place your garrison in the state of readiness
|
|
770 and in the immediate command of your Lord High Constable to use his
|
|
771 judgment to deploy your troops to the field in the case of an
|
|
772 emergency.
|
|
773 </para>
|
|
774 </section>
|
|
775
|
|
776 <section id="commands-garrison"><title>'garrison'</title>
|
|
777 <para>
|
|
778 View the NPC guards you have serving this particular castle,
|
|
779 and their salaries.
|
|
780 </para>
|
|
781 </section>
|
|
782
|
|
783 <section id="commands-alert2"><title>'alert'</title>
|
|
784 <para>
|
|
785 This command will raise your garrison's state of readiness.
|
|
786 If the garrison is ready for action, it takes more salary but
|
|
787 can respond to threats almost immediately. If required to respond
|
|
788 from state of lesser readiness, fielding troops will take more time
|
|
789 and less money.
|
|
790 </para>
|
|
791 </section>
|
|
792
|
|
793 <section id="commands-battleorder2"><title>'battleorder'</title>
|
|
794 <para>
|
|
795 This command will instruct the Lord High Constable - the one
|
|
796 who fields the castle garrison in the times of need - to either
|
|
797 send the NCOs (the non-commissioned officers) or the enlisted to
|
|
798 the battlefield first. The NCOs are more powerful but cost more to
|
|
799 lose, the enlisted troops are less powerful but cost less to lose.
|
|
800 </para>
|
|
801 </section>
|
|
802
|
|
803 <section id="commands-savegarrison"><title>'savegarrison'</title>
|
|
804 <para>
|
|
805 This will save the current situation of your garrison for the
|
|
806 unlikely event of game crash or similar emergency.
|
|
807 </para>
|
|
808 </section>
|
|
809
|
|
810 <section id="commands-applicants"><title>'applicants'</title>
|
|
811 <para>
|
|
812 This command will show the players who have applied to join your
|
|
813 garrison. You may then use <link linkend="commands-accept">accept</link>
|
|
814 or <link linkend="commands-reject">reject</link> command at your
|
|
815 own discretion.
|
|
816 </para>
|
|
817 </section>
|
|
818
|
|
819 <section id="commands-accept"><title>'accept'</title>
|
|
820 <para>
|
|
821 This command will enlist an applicant from the applicant list
|
|
822 to an active member of the castle garrison at the rank of a recruit.
|
|
823 </para>
|
|
824 </section>
|
|
825
|
|
826 <section id="commands-reject"><title>'reject'</title>
|
|
827 <para>
|
|
828 This command will reject an applicant from the applicant list from
|
|
829 becoming an active member of the castle garrison.
|
|
830 </para>
|
|
831 </section>
|
|
832
|
|
833 <section id="commands-promote"><title>'promote'</title>
|
|
834 <para>
|
|
835 This command will further the career of the given player by one
|
|
836 step further. Use this command with great care and
|
|
837 pre-determination.
|
|
838 </para>
|
|
839 </section>
|
|
840
|
|
841 <section id="commands-demote"><title>'demote'</title>
|
|
842 <para>
|
|
843 This command will demote the select player by one rank. Be
|
|
844 warned though - because the players don't get real life salary
|
|
845 from the regions, they might be real picky about continuing under
|
|
846 your command. This command, if not used as a tool for setting
|
|
847 hierarchy, will seriously affect the target player's morale to
|
|
848 stay with you.
|
|
849 </para>
|
|
850 </section>
|
|
851
|
|
852 <section id="commands-position"><title>'position'</title>
|
|
853 <para>
|
|
854 This command is a open-ended method for the castle commander to
|
|
855 let people know where they should be, and what they should be
|
|
856 doing there. For example, it is a good conduct to clearly state
|
|
857 for each member of your garrison at least his command post. This
|
|
858 command takes any string you want to set visible in the census.
|
|
859 </para>
|
|
860 </section>
|
|
861
|
|
862 <section id="commands-discharge"><title>'discharge'</title>
|
|
863 <para>
|
|
864 If there is need to fire a PC from your garrison, you may do it
|
|
865 via the discharge command. PCs can however resign by themselves
|
|
866 if they so wish.
|
|
867 </para>
|
|
868 </section>
|
|
869
|
|
870 <section id="commands-capital"><title>'capital'</title>
|
|
871 <para>
|
|
872 Using this command, you will center your domain at this
|
|
873 particular castle. All ranks and positions are rerouted to this
|
|
874 castle, and will be disabled from other regions.
|
|
875 </para>
|
|
876 </section>
|
|
877 </section>
|
|
878
|
|
879 </chapter>
|
|
880
|
|
881 <!-- ================================================ -->
|
|
882
|
|
883 <chapter id="objectives"><title>Objectives</title>
|
|
884 <para>
|
|
885 There are five different objectives you may achieve from the regions
|
|
886 play. First is to have fun by waging war with your friends against
|
|
887 other players. The ultimate objective is to rule all the 102 castles
|
|
888 of each continents. It is only a few select individuals who command
|
|
889 the sufficient battle prowess, leadership, diplomatic and political
|
|
890 savvy to achieve this. There are truly not many who can achieve
|
|
891 this, and certainly not solo.
|
|
892 </para>
|
|
893
|
|
894 <para>
|
|
895 You will also get awards for obtaining control of all the castles
|
|
896 of a given continent.
|
|
897 </para>
|
|
898 </chapter>
|
|
899
|
|
900
|
|
901 <!-- ================================================ -->
|
|
902
|
|
903 <chapter id="joining-garrison"><title>Joining a player garrison</title>
|
|
904 <para>
|
|
905 The process is fairly simple: Go to the castle yard of a castle
|
|
906 of someone whose garrison you would wish to join and type
|
|
907 'application send'. If he has formed his regions as a domain, you
|
|
908 will be informed that you need to apply in the capital, and what
|
|
909 particular castle the capital of this domain is. Find that castle
|
|
910 from the map, go there, and try again. Remember, that the
|
|
911 acceptance is not automatic, but it takes the castle commander
|
|
912 online to either accept or reject your application. So to speed
|
|
913 things up, you might want to give him a tell or mail in which you
|
|
914 present yourself, why you want to join the garrison, in what fields
|
|
915 of expertise you excel, and a few words about your activity hours.
|
|
916 </para>
|
|
917 </chapter>
|
|
918
|
|
919
|
|
920 <!-- ================================================ -->
|
|
921
|
|
922 <appendix id="appendix-a"><title>Rules of engagement (RoE) for regions</title>
|
|
923
|
|
924 <para>
|
|
925 Each continent has several regional headquarters of the races of
|
|
926 BatMUD known as castles, scattered over the landscape. Most are
|
|
927 located near the important sites of these races. As you find a
|
|
928 castle, you might want to siege it to yourself, for gold and glory.
|
|
929 However, some moral guidelines have to be drawn to ensure mutual
|
|
930 understanding of the process of war. These rules are not carved
|
|
931 in stone nor <emphasis>heavily enforced</emphasis> by the wizardhood (but to some
|
|
932 degree, yes they are) - but the responsibility to conform to the
|
|
933 RoE is mostly in the hands of the regional landlords to enforce.
|
|
934 </para>
|
|
935
|
|
936 <para>
|
|
937 The one who breaks these rules during the region play is to be
|
|
938 freely condemned ethically by all civilized region landlords.
|
|
939 </para>
|
|
940
|
|
941
|
|
942 <section id="appendix-a-1"><title>§1 - Don't mix regions with non-regions gameplay</title>
|
|
943 <para>
|
|
944 The most important rule of thumb first. After the siege, and
|
|
945 whether the attacker fails to intrude your tower or not, the
|
|
946 event regarding regions gameplay is over and you enter within
|
|
947 the boundaries of general player killing rules (help player
|
|
948 killing). Feel free to shout insults afterwards or try conquering
|
|
949 his castle but that's about it. It is unsportsmanlike to ruin
|
|
950 someone's play because he was or was not better than you in regions.
|
|
951 </para>
|
|
952 </section>
|
|
953
|
|
954
|
|
955 <section id="appendix-a-2"><title>§2 - Repelling your attackers</title>
|
|
956 <para>
|
|
957 Feel free to kill the one (and his aides) who attacks your or
|
|
958 your friend's castles within the context of the sieging process.
|
|
959 Please limit the killing to the time boundary that is set by the
|
|
960 siege attempt, which is 45 minutes. Do not kill before that time,
|
|
961 or after that time.
|
|
962 </para>
|
|
963 </section>
|
|
964
|
|
965
|
|
966 <section id="appendix-a-3"><title>§3 - Causing permanent damage in regions play</title>
|
|
967 <para>
|
|
968 Causing MAJOR permanent damage in the form of eq loss or similar
|
|
969 is forbidden. Technically, if you dest someone's eq in regions
|
|
970 it affects one's gameplay outside the regions - thus violating
|
|
971 <link linkend="appendix-a-1">rule §1</link>.
|
|
972 </para>
|
|
973 </section>
|
|
974
|
|
975 <section id="appendix-a-4"><title>§4 - Allies in defending or conquering</title>
|
|
976 <para>
|
|
977 Feel free to do regions with people. Gather parties to fight so
|
|
978 you could do better. After all, conquering a castle is harder than
|
|
979 defending it once conquered. This is war and numbers count, feel
|
|
980 free to conquer all the towers, alone or with horde of allies.
|
|
981 After all, everyone needs allies. It's very hard to ensure constant
|
|
982 bulletproof protection of your castle.
|
|
983 </para>
|
|
984
|
|
985 <para>
|
|
986 One word for the allies - as you help the one who's attending a
|
|
987 siege you will place yourself as a target for defender's
|
|
988 countermeasures for those 45 minutes - the one who plays does not
|
|
989 cower.
|
|
990 </para>
|
|
991 </section>
|
|
992
|
|
993
|
|
994 <section id="appendix-a-5"><title>§5 - Commanding several castles</title>
|
|
995 <para>
|
|
996 Again, it's favourable to have as many towers you are able to
|
|
997 conquer. However, it is unsportsmanlike to threaten to ruin one's
|
|
998 non-regions game if you cannot maintain them all.
|
|
999 </para>
|
|
1000 </section>
|
|
1001
|
|
1002
|
|
1003 <section id="appendix-a-6"><title>§6 - Completing the Conquer quests</title>
|
|
1004 <para>
|
|
1005 You are NOT to swindle ownerships of the castles so, that more
|
|
1006 than one person will benefit from completing the quest at the
|
|
1007 'same price.' These quests are to be made by each person individually.
|
|
1008 You may however help someone do this quest, that at the end you will
|
|
1009 transfer the ownership of your castles to him. Again, thenafter it
|
|
1010 is illegal for him to transfer all the castles to you so that you can
|
|
1011 also get the quest.
|
|
1012 </para>
|
|
1013 </section>
|
|
1014
|
|
1015 </appendix>
|
|
1016
|
|
1017
|
|
1018 </book>
|