For a brief description of the position types you can look at the following quotes from the Legends rulebooks. Hero Adventurer Mercenary Overlord
To get a further idea about how these options 'feel' like, you could visit another home page called the Sipkorner (http://www.pi.net/~sipko/) which has an introduction and stories surrounding the setup options! Also the Harlequin Games page gives a brief overview of the setup types.
The Hero presents the players the unique opportunity to roleplay in the
Legends world. The Hero will be the most powerful individual character in the
game. Not limited to running the economies of towns or cities, the Hero has
the ability to freely travel the countryside. Like the adventurer, the Hero
can sell their abilities to the highest bidder. Predatory rulers will often
seek the services of master thieves, assasins, spies, and rumermongers to
destabilize the rule of others.
The Hero is provided with two characters, which include one outstanding
Main character and one Secondary character (side-kick). Characters in
this option begin with warmounts and a random chance of better arms
and armor compared to characters of the Overlord and Mercenary options.
A party of adventurers provides the player with the opportunity to wander
the lands of Legends in search of fame and fortune. To achieve this goal,
adventure characters will require a good range of combat and magical skills.
Information gathering skills can also be most helpful in tracking down that
lost treasure. Adventurers can achieve grand recognition through participation
in tournaments, defeating parties of monsters in ruins, looting the wealth of
lairs, commanding large military forces or providing inspired leadership to
guilds engaged in the intricate politics of city life.
The Adventurer is provided with a band of well equipped companions,
which include one strong Main character and five Secondary characters.
Characters in this option begin with warmounts and a random chance of
better arms and armor compared to characters of the Overlord and
Mercenary options.
Mercenaries begin the game in charge of a military camp with modest economy
and a better than average military force. The mercenary has a choice between
developing an economy, engaging in military expansion or trying to walk the
fine line between the two. Alternatively, thier camp can be used as a base
of operations from which they can venture forth on quests and adventures, and
can send forth their military forces to serve other players. Mercenaries may
wish to give their characters a wide range of skills. Excellent mercenary leaders
often form the cornerstone of multi-player alliances.
The Mercenary is provided with a small castle, excellent fortifications
and above average soldiers. Flexibility is its strong point. Mercenary
position begin with four characters, which include one strong Main
character and three Secondary characters.
1. Wizard [Arcane Art] Wizards control the abstract forces of magic. The Wizard's discipline contains 28 spells arranged in five major arcana, granting the ability to create and dispel shells of protection, create magic staves, cast spells of fire, and teleport. 2. Sorcerer [Arcane Art] Sorcerers are masters of mind control. The Sorcerer's discipline contains 22 spells arranged in three major arcana, representing the ability to create veils and whispers of fear and courage, cast spells of suggestion and influence, cause insanity, and use the 'Evil Eye'. 3. Illusionist [Arcane Art] Illusionists create and reveal images of things that are and things that never were. The Illusionist's discipline contains 17 spells arranged in three major arcana, including spells of illusion and detection, the ability to cast spells of darkness and create cloaks of invisibility, and the invocation of shadowstorms and the dreaded deathshadows. 4. Necromancer [Arcane Art] Necromancers manipulate the forces of death and can raise the dead. The Necromancer's discipline contains 20 spells arranged in four major arcana, including the ability to create and abolish armies of undead, and cast spells of higher necromancy. 5. Summoner [Arcane Art] Summoners are masters of magical monsters and unearthly forces. The Summoner's discipline contains 44 spells arranged in five major arcana, including the summoning of invisible servants, elemental spirits, familiars, daemons, and unearthly forces. Some spells of summoning, such as the calling of Winternight, are counted amongst the most powerful of magics in the Legends arcana. 6. Seer [Arcane Art] Seers are masters of farsight and divination. The Seer's discipline contains 23 spells arranged in five major arcana, including spells of detection, farscrying, and visions. Through the magic of the Seer's crystal, the secrets of the ancient legends can be revealed. 7. Warlock [Arcane Art] Warlocks command the potent secrets of battle magic and character 'enhancement'. The Warlock's discipline contains 23 spells arranged in three major arcana, including spells of character manipulation, duelling, and the creation of magical armor. Warlock's spells are combatant magic, usually utilized in duels. 8. Enchanter [Arcane Art] Enchanters are experts on ancient magic, and can use the secrets of the runes to bestow the ancient power upon characters, armies and weapons. The Enchanter's discipline contains 28 spells arranged in five major arcana, including the ability to enchant soldiers and characters, create magic staves and enhance the strength of weapons and armor. 9. Druid [Arcane Art] Druids command the creative powers of nature. The Druid's discipline contains 43 spells arranged in six major arcana, including the ability to enhance characters, cast animal magic, influence movement, and change supernatural creatures back into their natural forms. 10. Priestly Vows Priests act as the mortal servants of a patron god. The chosen religion of a character determines the god a Priest will worship. Each game module will contain many religions. In turn, each religion will have its own set of magic spells taken from the Arcane Arts and the Priest's discipline. This discipline contains 43 spells arranged in seven major arcana, including the ability to train and bless fanatical devotees, summon minor divinities, create sanctuaries, influence divine wrath, and call upon the spells of greater healing. All Priests have the ability to communicate with the legendary gods and request their intervention in worldly affairs. [See Modules Religons] 11. Bard Because of their gift for storytelling and ballad singing, Bards are well-respected and always made welcome at the hearths of halls and inns. Bards also use their gift for storytelling to find and reveal the secrets of various myths and legends told by peoples all around the Legends world. Many such myths contain valuable clues that can be used to win the game. Bards are also famous for their uncanny ability to find and gather flora and deliver potent curses and blessings upon other characters. 12. Assassin Assassins of high skill are swift and silent, able to wound or kill their victim and escape without having to engage the victim in a duel. Assassins also have the ability to train soldiers in the silent profession of murder. 13. Spy Lots of valuable information about locations and characters can be uncovered by a good spy. Spies can also train soldiers to become guards. (Guards act like police and are effective in thwarting the nefarious activities of spies, thieves, and assassins). 14. Stealth Sneaking about has its advantages in Legends, as it enables characters to move without being detected by characters of other player positions. Stealth is a necessary skill for thieves, spies, assassins, or characters leading a small band of soldiers in hostile territory. Characters with stealth skills are able to train soldiers to sneak about, reducing their chances of being spotted by enemy units and scouts. [See Soldier Training and Sighting Forces]. 15. Thief Thievery is a valuable skill, as it enables characters to steal from characters and locations, kidnap other characters, reduce the morale of population segments, sabotage defenses and train soldiers to become Bandits. Thieves usually require the stealth skills to enable them to hide from the victim they steal from. 16. Merchant The Legends world provides Merchants with ample opportunity to make quick and easy profits. Merchants are able to check the market price of tradegoods for sale at distant locations and receive profit bonuses when selling tradegoods and other items to a marketplace. 17. Rumormonger Rumormongers are renowned as the most effective mischief-makers in the Legends worlds. Rumormongers have excellent public speaking skills which they often use to slander guilds and cause civilian strife. Rumormongers also have the unique ability to listen for rumors and gossip and pick up news of events that have happened to other player positions in recent months. 18. Administrator - Engineer The dual skills of Administrator/Engineer provide characters with several valuable abilities required to manage the day-to-day running of cities and oversee the construction or expansion of city fortifications. Admin/Engineers are able to increase food production, make tax gathering more profitable and put population and materials to more efficient use. As cities become larger, good Administration//Engineering skills become essential. 19. Berserker [Special Ability] Berserk is a form of insanity that enables a character or soldier to leap into battle in an uncontrollable and unstoppable battle rage, which adds +100% to the attack factor capacity of the character at the expense of a -2 reduction in defensive factor. Berserker characters can train soldiers to become berserkers. 20. Knight [Special Ability] Knighted characters have enhanced combat abilities that enable them to enter into battle with a confidence and vigor that gives the Knight a +50% attack factor and a +3 improvement to his defense factor. Knighted characters can train soldiers to become Knights. 21. Swordmaster [Special Ability] Swordsmasters are experts in the use of swords. When they use a sword in combat, they receive +100% to their attack factor plus any attack factor bonuses the weapon may provide. 22. Axemaster [Special Ability] Axemasters are experts in the use of axes. When they use an axe in combat, they receive +100% to their attack factor plus any additional attack factor bonuses the weapon may provide. 23. Bowmaster [Special Ability] Bowmasters are experts in the use of bows. When they use a bow in combat, they receive +100% to their attack factor plus any additional attack factor bonuses the weapon may provide. 24. Ranger [Special Ability] Rangers are characters who are skilled in the art of living, hunting and fighting in the wilderness. The Ranger skill provides characters with the ability to perform several useful orders, including gathering rare flora and making maps. When Rangers are involved in combat, their attack factors are increased by +50%. Ranger characters can train soldiers to become Rangers.Note that under the Legends II system, starting with the Swords of Pelarn module, the Special Abilities (Militant skills 19,20,24, and Weaponmaster skills 21,22,23) have been given major extra benefits; also they can be enhanced in level (which was previously not the case). Please check the Update November '95 on this point.
1 Basic Orders
Basic orders are used to create soldiers, train tradesmen and construct forces (guilds,
legions, etc.) and perform numerous other miscellaneous tasks associated with running a position (like
construction, observation, and other mundane activities).
Basic Orders are divided into three major groups:
* Force Manipulation Orders
* Transfer/Training Orders
* General Basic Orders
2 Character Orders
Character Orders enable characters to perform a wide variety of personal actions in the game.
The number of character orders a character may perform in one game turn is limited to 1 to 5,
and many character orders are skill restricted.
3 Encounter Orders
Encounter Orders determine how a player's force will react when it meets other player or NPC
forces during the movement phase and between your regular turns. Depending on your Encounter
Orders, a force might engage in battle between your turns.
4 Military Orders
Military Orders are used to provide player forces with a precise strategic military function
during combat.
5 Movement Orders
Movement Orders are used to plot the exact movement routes players wish their forces to
follow across the Legends map.
6 Fleet Orders
Fleet Orders are utilized to specify whether fleets are to be put to sea or landed.
7 Production Orders and Standing Orders
Production Orders are utilized by players who own location type forces to determine what their population segments will produce
during production.
Players have the ability to economize on the number of Transfer-Training Orders they must write after by creating up to 40 standing
orders which will automatically take effect during each production turn. These orders stay in
effect until changed.
8 Special Actions
In addition to order codes, there are provisions for the use of Special Actions.
Special Actions are send on a seperate piece of paper, in order to communicate
with characters in the game that are not owned by players, to try to accomplish things that
(yet) be done by regular order codes, or doing very special task (like designing higher order magical
or soldier training types).
Special Actions are not designed to be a focus of play, and most companies have a very STRICT
policy in regard to them.
Let's have a closer look at the most important categories. It's nothing but a bone-dry enumeration - just to give you an idea. Note that some orders, indicated with an $ are not available under all systems (available at least in the most recent Legends II games).
ad.1 Basic Orders
a)Force Manipulation Orders
Activate Legion, Deactivate Legion, Legion Conversions, Fleet Ship Assignments, Extract Forces,
Set Reserve Slot Options, Set % Losses, Fleet Cargo Allocations, Build Guild, Build Marketplace,
Drop Inactive force
b)Transfer-Training Orders
Train soldiers, Transfer soldiers, Accept soldier transfer, Disband soldiers, Switch soldiers'
slot, Transfer items, Accept external transfer, Create population segment, Transfer population,
Train tradesmen, Transfer character, Special Resource conversions, Set food consumption,
Set Force Entry Conditions, Train Soldier Skill, Re-Equip Soldiers
c)General Basic Orders
* Guild orders:
Guild to influence SEI (economy of town), Guild war (against other guilds),
Set guild toggles (guild money production), Create potions/elixirs, Set guild entry conditions,
Set guild tax rate and soldier amount, Assign guild to defend slot (defend host town), Guild
defense option
* Marketplace Orders:
Set marketplace prices, Open market to sell, Open market to buy,
Close market, Sell tradegoods to marketplace, Sell item to marketplace, Buy item from
marketplace, Marketplace internal transfer, Marketplace Bazaar, Marketplace investment
percentage, Sell item to population segment.
* Gamble, Adventure and View Orders:
Gamble at inn; Request Adventure [$],
Claim Adventure [$]; Observe characters, View province, View force,
View guild, View Basic Self [$], View spell [$], View Supernatural status [$], View
title [$], View troop type [$], View Faction [$]
* Miscellaneous Orders:
Mask option; Change message, Place message pointer, Remove message
pointer, Place message in guild, Clear guild message board; Character stealth on/off;
Character battle assignment, Assign location administrator; Rest character; Gift location,
Gift soldiers, Drop character; Declare blood enemy, Declare faction,
Declare ally,Drop ally; Claim title; Bury character; Train mount to warmount; Forget Spell;
Drop empty population segment [$], Drop popseg and disperse population [$], Sponsor Faction Member [$]
* Prisoner Orders:
Free captured character, Set ransom for character, Execute captured character,
Pay ransom for character, Transfer prisoner, Strip character
* Equip and Construct Orders:
Equip Character, Drop/Destroy item, Poison weapon, Activate
Item / Use potion, Construct ship, Build defenses
ad.2 Character Orders
a) Covert Orders
Sabotage defences, Sabotage morale, Sabotage Item; Spy, Assassinate, Kidnap;
Assign Bodyguard, Dismiss Bodyguard; Rescue prisonner, Attempt escape; Cause civilian strife;
Steal Item; Slander guild; Rob grave.
b) Diplomatic orders
Induce, Influence, Bribe, Intimidate; Listen for rumors, Listen for
distant rumors; Honor vassal, Gift to vassal; Bard to listen for legends,
Bard to sing a song; Discuss politics [$]; Vote [$].
c) Standard Orders
* Skill and Attribute orders:
Practice/Study skill, Practice attribute, Teach skill to character,
Learn skill from character, Learn skill/ability from a guild, Teach spell
to a guild, Teach skill/ability to a guild.
* Magic orders:
Cast spell, Invoke miracle, Bard's bless/curse, Reserach spell, Teach spell to character,
Learn spell from character, Learn spell from magic guilds, Teach production secret
to population.
* Item orders:
Make healing draughts, Make poison, Make antidote, Gather flora,
Examine item, Read book.
* Miscellaneous orders:
Challenge for guild control; Non-heroic job; Sell tradegoods to population,
Check market prices; Participate in tournament; Afflict character with status;
Do Reforms and Public works projects; Pray at church; Bestow a divine
Mark; Teach troop training type to character [$]; Drop a skill [$].
ad.4 Military Orders
* Actions against towns:
Conquer location or lair, Conquer and enslave population; Pillage and enslave,
Pillage and kill; Plunder and enslave, Plunder and kill; Raid, Raid and kill,
Raid and enslave.
* Actions against legions and parties of characters:
Attack legion, Attack party of characters inside a location,
Raid legion or party.
* Actions against guilds:
Attack guild, Attack marketplace
* Patrol and Siege:
Patrol, Patrol and defend, Patrol and sally; Siege, Break sieg.
* Non-military actions:
Capture herd, Exterminate herd; Training camp; Forage; Build road, Destroy road;
Salt land; Tear down defenses.
* Actions by guilds:
Guild tries coup against location, Guild attacks market.
* Miscellaneous actions:
Explore; Arrest character.