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MIGHTY EMPIRES ADDITIONAL RULES

YEARS & SEASONS

Introduction

he Warhammer world is an environment where roads and rivers are rarely passable
during the winter, and where military conquest is restricted to the warmer months.
This warm period, stretching from the
spring to the autumn equinox, is known
as the campaign season. During the
campaign season, armies march to war
and plans hatched over the winter are
finally put to the test.

The rules included in the Mighty Empires


map building kit only cover the campaign
season and do not address the winter at
all. In reality, the winter season is an
important one, where armies retire to
winter quarters, taxes are raised, and the battling nations prepare for the following
year's campaigns.

The Mighty Empires Year

Spring Round Summer Round Autumn Round Winter Round

If you desire, you may include the following rules for the winter in your campaign. If you
do so, then each year consists of four Mighty Empires campaign rounds. The first three
rounds represent the spring, summer, and autumn, respectively. Each of these rounds
follows the standard Mighty Empires rules. The forth turn represents the winter, to which
the following special rules apply.

The Winter Round


t the end of each year, campaigning ceases for the duration of the winter. The
winter may be inactive from the point of view of battles, but it is still a busy time for
the rulers of the various empires. To represent this activity, the players work through the
following phases. Note that the normal phases are not used during winter; the standard
phases are replaced with the ones listed below.

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1. Autumn Equinox Magic. Autumn spells can be cast.
2. Winter Events. Roll on the Winter Events chart to determine any unexpected
events within your empire.
3. Taxation. Players may raise revenue by taxing the tiles in their empire.
4. Spring Equinox Magic. Spring spells may be cast.

Equinox Magic

layers of Warhammer will be fully acquainted with the effects of magic on the
battlefield. Equinox magic is altogether different, and is far more dangerous and
powerful.

Equinox spells may only be attempted on two occasions during the


year: the spring and winter equinoxes. These times are occasions of
great magical flux, when the air fills with the sorcerous power of the
changing seasons.

Equinox spells can only be cast from the empire's capital, where its
most sacred and arcane sanctuaries are located. Magic power is
channelled through these ritual centres during the equinoxes, drawn
by the conjunctions of the planets and the mystic rite of the season,
ready to be directed in the form of a spell.

Rare and expensive components are required to cast an equinox


spells, making it an expensive business. Therefore, it costs 100 gold
pieces from the empire's treasury in order to cast a spell.

Each player can cast one equinox spell per turn, one player after the other starting with
the smallest empire and working up. Each player can cast only one spell in each
equinox. To determine which spell is cast, roll a D6 and consult the appropriate spell
table. If the player does not like the first result, they may re-roll the dice but must abide
by the second result rolled.

The player then chooses which target tile the spell will affect and rolls 2D6. If the result
is greater than the number of tiles from the empire's capital to the target, then the spell
takes full effect; otherwise it fails and has no effect (thought the 100 gold pieces for
components is still spent).

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AUTUMN SPELLS
1. Failure. The spell fails to work.
2. Blight Crops. This spell is cast on a tile in an enemy empire but affects the empire
as a whole. Crops shrivel and fail, reducing the yield of the entire harvest. Taxes are
halved for the empire this winter.
3. Deluge. This spell must be directed against a river tile, causing the river to swell,
forming a tidal wave of destruction. Any marker in the tile is destroyed on a roll of 4+.
Any marker lying downstream of the tile is destroyed on a roll of 6.
4. Trail of Howling Doom. This spell unleashes a trail of magical wind and storms
beginning in the target tile. Any marker in the tile is destroyed on a roll of 5+. The spell
then moves one tile in a randomly determined direction and affects it in the same way.
The spell will keep on moving randomly until a 1 is rolled on the dice when rolling to
see if a marker is destroyed.
5. Shrouding Mists. The tile that is the target of this spell is surrounded by magical
mists that will last until next year's autumn equinox has passed. Until that time, the tile
may not be claimed or conquered, it cannot raise revenue or be taxed, and no markers
may be built on it.
6. Tornado of Peril. This spell creates a whirling tornado of magical energy that
devastates the tile, destroying any marker on a roll of 2+.

SPRING SPELLS
1. Failure. The spell fails to work.
2. Abundance. This spell must be cast on a tile from the empire's capital. If this spell
works, then every tile in the players empire blossoms with life throughout the year. The
player may immediately raise taxes for a second time this winter (modifiers for famine
or blighted crops, etc. still apply).
3. Chaos Void. This spell may only be cast against an unclaimed tile. It brings the
powers of raw magic into deadly coalescence, creating a vortex of chaos that will last
for a full year. No-one may claim the tile until the next spring equinox has passed.
4. Quake. The walls of a city or castle in the target tile are devastated by an
earthquake leaving the settlement vulnerable. It does not cost an extra empire point to
conquer the tile until the next spring equinox has passed.
5. Hold River. This spell is cast on a river tile. The river dries up. Any mine on the tile
will not produce revenue until the next spring equinox has passed.
6. Transform Gold. This spell must be cast upon an opponent's capital. Up to D6 x
100 gold pieces in the opponent's treasury are transmuted from gold into worthless
lead!

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Winter Events

inter is both a time of rest and renewal for the armies of an empire and a time of
hardship for many of the empire's inhabitants. While seasoned campaigners toast
themselves with ale in front of log fires and bards add new
verse to heroic songs, for many, the winter brings only
privation and despair.

Winter is a time when newly conquered people may be


tempted into dissent, and when disease can wreak havoc
among populations already wakened by hunger and war.
The turning of the seasons also brings with it the fear that
this year might once more be the year of the Dragonrage.
Every few years, for reasons unknown, Dragons come
roaring down from the heart of the mountains, bringing terror and destruction to princes
and paupers alike.

These events and others like them are represented by means of an event roll made by
each player, starting with the player with the largest empire and working down in order.
To take the test, the player rolls 2D6 and refers to the Winter Events Table. Note that
winter events are randomly selected.

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WINTER EVENTS - 2D6 Result
2. Dragonrage. From the heart of the mountains at the centre of the world, great
dragons come raging forth to raze the land and strike terror to all who lie in their path
(see the rules for Dragonrage below).
3. Peasant Revolt. Peasants refuse to pay your entirely reasonable taxes. Ungrateful
scum — have you not protected them from the authoritarian rule of your enemies!?!!
Halve the revenue you receive this year.
4. Rebellion. An underling rebels against your rule. Randomly select a castle or city in
your empire other than your capital — it joins the nearest opposing empire (decide
randomly if two or more empires are equally close to the tile).
5. Plague. Plague ravages the land. The size of your army is reduced by 100 points in
any battles you fight next year, before any bonuses are taken.
6. Raids. Roll a D6 for each tile lying adjacent to an enemy held tile. On a roll of 1-3,
you receive no taxes from the tile this winter.
7. Increased Revenue. Your merchants and traders have been very successful this
year. The tax revenue from all of this activity adds 50 gold pieces to the royal coffers
for every city in your empire.
8. Plentiful Harvest. The fine weather and hard work of your farmers has resulted in a
bountiful harvest. Receive 10 gold pieces for every tile in your empire.
9. Special Tribute. Your minions selflessly levy an additional tax to pay for statues of
you to be erected in every city in the empire, in gratitude for your just and enlightened
rule. Collect an additional 2D6 x 10 gold pieces. What you do with this windfall is up to
you!
10. Famine. This event affects the largest empire (see below). Widespread famine
makes it impossible for the empire to raise taxes effectively this year. It must halve its
tax revenue this turn.
11. Revolution. This event affects the largest empire (see below). Roll a D6 for each
city or castle in the largest empire that is adjacent to a tile controlled by another player.
On a roll of 1 it changes sides; replace its banner with that of the enemy in the
adjacent tile. If the tile is adjacent to two or more opposing empires, decide randomly
which empire it joins.
12. Dragonrage. From the heart of the mountains at the centre of the world, great
dragons come raging forth to raze the land and strike terror to all who lie in their path
(see the rules for Dragonrage below).

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Famine and Revolution

hese two events don't necessarily affect the empire that rolled them; instead, they
affect the largest empire in the game. However, an empire may not be affected by
more than one famine or more than one revolt each winter; if either event should be
rolled a subsequent time, then the second largest empire will be affected by the second
roll, the third largest by the third roll, and so on. If there is a tie for the largest empire,
roll off to decide who gets the trouble of being the largest that winter.

Note that an empire can be affected by both famine and revolution in the same winter, it
just can't be affected by two famines or two revolutions!

The Dragonrage

he Warhammer world is a dark and terrible place, where monsters lurk and danger
is ever near. But nothing strikes more fear into the hearts of the inhabitants of the
Old World than the plagues of dragons that periodically devastate whole regions of the
world. This destructive and highly unpredictable event is know as the "Dragonrage."

Dragonrage can be triggered once each winter by a roll of 2 or 12 on the Winter Events
table. Once it has been triggered, any further rolls of 2 or 12 that winter count as "No
Event."

Randomly select a mountain tile when the Dragonrage is triggered. 2D6 Dragons will
pour forth from this tile. Use anything you like to represent the dragons — small coins
work well. Randomly select a tile adjacent to the mountain and place one dragon in it.
Then randomly select a new tile adjacent to the one where the dragon was just placed,
and put a dragon in it to, and so on, leaving one dragon per tile, until all of the dragons
have been placed. Note that it is possible for a tile to receive two or more dragons.

No taxes may be raised on a tile with a dragon. In addition, if the tile has a marker such
as a city, castle, or mine, then 1D6 is rolled for each dragon on the tile, and the marker
is destroyed on a roll of 4+.

Taxation

s the winter starts, bands of tax collectors scour each


empire, collecting tithes that will help pay for the
armies that will protect the empire in the coming year. The
money that they raise is added to the player's treasury and
can be used along with the revenue raised during the
campaign season to pay for additional troops.
Each tile in a player's empire has a taxation value, as
shown below. Simply roll the appropriate number of six-sided dice, multiply the score by
10 (or 5 in the case of a marsh, tundra, or desert), and add the resulting revenue to your
treasury.

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TAX TABLE
Tile Type Taxation Value
Mountain Zero
Marsh 1D6 x 5 Gold Pieces
Plains (Desert) 1D6 x 5 Gold Pieces
Plains (Tundra) 1D6 x 5 Gold Pieces
Plains 1D6 x 10 Gold Pieces
Forest 1D6 x 10 Gold Pieces
Plains (Farmland) 2D6 x 10 Gold Pieces
River 2D6 x 10 Gold Pieces
City +1D6 x 10 Gold Pieces

Isolated Tiles

uring the course of the campaign season, empires expand outward from the capital
cities. Newly conquered territory will usually be linked to the capital by friendly tiles.
However, as the campaign progresses, this link may be broken as interlinking tiles fall to
the enemy. If a tile can no longer draw a route along friendly tiles to the capital, it is said
to be isolated. Isolated tiles are part of the empire in all respects except that they
provide no revenue.

Blighted Crops & Famine

ome events and spells reduce the amount of tax a tile or empire can raise. If several
of these things affect a tile, then their effects are cumulative. For example, an
empire hit by blighted crops and famine would have its taxes halved, and then halved
again.

When halving any taxes, round any fractions up.

RACIAL RULES

p until now, we have assumed that all races (Men, Elves, Dwarfs, etc.) behave in
much the same way. In fact, this is not the case at all; each has its own
weaknesses and strengths as well as unique abilities. These racial rules allow other
creatures to benefit from their natural talents.

Before deciding to use these rules, please note that the combination of your campaign
map with the effects of some of these special racial rules can have a profound impact
on play balance. Our aim has been to reflect the nature of each race rather than create

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a perfectly balanced game. If this potential imbalance worries you, then simply use the
standard rules — your game will be none the worse for it, just different!

Dwarfs
warfs build their homes in the mountains, often tunnelling deep into
the stone to fashion whole underground cities. Because of this
ability, Dwarfs are allowed to build Cities in Mountain tiles and can place
their Capital on a Mountain Tile if they wish. In addition, any Dwarf
Castle or City located on a Mountain Tile counts as being a Mine in the
Revenue Phase and will therefore generate 3D6 x 10 Gold Pieces in
revenue.

On the other hand, Dwarfs are not especially interested in creating huge
empires. Therefore, it costs them 3 Empire Points to claim or conquer a tile.

High Elves and Dark Elves


he High Elves and Dark Elves are the most accomplished mariners in
the Warhammer World. If you are using the rules for Sea Tiles, then a
High Elf coastal settlement will never be affected by Pirates; re-roll any
rolls of 1. In addition, no other empire can use a seaborne invasion to
conquer a High Elf tile.

High Elves and Dark Elves are also amongst the most
powerful magic users in the Warhammer world. If you are
using the rules for Seasons, then their spring and autumn spells will
never fail — re-roll the dice if a 1 is rolled on the spell table.

On the other hand, the High Elf and Dark Elf people are a proud and
haughty and do not take kindly to paying taxes. If you are using the
rules for Seasons, then all High Elf and Dark Elf taxation dice suffer a -1
dice modifier.

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Wood Elves
ood Elves are naturally attuned to woodland living and are very difficult to drive
out of their woodland realms. Other players must pay an extra empire point to
conquer a Wood Elf Forest Tile in addition to any extra points required by there being a
castle or city on the tile.

On the other hand, Wood Elves do not enjoy living outside their woodland
realms and will seek out woodland environments whenever they can. To
represent this preference, Wood Elf player pay one less empire point to
claim or conquer a forest tile, and 1 extra empire point to conquer any other
type of tile.

Design Note: A tile counts as forest if at least half of it is covered in


woodland. We recommend that players discuss which tiles count as forest
before the campaign starts in order to avoid any bad feelings later on.

Chaos, Orcs & Goblins, and Beastmen

haos, Orcs & Goblins, and Beastmen live for war and conquest
and are not terribly interested in building cities or creating a
stable empire. Therefore, they only have to pay 2 empire points to
conquer a tile, but they may not build cities apart from their capital
(which represents their tribal stronghold). If they ever conquer a city,
then they will raze it to the ground; remove the marker from the map
and add 2D6 x 10 Gold Pieces to their treasury.

Skaven
he empires of Men, Elves and most other creatures consist of a network of cities
and fortresses. Skaven, on the other hand, can only live from the ruins of other
race's civilizations. They reach these places using a network of tunnels running under
the ground; from which, they can appear almost anywhere. This makes Skaven
completely different than any other empire.

The Skaven may never build their own mines, castles,


or cities. They may only ever conquer one that
belongs to other players. However, they can claim a
tile anywhere on the map and do not have to already
control an adjacent tile in order to do so. They may
also conquer tiles anywhere on the map, with one (important) exception: they must be
adjacent to a city tile in order to conquer it.

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Undead
he Undead do not require subsistence or rest and will carry on campaigning and
fighting even in the depths of winter. If you are using the rules for
Seasons, then Undead players may issue a challenge during the winter
season. The challenge is issued directly after any autumn equinox spells
have been cast. Only the Undead player will gain empire points from this
battle; their opponent gains none no matter what the result. Any empire
points gained from the battle are spent by the Undead player before the
next winter phase is carried out.

In addition, Undead empires are not affected by the following results on the
Winter Events table: Plague and Famine.

On the other hand, it is difficult to raise taxes from people that are dead!
Thus, Undead empires may not raise taxes in the winter.

Other Empires
ny other empire (be it Empire, Bretonnian, or Ogre!) follow the standard game
rules without any modification.

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ADDITIONAL BATTLES AND ESPIONAGE

Additional Battles
layers in a Mighty Empires
campaign may choose to fight
additional battles if they wish. These
battles allow players to play even more
games of Warhammer without fear of
losing their territories (sometimes one
game per round will just not be enough)!

Note that taking part in an additional


battle is completely voluntary —
challenges are involved, and you don't
have to fight any additional battles at all
if you don't want. Fighting additional
battles is not meant to have a huge
impact on who wins the campaign —
we've included the rules so players can
fight as many games against as many
different players as they want!

An additional battle is fought using the


normal Warhammer rules. Neither side
is allowed to use any bonuses — the
battle is assumed to be a border clash
between armies of equal size. In
addition, players are not allowed to use
any advantages gained from the special
event they chose for the round. The
player that wins the battle receives 50
gold pieces in booty to add to their
treasury. Nothing is received for a draw,
and nothing is lost for a loss. In a team
game, the booty must be divided as
equally as possible between all of the
players on the team.

Espionage

ighty Empires includes a set of eight events that players may choose from at the
start of each turn. If desired, you may also use the following new events as well
as the events included with the expansion. The new events represent assassins, spies,

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saboteurs, and double-agents hired by the player to carry out nefarious activities
against an enemy empire.

Assasins Spies Sabotage Double Agent

After your opponent Your opponent Pick one city, Pick one player. On
has deployed their must choose their castle, or mine a roll of 4+, you
army, you may pick army and show it to belonging to may choose who
one of their you before you another player and that player
characters and select your own roll a D6. Mines are challenges this
attempt to army. destroyed on a 4+, round.
assassinate them. castles on a 5+,
On a roll of 4+, you and cities on a 6.
inflict D3 Wounds
on the character
that may not be
stopped in any way.

MIGHTY EMPIRES AT SEA

lthough Mighty Empires doesn't include any tiles specifically designed to


represent coastal or sea areas, it is very easy to paint up or model some of the
tiles included with the game to represent such locations. Below, we have included
photographs of a selection of tiles we have painted up for just this purpose. You can
really use Games Workshop Water Effects to enhance the effect. For instructions on
how to model Mighty Empires sea tiles, go here.

Making up a set of sea tiles allows you to create maps that include coastal regions of
the Warhammer world. In addition, you may use the following house rules to represent
the importance of coastal settlements and sea power in your Mighty Empires
campaigns.

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Sea Tiles
he seas of the Warhammer world bustle with
activity. Merchants travel to far-off destinations
and return laden with exotic goods that will fetch a
high price in the harbour markets — after the
merchant has paid a suitably exorbitant docking fee
to land their ship, of course! Military ships patrol the
seaways and can be used to transport troops to
launch a surprise sea-borne invasion upon an
enemy empire. Last but far from least, pirates lurk in
hidden lairs, praying on the merchant ships that ply
the seaways. These factors are represented by the
following house rules.

Coastal Settlements. Castles and Cities that are either on or adjacent to a sea tile may
raise seaborne revenue in the Revenue Phase. This income represents the fees levied
on merchants using the docks and markets associated with the settlement. The amount
of revenue that is raised is listed below.

Coastal Settlement Income


Castle: 1D6 x 5 Gold Pieces
City: 1D6 x 10 Gold Pieces

Pirates. If a 1 is rolled on the dice when checking to see how much revenue is raised by
a coastal settlement, then instead of raising money, you must spend money to suppress
pirate activity in the area. Immediately reduce the amount of money in your treasury by
10 Gold Pieces. If there are insufficient funds, then the pirates, emboldened by the lack
of opposition, raid the Castle or City and destroy it!

Seaborne Invasions. You may normally only claim or conquer a new tile if it is adjacent
to one you already control. If you have a coastal settlement, however, you may claim or
conquer any tile that is adjacent to a sea tile, as long as you can trace a sea route from
your coastal settlement to the tile you wish to conquer.

Claiming Sea Tiles. Sea tiles may only be claimed and controlled by a player if the slot
in the center of the tile is land. If the hole in the center is water, then it may not be
controlled by any empire (you need solid land on which to plant your banner and claim
the tile).

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Only the sea tile in the middle can be claimed or controlled by a player.

WHITE DWARF TILES


he July 2007 issue of White Dwarf includes two new Mighty
Empires tiles and three new settlement markers. This sprue
frame adds forked rivers to the Mighty Empires tile set. You'll find
them very useful for splitting rivers up or joining two separate rivers
together. These two tiles don't require any additional rules in order
to use them — just add them to your set and have fun!

The three new markers included with White Dwarf represent a


Dwarf Brewery, an Orc Idol, and a Wizard's Tower. You can use
these markers in two ways. The first and most straightforward way
is to simply count them as mines. In this case, the revenue that they
generate doesn't represent gold or diamonds dug from the ground,
but rather beer from the Brewery, magical artefacts from the Wizard's
Tower, and good old-fashioned Waaagh!-power from the Idol.

Alternatively, you can use the new markers as special and very rare
things that can only be built by certain races. For example, only a
player running a Dwarf empire could build the Brewery, and so on.
Only one of the new markers can be built by an empire, and if the
marker is captured by another race, then it is destroyed. In other
words, a Dwarf player could build one Dwarf Brewery in their empire
(and no more than one!), and should it ever be captured, then it is destroyed and cannot
be built again.

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If you go for the second option, then the following house rules apply to the new markers.

Dwarf Brewery Wizard's Tower Orc Idol


May only be built by May only be built by May only be built by Orc
Dwarfs. In each battle you Empire or Bretonnians. In and Goblin armies. It
fight, you may pick one each battle, you receive allows the Orc and Goblin
unit to have been fortified one common magic item player to call on the Power
by a barrel or three of for free (see p. 122 of the of the Waaagh! two times
potent Dwarf beer. Roll a Warhammer rulebook). in each battle, rather than
D6 to see what Randomly determine only once.
psychological effect the which item you receive.
unit has fallen under. You may give the item to
1: Stupidity any model that would be
2: Frenzy
3: Hatred (of all enemies) allowed to take it and is
4: Immune to Psychology not already carrying their
5: Stubborn maximum allowance of
6: Unbreakable magic items.

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CAMPAIGN CHRONICLES

Introduction

he object of a long-term Warhammer campaign is to provide a constant source of


interesting Warhammer battles. Your campaign
may serve you for many weeks or months, during
which time players may drop out or join in, and territory
may change hands several times. No-one could hope
to remember all of these details, so you may find it
useful and enjoyable for one player to record the
events that take place. This record forms a constantly
growing Campaign Chronicle, a catalogue of battles,
territorial gains, and other events.

If you decide to keep a chronicle, then at the beginning


of the campaign, one of the players will be given the
role of campaign recorder. He will need a large ledger,
a loose-leaf ring-binder, or some other suitable way to record what happens.

The Winter Round


he chronicles form a diary of everything that happens in your campaign. Although
you won't necessarily write an entry for everything
that happens during a turn, you will need to organise a
calendar system. On the most simple level you can
start with Year 1, Turn 1, and continue Year 1, Turn 2,
and so on. This will give a perfectly adequate means of
recording what happens and when.

If you prefer, you can record events using your own


calendar system. It is easy to invent a calendar. We've
included one that we've made up ourselves below that
you could use as the basis for your own. It's worth
noting that the calendar we've invented is not meant to
represent any of the calendars actually used by the
races of the Warhammer world — it's just one we've made up for our own campaign.

Year Names
ach year is given a name based on an animal. There are 10 names: once the cycle
is completed, it begins again.

1. Bear - 2. Cat - 3. Dog - 4. Dragon - 5. Eagle - 6. Fox


7. Griffon - 8. Hydra - 9. Lion - 10. Tiger

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Cycle Names
ach cycle of 10 names has an associated adjective made up by the campaign
recorder. These go before the year name, i.e. Leaping Tiger, Red Eagle, Fiery Bear,
Dark Fox, and so on.

Recording What Happens


he recorder should note down whatever details he
thinks fit. Battles should always be included
together with details of who fought, where, when, and
which side won. It is also worth recording anything
extraordinary that happens in the battle, such as the
death of a hero or a valiant action by a special unit. A
typical entry might read:

Summer of the Year of the Sitting Tiger, in the 2nd


month of Summer, Endfinnor Suzerain of the High
Elves of Hirthangost led his army against the Chaos
Horde of Magdenghul commanded by Chaos Lord
Glorengrim the Foul. They met outside the city of Bugthang, and the Elven force was
scattered by the might of Chaos. Endfinnor was struck down in the battle by the
Minotaur lord Droglok the Horned One. The Elves retreated, leaving the field of glory to
the warriors of Glorengrim.

An interesting option is to allow is to allow the winner to write up his own account of the
battle in the style of his race. So, an entry for an Orc victory would read very differently
to that of an Elven triumph. Players are not obliged to be completely truthful in their
accounts — it is the victor's privilege to write history! The campaign recorder can always
add a scribal comment if he thinks the account strays too far from the truth.

Other occasions worthy of mention might including interesting changes to the map, the
fall of cities, disasters, and anything you find interesting. Winter happenings should be
recorded, too.

Once a Winter Season is over, the campaign recorder may wish to hand on the task to
another player. Being the recorder is fun but is also quite demanding, and it is only fair
that all of the regular players should be prepared to take their turn. Changing recorders
also ensures that the record is constantly but inconsistently biased.

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