..and so the Elemental gods battled over Eluria: mountains rose
and fell at their whim, seas dried and deserts became oceans, violent
storms rocked the world....
The inhabitants of Eluria, mere mortals, could do nothing to appease
the warring gods. The once proud cities of Eluria were reduced to rubble,
chaos spread and anarchy ruled. For two years the gods fought their battle
across Eluria until, as quickly as it started, the conflict ended.
The inhabitants of Eluria cautiously arose from their hiding places to
find their world in ruins. There was no law except the survival of the
fittest. Survivors were forced to band together in order to
protect their families and their properties. While many despaired, others
saw the opportunity for wealth, and power. They began to construct strong
citadels to protect them from the lawless world and plotted the expansion
of their kingdoms. The one goal in their minds was to re-unite Eluria
under the power of a single warlord.
This is the story of these warlords of Eluria....
The landscape of Eluria was vastly changed after the "Elemental
Wars" as they became known. New mountain ranges cut through the
world and old land masses, previously heavily populated now lay under
the sea. Eluria had become a new world, unexplored and unknown.
The Major Races
Eluria is inhabited by a vast number of different races and
semi-intelligent creatures. However there are six races, known as the
Major Races, who form the majority of the population. These races now vie
against each other and within themselves to rebuild their civilisations
and become the ruling power of Eluria.
Humans are the most abundant race in Eluria. Their intrinsic cunning,
ruthlessness and arrogance has made them a powerful group. Once the
builders of vast cities and ports, they now must fight again to recover
their status and civilisation left behind during the Elemental Wars.
The short-statured dwarfs are a tough mountain race. Famed for their
knowledge of the mountain ranges, their ability to mine the hills
for precious metals and gems and their huge appetite for alcohol.
Dwarfs have a friendship with humans but have always shown animosity to
all the other major races.
The Elf is traditionally a woodland creature. Their slight build means they
are not a strong as other races, but this is more than made up by their
agility and intelligence. The elves keep themselves to themselves and rarely
communicate with other races.
The Half-elf is an inter-racial breed of elf and human. They still retain the
slight build and agility of their elven brothers but the cunning mind of their
human side is plainly apparent. They are barely accepted by their pure brethren and so tend to group together.
The Orcs are a vile evil race of semi-intelligent creatures. A lot of muscle
and sinew, but usually little brain material. From birth they are brought up
to fend for themselves which provides them with a vast amount of knowledge
in the ways of survival. These creatures are born fighters and should be
respected for this.
Goblins are a vicious little race who love mischief. They are fairly intelligent
which helps them survive, for they are not blessed with strong bodies. Usually
goblins will associate themselves with Orcs for protection, relying on their
bigger friends to fight their battles. Goblins do have one feature which
makes them special and that is their seemingly good affinity with magic.
When starting the game, you must choose one of these races for
your warlord. New players to the game will be limited to the Human race.
As your rank increases, more races will be unlocked to you.
2. The Rising Factions
After the Wars, groups of the populace banded together for survival.
New cooperative societies grew up to protect themselves from the untamed
land. Each group defended its territory bitterly, highly protective of the
little it had managed to recover. As these groups squabbled and fought
between themselves, new larger factions emerged, lead by a leader of great
courage and strength. These leaders became known as the warlords of
As a player, you control one of these rising factions seeking to expand its
borders. To do this you must issue faction policy and determine military
strategies to conquer the untamed lands and place yourself as supreme
ruler of Eluria.
A faction can only expand by one means and that is by arms. You must
send out armies to conquer the land and bring it under your control.
Extort taxes from your subjects in return for their protection and
use these funds to grow further. However, armies do not just appear at
your command and you will have to look to hired help...
In order to strengthen their positions, each of the rising factions
must rely on the help of the many mercenaries and leaders who roam Eluria
There are many different leaders who will offer their services to your
faction: warriors, seers, sorcerers and demonologists to name but a few.
Each may help you expand your borders in their own way, but each has a
Every game turn you may be visited by one or more leaders offering
their services to your faction. Usually to hire a leader you will need to
pay a fee. This fee is a one-off payment to enroll the leader into your
service. Once a leader is in your service you need only pay their salary
at the end of every turn. You will be told how much a leaders hiring fee
is when they arrive at your citadel looking for work.
Once a leader has been hired he expects a regular salary to remain in
your service. The more powerful a leader is, the more he will expect as a
salary. You will be told a leaders required salary when they seek to be
hired at your citadel. Once hired the salary will not change.
To afford a leader you must make sure you have enough gold in your
treasury to pay his initial hiring fee. Thereafter a leader will expect
payment at the end of each turn (including the turn you hired him). A
hired leader will be paid from your coffers automatically after taxes have
been levied. If at some time you cannot afford to pay the salary, the
leader will leave your service.
If you wish to hire a particular leader you should issue a hire
Manage your funds wisely my friend. Only hire those mercenaries that you
need for should you be visited by a powerful leader who would be invaluable
to your faction, you had best hope you have the necessary funds to
hire him on the spot. A cash flow problem at the wrong moment has been
the downfall of many a warlord.
There are many different professions who will offer their services to your
faction. Each profession has different advantages and possibilities
available to them. The most common professions available are:
Each leader will only follow one profession but each
may have a different proficiency in their chosen occupation. The level
of proficiency gained by a particular leader will be reflected in his
title. One must note that a leader may gain experience but they will never
increase in level. However, experience will lend them the ability to be more
effective in combat.
These are the most common types of professions followed by leaders,
however there exist some secretive and rare schools of leader who have
occasionally been known to seek work with the warlords of Eluria...
Each of the mage professions have a number of magical abilities which
they can call upon. With each level of profession is an extra magical
ability. A master sorcerer has all the abilities of a lesser leader of the
same class and will even perform the same tasks with more expertise.
The warrior class do not have any magical abilities. They are born to
fight and not to think. Warriors are much more common than mages and
also a lot cheaper to hire.
In addition to the special abilities available to the mage classes,
each leader has a number of statistics which reflect his prowess in
his profession. These are listed as.
This represents the combat prowess of the leader and how easily he can
severely wound his opponent in battle. The higher this is, the more damage
he can inflict in combat.
This represents a leaders toughness and agility. When in combat this
decides how adept the leader is at avoiding damage.
Leadership represents the charisma and willpower of a leader. With a
higher leadership value a leader can influence and control larger numbers
of followers, persuade more followers to join his cause and generally
manipulate people to his will. A higher willpower is also useful in spells
and a mage with a high leadership will perform spells better than one with
a lower value.
Experience is a rating given to leaders depending on the amount of
combat they have participated in. Experience is rated from 0 to 5 stars,
with 5 stars indicating a very experienced veteran. An experienced
leader will be able to lead his followers in battle with more expertise
and so gains a bonus in any conflict situation.
Initial statistics tend not change throughout the game, although
rarely they can be altered through the use of magical items. Usually
statistic-altering items only enhance attributes when worn or wielded,
although occasionally an item can permanently change a leaders
attributes. If a non-permanent enhancement is given through the use of a
magical item then both the initial and enhanced attribute are listed,
separated by a slash.
Valeria  (female human warrior) in province [33,22]
att 7/5 def 5/5 lead 7/5 experience ****
Warriors generally have better attack and defence statistics. Their
leadership will also rival a similar level mage, although it must be
remembered that a warrior only uses his leadership stat to control his
Dismissing a Leader
If at some time you wish to remove a leader from your payroll
you should issue a fire command.
The leader will leave your service immediately and not carry out
any orders assigned for that turn and you will not be required to pay
the salary that turn.
Items carried by the dismissed leader are dropped and will remain in the province until another leader
picks them up or buries them.
Any followers the leader has will be garrisoned in same the province, so long as that province
can adequately support them (otherwise they are lost). =
A leader cannot be expected to wage war on his own, and so he can
recruit followers to aid him. Followers can consist of any race
and even some semi-intelligent creatures. Followers will obey the
leaders commands and fight in any battles alongside their leader.
Unlike leaders, followers are not paid a salary by your faction but
instead make a living from the spoils of war.
Followers come from many race and creature types, however they can be
loosely divided into three groups
Land dwellers are, as their name suggests, land lubbers who live only on
solid earth. They cannot swim for great distances and so cannot travel
across any sea terrain.
Sea dwellers are inhabitants of the sea terrain in Eluria. They cannot
survive out of water and so can never enter land provinces.
Flying creatures are land dwelling creatures but have the ability to
fly, allowing them to cross land or sea with the same ease.
To gain followers a leader must spend time recruiting in a province.
During this time the leader will try to find as many suitable recruits as
possible to follow him. Followers cost nothing to maintain since they
are in effect mercenary troops; their reward for following a leader
are the spoils of battle. To recruit, a leader should issue the
The type of follower available to recruit depends on the
terrain type of the province in which the leader is present.
The number of followers
available for recruitment depends on a number of factors: their overall
abundance in a province, any features which affect their numbers and
also their disposition to the leader who is trying to recruit them.
A full list of
followers and their terrain habitat is given in the appendix.
Know who will follow you and who will not. An orc with even the highest leadership
will have trouble persuading dwarves to follow his cause. Play to your strengths
and secure those provinces which will reap the highest rewards for your leaders.
A province can only support one recruitment round per turn. The first
leader to issue a recruit command in a province will obtain all possible
recruits. Any other recruitment attempts will fail to find further
followers in the same province that turn. Note that any summoning spells performed by mages
is not affected by, nor does it affect recruiting.
A leader can transfer followers to another leader in the same province
or to the local garrison (more is said about garrisons in section 5). To
transfer followers between leaders (or the local garrison) you can order the
first leader to garrison followers and the second to ungarrison them afterwards.
Garrison followers to keep your garrisons stocked up and transfer
followers between leaders so that they each have as many different
follower groups as possible. Transferring followers is also useful to
prevent followers deserting a particular leader at the end of the turn!
A leader may wish to dismiss some or all of his followers rather than
transfer them. The reason for this is discussed in the following section.
This may be done with the dismiss order.
There are no penalties when dismissing followers. They simply part
company and blend in with the local population before slowly moving to a
province of their preferred terrain type.
There are limits to the number of followers that a leader (or garrison)
can have. The number of followers that a leader can have is proportional
to the leader's leadership (The exact amount can be different for each
game - check the game info details to find out the levels for your game). If a
leader has more followers than they can support then some of the excess
number will depart at the end of the turn. The type of followers that
leave will be random. Using the garrison and dismiss orders will
allow you to select which followers leave a leader rather than it being left to
Deliberately overfilling follower ranks could have advantages since the
excess number will not leave until after any conflicts have been resolved.
I will leave it up to players to take advantage of this.
The Land of Eluria is divided up into a grid of squares.
Each square is known as a province and represents an area of
about 10,000 acres and each area has a set of coordinates which
distinguish it from other provinces.
[18,8] grassland (3 gold income) **
west to plain [17,8], unowned
east to swamp [19,8], unowned
south to grassland [18,7], unowned
north to shallows [18,9], unowned
Each province has an indigenous population which remains
transparent to the player. The predominant terrain type is
also given for each province as well as any unusual or significant
Different terrain types have different indigenous population and
different financial base. For example grassland can support farming and
can therefore produce more wealth than, for example, a desert province.
The different populations in each terrain type effect which followers can
be recruited by a leader.
The impassable peaks are, as they suggest, impassable. It is
impossible for a leader or any followers to enter this terrain type.
Craggy peaks are nearly impassable, but occasionally a path through
these treacherous mountains can be found. However if you own the terrain,
your leaders will find it much easier to enter this terrain type.
Each terrain type can also be represented by a single character. These
characters are sometimes used when mapping large sections of the land. The
terrain characters are listed in the appendix.
In the same way that a leader may have followers, a province may also
have followers in the form of a garrison.
Usually a province has an active garrison of troops which serve to
defend the province from any marauders. The garrison will automatically
take part in any battle in its province in an attempt to keep control of
the region. To capture an unowned province a leader will have to first
defeat any garrison in place. Once owned a new garrison may be formed and
added to at any time. Garrisons have a limited size which depends on the
wealth of the region. This limit reflects the ability to meet the cost of
keeping such a garrison and is defined as:
Max number of garrison troops = (region income + 3) * 8
A leader can transfer followers to and from a garrison in the same way
they can between another leader. There can only ever be one garrison per province,
but a garrison may contain any mixture of different followers.
A province may have a local feature which depends upon the predominant
terrain. Usually this feature is well-known in the province and appears on
your status report. Occasionally though, there are undocumented features
in a province. It is up to a leader present in such a province to find any
hidden features by exploring the area.
Features in a province can have many useful properties. Often they just
bestow an increase in revenue from the province they are in. Some offer
bonuses to spells cast in the province while others can be looted or
explored. A list of possible features and their uses are given in the
A leader can attempt to locate any hidden features using the
search command. Provinces already containing a feature or starting
provinces (where your citadel are located) have only a very small chance
of having a hidden feature. The exception to this is the unexplored
island feature. A province containing and unexplored island will have no
hidden features. If a leader issues a search command in a province
containing an unexplored island, the leader will instead explore the
island for anything of interest.
A province which contains either a battlefield or burial mound can be
plundered of any objects that it may have. To loot a battlefield or
burial mound in a province a leader has to give the loot order.
Once looted, a feature will be unable to support any more loot commands.
Note that a looted battlefield will not give a bonus to undead
If you locate a battlefield you will be presented with the decision
whether to loot it for large short term gains, or whether to leave it
to give your necromancers better summoning powers. The choice is yours,
but make it wisely.
Sometimes a province will contain places which house dangerous
creatures. A leader can opt to adventure into these places and do battle
with whatever lies within by issuing a quest command. When a quest
command is given in a province with a relevant feature, the leader
ventures into the creatures domain a challenges it to battle. The creature
will then appear in the province and will attack all units in that
province at the end of the turn.
Why would you want to disturb such creatures? Usually these powerful
creatures have lived a long time and in that time acquired vast amounts of
wealth and rare artifacts. Some of the rarer magical items in Eluria are
kept by such creatures - but be warned, these creatures are powerful and
will not relinquish up their hoards easily.
Questing can be a dangerous pastime, so be prepared for a difficult
fight. A creature which kills all attacking leaders will
then remain in the province, taking control for itself. Be prepared to
lose ownership of your province if you do not succeed in killing
what you disturb!
A province may have a strategic point where a defensive building can be
erected. There are four types of structures which can be built
Once a province is under control, a leader in it may organise the
building of fortifications. This is done with the build order. If
there are no buildings present in province then the build order
will instruct the leader to oversee the construction of a tower. If a
building already exists then it will be improved upon in the sequence:
tower, keep, castle and citadel.
The build order should be given by the leader overseeing the project.
Each level of improvement to a building costs 25 gold which comes from the
faction's treasury. Only one build order can be given per province per
A faction can only ever have one citadel. If a leader issues a build
order in a province which contains a castle then a new citadel is created
and the old one is demoted to a castle. This can be a useful way of
relocating your citadel.
Adding buildings to a province has many advantages: they increase the
defensive value of the province, increase revenue and allow a large
garrison to be located in the province and protect the province from elementalist spells.
Buildings may only be erected in land terrains. If a leader issues a build order in any sea terrain (shallows,
shoals, reef or sea), the order will fail. In addition, buildings can not be
erected in impassable peaks terrains.
If there is a building in a province during a battle and the defenders lose,
the building will be degraded one rank, meaning a castle would become a keep, etc.
The defensive properties of buildings are given in the appendix.
Ownership of a province bestows a steady income to the owner faction
in the form of taxes. The base income for a province depends upon the
terrain, but this may be augmented by the effects of various features
which may be present. This income is stored in the faction's treasury at
the end of every turn and goes towards hiring new leaders and paying the salaries of existing leaders in employment.
Different terrains have different base rates of income. Make sure you
conquer the rich grassland and plains provinces to bolster your
6. Conquest and Combat
Your aim as a warlord is to expand your faction by increasing the
number of provinces under your control. However most provinces will not
succumb to your control passively. In order to gain control of a province
it is therefore necessary to take it by means of force. This means moving
troops into provinces and removing any controlling bodies by means of
To move your leaders from one province to an adjacent one, you should issue
a move order in the action phase.
The only other way for a leader to move to another province is by gateways.
A leader may make use of gateways which allow travel over large distances.
If a leader is in the same province as a gateway then he may use it
by issuing an enter command. The leader and his followers will then
be transported to the gateways other side. Travel is not instantaneous,
and any leader entering the portal will be unable to perform any
other actions in the same turn. Gateways can only be opened by gate mages.
This is discussed in section 9.
The game map wraps in both dimensions. That is to say that a leader at one
edge can move off the map into the joining province on the opposite edge.
For example in game map of size 40x40 a leader in province [10,1] at the
bottom of the map can issue an order to move south into province [10,40].
The terrain types of the provinces can be divided into land and water
types. A leader is able to travel freely between the two types (it is
assumed that some vessel is available to use) but followers are not.
When crossing from one type to another, all followers with a leader who
are unable to survive in the new terrain type are left behind as a
garrison. As a general rule, followers who can fly are able to transverse
both water and land while all others must remain behind in a garrison.
A further restriction on movement is made when attempting to enter
craggy peaks. This treacherous terrain is prone to fierce storms, flurries of
snow as well as being notorious for avalanches and landslides. Travel in
craggy peaks can be brought to a halt at any point by any one of these
events. To represent the difficulty of travelling in such a terrain a
leader is given only a 25% chance of being able to enter such a province.
This penalty on movement is applied only when moving into
a province with
When entering an province not owned by your faction, your leader(s)
will prepare at once for conflict. If there exist at least two different
factions, or an unowned garrison and an leader then conflict will
automatically break out at the end of the turn to decide ownership.
It is a fight to the death with whoever surviving taking control of
the province. Should there be a draw (i.e. all units being simultaneously
wiped out, the control remains with the original owner).
If a leader suspects the province (s)he is in will be invaded, they
can prepare against the incursion by issuing a defend or
ambush order in the action phase.
The defend order instructs a leader to position himself and his
followers in the most strategically advantageous location and "dig in" to
prepare for the forthcoming conflict. Any units which do this gain a bonus
to both their attack and defence throughout all combat that turn.
The ambush order instructs a leader to covertly position himself
and his followers in readiness to surprise attack any enemy units
entering the province. The surprise can be very decisive in battle
but the bonus gained only contributes to the first round of conflict
Defend and ambush also provides some slight protection against fire based attacks.
Issuing either of these commands takes a leader the entire round to
complete. More than one unit can issue these commands in the same
Each leader and follower has an attack and defence stat. These values
are all relative so that a follower with an attack stat of 3 can inflict
as much damage as 3 followers with an attack stat of 1. Also a follower
with a defence stat of 4 can sustain four times as much damage as a
follower with a defence stat of only 1. Combat stats can be augmented (or
reduced) by the use of various items (see section 7).
In addition to equipment, units may receive combat bonuses
from the following:
A bonus to defence is also applied to defending units for
defensive buildings present in the province.
Garrisons are assumed to be a local group of troops who
patrol the province. They gain a bonus due to their local
knowledge of the province and their ever ready defensive stance
in addition to any bonus from buildings present.
Having a combat ready stance
The terrain type being defended. Some terrain types make it
much easier for the occupants to defend than others. This
is represented by a slight bonus in combat.
The experience level of the units leader. The more experienced
a units leader is, the more likely he will be able to react
decisively during the course of battle giving an edge
over a less experienced leader.
Bonus may affect attack, defence or both. Any bonuses are applied to
the whole unit, i.e. a leader and his followers.
The actual bonuses gained are detailed in the appendix. All
bonuses are cumulative. So a leader who issues a defend order
and who has 4 experience stars will gain a total bonus of 125% to both attack
and defence to both attack and defence. If the same leader was in
his home province with a citadel then the total bonuses would be 125% to attack
and 325% to defence.
Spoils of War
If you are victorious in battle the following happens:
The province falls under your control if not already.
Items held by defeated leaders are dropped to the ground and can be picked up by the leaders of the victorious faction.
All surviving leaders listed in the province gains experience from
the battle. A leader will gain an experience star (*) after a certain number of battles.
As a leader becomes more experienced, it will require more and more battles
to gain these stars.
If you capture an enemy's citadel then that player is knocked out of the
game. The citadel becomes a castle and your troops plunder any wealth
the knocked out faction may have had in his treasury. All other provinces
owned by the defeated faction will revert to being unowned.
Leaders are assumed to be fully equipped with any weapons, armour and
possessions that their profession requires. However, items with magical
properties are known to exist in the world of Eluria and these magical
items can offer a significant advantage to leaders who hold them. Only
leaders can possess and use magical items.
Magical items can be procured by various methods. The easiest is to
plunder old battlefields and burial mounds. Magical items can also be
won in battle from other leaders or from powerful creatures who may hoard
Looting and questing are discussed in section 5.
Most items need to be equipped by a leader before they can become useful.
Armour is no good carried in a leader's inventory; it needs to be worn.
Weapons need to be wielded. A leader can issue an equip order for any
items in his/her possession to make use of them. Only one item of a
certain type can be equipped at any one time. (The different types of item
are listed in the appendix). Thus a leader may not wield two weapons or wear
three armours. If an equip order conflicts with items already in use, then the
old item is unequipped before the new one is equipped. The equip order
should be given either in the pre-action or post-action phase
There are some items which do not need to be equipped and should be activated
using the use command in the action phase. These are generally
that a leader may gain during his travels. You will be told when a new item
requires the use command.
Use commands, although issued in the action phase do not take up any time
(unless otherwise stated) and a leader may issue other commands in the same
turn as issuing a use command.
For example, a leader may issue 3 use summon scroll and a move command
which would all be carried out in the same turn. Note that if the move command
is issued first, the use commands would not be processed util the following turn.
To transfer items between leaders you should drop the item in the province
and have the second leader pick it up
You cannot transfer items to garrisons, only between leaders.
There may be occasions when a leader will want to get rid of an item
without passing it on. To do this, the leader should first drop the item in the
province and then bury it. Giving the bury command hides the item forever,
effectively destroying it. Once an item has been buried it cannot be recovered.
It is said that many undocumented magical artifacts still exist in the
world of Eluria, lost and forgotten over the ages. Such items are rare but
are said to be imbued with "Old Magik", a more primal and powerful force
than the magic of present.
Magic plays an important part in the world of Eluria. The ability to
harness its power and shape it to the users will has been perfected by
certain professions of people. Such people are sometimes found seeking
work and factions should not underestimate the usefulness of having a user
of magic in their employment.
The most common professions of magic users who roam Eluria seeking
A necromancer's art deals with death and the undead. Their greatest
ability is the summoning of the undead to follow their bidding.
Undead are powerful followers, knowing neither fear nor pain. A Necromancer
is therefore able to create a ghoulish army of half-living creatures
to crush his foes.
Necromancers can summon larger numbers of undead through the use of specialized magic items or by choosing to summon undead on provinces with graveyards, unlooted battlefields and burial mounds.
The pyromancer manipulates magic to produce unearthly fire. The
pyromancer is an ideal leader to head a major assault, forging the path
ahead with fire. He uses his magic to drop gouts of flame on adjoining provinces, destroying garrisons, leaders and followers.
The elementalist is a rare and powerful mage. Their magic deals
with the elements, in particular the earth elements. The elementalist
can work with the landscape, forming different terrains.
The demonologist's art deals with the summoning and enslaving of
underworld demons. The demonologist is usually a twisted, disfigured mage
whose mind and soul have been stretched and tortured through use of their
craft. Their appearance should not fool you however since they
are powerful magic users and charge a lot for their services.
Much like the necromancer, a demonologist can summon additional denizens of the Underworld through the use of magic items or stone circles, which can be found from time to time in provinces you capture.
The sorcerer's craft works with the passive side of magic. Their
spells bring harmony and peace. A sorcerer can offer some protection
from the unwanted attention of other mages.
The seer uses his ability with magic to view distant objects and events.
With this ability, a faction can gain vital information about events
and places that can lead to successful campaigns.
The gatemage's ability is in the manipulation of space and time. Using
his powers he is able to open portals to other places allowing
the transportation of objects and people over vast distances.
Other secretive schools of magic exist in Eluria. Contact with
these schools are rare, but occasionally members will come forward seeking
employment for reasons known only to themselves.
A mage has a number of spells at his/her disposal depending on the school
of magic they follow and the level of expertise in the field. A mage will
have access to all spells of his level and below, so a level 1 mage has
access to all level 1 spells in his field whereas a level 2 mage has
access to all level 2 and all level 1 spells in the field. All spells
should be cast in the action phase. The casting of a spell takes a
considerable amount of care and time and no other orders can be carried
out in the "action" phase by the mage if a spell is being cast.
The list of spells available are
The spell causes a huge fireball to plummet onto the target province,
damaging any units who are not immune to fire.
The spell causes a huge column of fire to erupt in the target province scattering small fireballs
and damaging any units present who are not immune to fire.
The spell causes a huge storm of fire to rain down hot fireballs in the target province,
damaging any units present who are not immune to fire.
The Spell Shield spell will shield the target province from any magics employed against it in the same turn.
The Spell Haze spell will shield the target province
from any hostile magics employed against it in the same turn. Spell Haze
has double the range of the Spell Shield spell.
Spellaura spell will shield the target province
from any hostile magics employed against it while it is active. In addition,
provices protected by the Spell Aura spell have a 1 in 3 chance of repelling
any hostile forces that attempt to enter.
Using this spell it is possible to
change the terrain of the target province by raising the land level.
The sequence of terrain types that undergo transmutation are given in the
Using this spell it is possible to
change the terrain of the target province by lowering the land level.
The sequence of terrain types that undergo transmutation are given in the
Using this spell it is possible to
change the terrain of the target province by randomly changing the land
it is cast upon.
The spell enables the seer to view
the target province and gain information about it.
The spell enables the seer to view
the target province and gain information about it.
The scry spell enables the seer to view
the target province from high above enabling him to determine the terrain
type of the target province and the 24 provinces surrounding it. (ie. a 5x5 square)
The locate spell allows a mage to detect the presence of any nearby obelisks.
Their exact location is not revealed with every case, but the mage is able to determine
how close the nearest obelisk is if it is within range of the spell. A mage
can use the results of multiple spells to pinpoint exact locations. Very occasionally however,
a particularly successful cast will reveal the exact location.
Gatemages use the power of the ancient stone obelisks that can be
found across the landscape. These huge white monuments pre-date
known history and their builders remain unknown. It is known that
they mark nodes in the ether-continuum which can be exploited by those
with the correct knowledge. A gatemage can open a rift in space to
any such node which allows passage for anyone entering. Keeping these
portals open is hard work and a mage will not be able to support a
rift for long. Any other leaders in the same province as a gateway
may enter to teleport themselves to the target node. Travel is not
instantaneous and a leader travelling by such a method will require a whole
turn to do so. Note that the order in which the gate is created and entered
is important. Make sure that the mage opens the gate before any leaders
issue an enter command.
A province can only support one portal at a time. If another portal is
opened, the first one is closed. It should be apparent that a mage cannot enter
his own portal in the same turn that he created it. Any number of leaders
may enter a portal in the same turn so long as they do not perform
any other actions. Gates allow one-way travel only. Leaders cannot travel
from a node to a mage opening a portal in another province.
Necromancers and Demonologists can summon various followers
to join their ranks. Each level of mage can summon a more varied
type of creature as explained in the appendix.
The syntax for casting spells or summoning followers is laid out in the appendix.
A mage can only cast spells from his own field of study, and only those
spells which are of equal or lesser level than he is.
Summoning occurs before combat and any followers gained will aid in
battle. This is NOT the case for other spells. Other spells come to
fruition AFTER combat, even if the casting leader dies in the same round.
So casting fireball on a province which you are attacking with a leader
will hit the victor of any battle that took place in that province. To use
spells well, you need to know where you enemy will be, not where he is!
Due to the nature of sorcerers spells, these spells occur before any other
spells and protect provinces from magic in the same turn that they are cast.
One final restriction is that Gatemages, Demonologists and Necromancers
cannot use their magical abilities in sea terrains. The source of their
powers comes from the earth and so they are hampered a great deal in
non-land terrain provinces.
You can send messengers bearing words from your faction to other factions
in the game. This is done using the in game messaging interface.
All messages are automatically signed by your faction so it is impossible to fake
a message from another faction.
Mapping Your Kingdom
A map of your kingdom and all surrounding provinces is provided after each turn.
The provinces that you own are shown slightly brighter than the surrounding ones
that you don't own.
Neighbouring provinces that are owned by another faction are marked with a red cross.
Scoring and Player Ranking
Players are awarded points based on how well they do in a game. The winning faction in a game
is usually awarded points, but in some games points will also be given to runners-up.
As you gain points your rank also increases and more features of the game will open up to you.
Game Gems are like currency in the game. Some games have these Gems as a reward for the winners
(in addition to player points). Other games may require Game Gems as an entry fee to play in.
10. Submitting Orders
You can log in at any time and submit orders to your leaders (except when game turns are processing). You can even
queue up multiple orders for leaders. Queued orders are carried out, 1 per turn
in the order listed. In this way you can leave orders to be carried out
when you are unable to log in for a period of time (maybe due to holidays)
Some orders, such as hiring new recruits, equipping items, garrisoning troops
or changing leader names are instantaneous. All other orders take one game turn carry out.
If an invalid order is given to a leader, it is ignored and the next order
in that leaders queue (if any) is carried out instead.
Some queued orders are also instantaneous and take no time to execute (such as the USE order).
A leader can perform any number of these orders in succession until a regular order is
picked from the leader's order queue and performed. Once a leader performs a regular order,
no other orders following it in the queue will be processed, including any instantaneous orders
should they be queued up after it
11. Terms and Conditions
Acceptance and Acknowledgment of Terms and Conditions The Warlords of Eluria Game at WarlordsOfEluria.com ("WoE") is
provided to you ("User") by Wavesong Design under the following Terms
By continuing to use WoE, you are indicating your
agreement to be bound by the terms of this agreement. If you do not
agree, you must immediately discontinue your use of the WoE
website ("Site") .
Content Rights The User acknowledges that the content ("Content") of the Site,
including but not limited to text, software, music, sound, photographs,
video, graphics or other material contained in either sponsor
advertisements or distributed by email presented to the User by
WoE is protected by copyrights, trademarks, service marks,
patents or other proprietary rights and laws of the respective owners;
The User may not copy, reproduce, distribute, or create derivative
works from this Content without the express written consent of
WoE nor to use the information available on this Site for any
Change of Service WoE reserves the right to add or remove features to the game with or without notice to the User.
Resale of Service The User agrees not to resell use of the service without the express written consent of WoE.
Restrictions WoE reserve the right to refuse registration entries or
to remove people from the game. Reasons for removal include (but are
not limited to) abusive actions/language towards other players or staff
running the games and anything detrimental to or not in the spirit of
the gaming experience.
Users who encourage or mislead other users to break these terms will be penalised in the same manner.
User Accounts The User is responsible for maintaining the correctness and
confidentiality of his/her password and account and is entirely
responsible for all activities which occur under his/her account. The
User must choose a secure password (one that is not easily guessable)
and is not permitted to give his login details to other players. The
User agrees to immediately notify WoE of any unauthorized use
of his/her account or any other breach of security known to the User.
Multiple Accounts Controlling more than one account is not permitted and WoE reserves the right to
remove offenders from the game without warning.
Game Bugs We endeavour to ensure that the game is bug free, however, as in all
software, it is impossible to guarantee 100% bug free code. Users are
requested to report any bugs or issues. The user agrees to report any
bugs found via the in-game reporting system.
Disclaimer WoE makes no warranties, expressed or implied for the
service provided. WoE does not guarantee continuous or
uninterrupted access to this site. WoE disclaims any
merchantability or fitness for a particular purpose of its services .
WoE will not be responsible for any damages the User or any
other party may suffer as a consequence of using its services.
WoE reserves the right to revise its policies or pricing at
any time with or without notice to the User. WoE may modify
this Agreement from time to time in its sole discretion and your
continued use of the Site shall constitute acceptance of such