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		<updated>2026-06-16T04:09:23Z</updated>
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	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Strategic_Magic&amp;diff=55</id>
		<title>Strategic Magic</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Strategic_Magic&amp;diff=55"/>
				<updated>2022-03-01T20:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Spells of this kind are only used during the strategic movement phase of an invasion or during raids. They may be used by both the offensive and defensive player in such situa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells of this kind are only used during the strategic movement phase of an invasion or during raids. They may be used by both the offensive and defensive player in such situations. Each character with knowledge of strategic magic may prepare ONE such spell for use in any strategic situation which arises. Any character who has prepared a strategic spell and is assigned to an army will automatically cast that spell every time it will help your army. A character MUST be in an army to cast these spells successfully.&lt;br /&gt;
&lt;br /&gt;
While characters may only have one strategic spell prepared at any one time, you may change the prepared spell of those characters who know more than one spell from one turn to the next simply by issuing a prepare declaration for the new spell which you wish that character to prepare for the next turn.&lt;br /&gt;
&lt;br /&gt;
A character may be assigned to join an army on the same turn in which that army is engaging in the strategic movement phase of an invasion. In such a case the character will arrive to join the army in time to use strategic magic on that turn and then take part in battle. Characters assigned to join an army on the same turn in which that army is actually engaging in battle will ALWAYS arrive too late to join in the combat. Only characters who are assigned to an army may prepare a strategic spell. However, both a join army command and a &amp;quot;Prepare Strategic Spell&amp;quot; declaration may be ordered for a character on the same turn. At any time that a character is given a command order other than &amp;quot;Join Army,&amp;quot; that character&amp;#039;s prepared strategic magic spell (if any) is no longer prepared. If a character does not have a strategic spell prepared he will not under any circumstances use strategic magic. Any character assigned to an army who also has a strategic magic spell prepared will use strategic magic as often on the same turn as the character has the opportunity to do so. For example, a wizard on assignment with a defensive imperial army and prepared to use the spell Black Death, could well cast Black Death three times on the same turn - if the wizard&amp;#039;s army responded to three different invasions. Each casting would, however, subtract one from the total number of times the wizard is able to cast the spell. (Recall that some spells such as Black Death may only be cast a limited number of times by the same spellcaster.) While all strategic magic spells are useful in an invasion, only Forced March and Far Sight are useful on a raid.&lt;br /&gt;
&lt;br /&gt;
The Black Death - When prepared, the Black Death spell is cast on any enemy army which marches in to invade one of your provinces where the spellcaster is stationed. Casting this spell places extreme strain on the life energy of the spellcaster and thus may only be cast a limited number of times in a spellcaster&amp;#039;s lifetime. The Black Death is a form of virulent plague which will slay between 20% and 50% of the enemy troops as they march to meet your forces in battle. The Black Death spell may not be used offensively and only works in defense of provinces under your control. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (B)lack (D)eath (S)pell for (Character ID)&lt;br /&gt;
&lt;br /&gt;
Far Sight - The Far Sight spell allows the spellcaster to &amp;quot;see&amp;quot; an enemy army at a distance and thus improve his army&amp;#039;s ability to outmaneuver them. Far Sight may be used by both the offensive and the defensive kingdom during a raid or invasion. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (F)ar (S)ight (S)pell for (Character ID)&lt;br /&gt;
&lt;br /&gt;
Force March - The Force March spell adds vigor to tired legs, aiding soldiers to march longer and farther than is normally possible. It is useful in helping an army outmaneuver its opposition in the strategic movement phase of an invasion or during a raid. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (F)orce (M)arch (S)pell for (Character ID)&lt;br /&gt;
&lt;br /&gt;
Rains - With this spell, a character can control weather so as to call forth great rainstorms at will. The Rains spell, used strategically, will cause rivers to overflow, create floods, and generally inhibit the maneuvers of enemy troops while allowing your troops to move about in clear sunshine. It is useable by both sides during the strategic movement phase of an invasion. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (R)ains (S)pell (P)repared for (Character ID)&lt;br /&gt;
&lt;br /&gt;
Sun Bane - With this spell a character can control the sun and is able to call forth great blasts of heat and burning. It can be a useful spell to either side during the strategic movement phase of an invasion. The wielder of Sun Bane will attempt to swelter the troops of the enemy as they march, blighting them with extreme heat and sunstroke as they move through dry or arid terrain. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (S)un (B)ane (S)pell for (Character ID)&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=War_Preparations&amp;diff=54</id>
		<title>War Preparations</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=War_Preparations&amp;diff=54"/>
				<updated>2022-03-01T20:45:52Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Before any army may either raid or invade, the proper war preparations must be made. War preparations represent the accumulation of the necessary suplies or the raising of a s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before any army may either raid or invade, the proper war preparations must be made. War preparations represent the accumulation of the necessary suplies or the raising of a siege train to accompany the troops going into battle. Intents to raid or invade may be declared on any turn, even during peace years. You must declare the intent to raid or invade one turn prior to either raiding or invading.&lt;br /&gt;
&lt;br /&gt;
Formal allies may neither raid nor invade each other&amp;#039;s provinces, and certain provinces in the game may not be invaded under any circumstances. These provinces, for reasons of size, geography, or special protection, are not subject to conquest by any kingdom. The non-invasion provinces are The Mysterious South (#363), Pathenia (#364), The Land of No Return (#365), and the Barachan Isles (#201).&lt;br /&gt;
&lt;br /&gt;
Intent to Raid: This declaration will cause the necessary preparations to be made for raiding a specified province. It costs your treasury a minor but noticable amount to make these preparations. If after declaring this order you do not in fact raid on the following turn, the war faction at the royal court will have to be placated (&amp;quot;bought off&amp;quot;) at an additional cost to your treasury. If you want to raid a province with more than one army, you must declare one raid intent for each army. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (I)ntent to (R)aid (XYZ)&lt;br /&gt;
&lt;br /&gt;
Intent to Invade: This declaration will cause a tremendous amount of supplies and equipment to be made ready for an invasion of a specified province. It costs your treasury about three times as much for these preparations as it does to prepare for a raid. If after ordering these preparations your kingdom does not in fact invade on the following turn, your war faction at the royal court will have to be appeased at an additional cost to your treasury. If you want to invade a coastland province with both imperial navies and arnies, you need only one intent to invade that province. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (I)ntent to (I)nvade (XYZ)&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Transfers_of_Wealth&amp;diff=53</id>
		<title>Transfers of Wealth</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Transfers_of_Wealth&amp;diff=53"/>
				<updated>2022-03-01T20:45:20Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;These orders are concerned with the direct transfer of wealth from one kingdom to another (referred to as DIPLOMATIC PAYMENTS). Remember that while tribute will aid you in neg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These orders are concerned with the direct transfer of wealth from one kingdom to another (referred to as DIPLOMATIC PAYMENTS). Remember that while tribute will aid you in negotiate peace attempts and ransom will (hopefully) get a character back who has been imprisoned by another kingdom, a gift order will have no direct effect whatsoever on any other of your game actions. A player who receives a gift from you might take it kindly, however, that player is in no way obligated to do anything in return. A gift is just that...a gift.&lt;br /&gt;
&lt;br /&gt;
Pay Tribute: This order will increase the chance that you will be able to successfuly negotiate peace with a foreign kingdom. Tribute may only be paid on the same turn and to the same kingdom that you attempt to negotiate peace with. There are two levels of tribute, half tribute and full tribute. The exact amount of tribute that you pay will be determined in the negotiations between your envoy and the foreign kingdom. You may be certain, however, that any tribute payment you declare will be expensive, between 10% and 40% of the total wealth in your royal treasury. You may not pay tribute if the wealth in your royal treasury is rated as either NONE or POOR. Examples:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (H)alf (T)ribute to (Kingdom abrv)&lt;br /&gt;
&lt;br /&gt;
I DECLARE (F)ull (T)ribute to (Kingdom abrv)&lt;br /&gt;
&lt;br /&gt;
Gift: Gifts represent gold, jewels, and other forms of wealth transfered directly from the royal treasury of one kingdom to the royal treasury of another. You may give a gift to any other kingdom in the game, but you are only allowed to give one gift per turn. You may not declare a gift when your treasury is rated at either NONE or POOR. There are five levels of gifts based upon the STANDARD rating scale as follows:&lt;br /&gt;
&lt;br /&gt;
    POOR - 1/40th of the total wealth in your Treasury.&lt;br /&gt;
    ADEQUATE - 1/20th of your total wealth.&lt;br /&gt;
    GOOD - 1/10th&lt;br /&gt;
    EXCELLENT - 1/6th&lt;br /&gt;
    SUPERIOR - 1/4th &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (E)xcellent (G)ift to (AQUI)&lt;br /&gt;
&lt;br /&gt;
Set Ransom: On any turn after you have kidnapped or otherwise captured a character from a foreign kingdom, a special ransom declaration line will be automatically printed out on your command sheet. With this declaration you set the amount of wealth you are willing to accept to ransom that character back to his home kingdom. This is the only time that you will be able to set a ransom for that character. If you set the ransom at &amp;quot;None,&amp;quot; the character will simply be held in your imperial dungeons until he dies or is rescued. If you do not set any ransom, the computer will default to adequate. You may set ransom at any of the five levels used for gift above by checking the appropriate box which appears on your command sheet. Example:&lt;br /&gt;
&lt;br /&gt;
                                 _          _         _             _&lt;br /&gt;
&lt;br /&gt;
SET RANSOM FOR KUES TRALS AT?   |_| POOR   |_| GOOD  |_| ADEQUATE  |X| EXCELLENT&lt;br /&gt;
 _              _&lt;br /&gt;
|_| SUPERIOR   |_|  NONE&lt;br /&gt;
&lt;br /&gt;
Pay Ransom: The turn after one of your characters has been kidnapped or otherwise captured by another kingdom, you will be told if that kingdom has decided to set a ransom for that character or whether your character is being held without ransom. If a ransom has been set, you may pay it and have the character returned to you by using the pre-printed order which will appear. If you do not wish to pay the ransom you may leave the order line blank. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE a (level of ransom) (R)ansom for (Character ID)&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (E)xcellent (R)ansom for (AQUI-21)&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Diplomacy&amp;diff=52</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Diplomacy&amp;diff=52"/>
				<updated>2022-03-01T20:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;	 DIPLOMACY  Intent to Ally: This declaration announces the necessary preparations for your kingdom to become formally allied with another kingdom. Two kingdoms wishing to bec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;	&lt;br /&gt;
DIPLOMACY&lt;br /&gt;
&lt;br /&gt;
Intent to Ally: This declaration announces the necessary preparations for your kingdom to become formally allied with another kingdom. Two kingdoms wishing to become formally allied must declare this order on the same turn, otherwise they will not become allied. The armies of formal allies may jointly occupy the same provinces without fighting each other and may travel freely through each others&amp;#039; provinces. Armies travelling through a province controlled by a formal ally are always partially disarmed and given an &amp;quot;honor guard,&amp;quot; making them extremely vulnerable if the alliance is broken. Note that there are ways for outside kingdoms to break up alliances and so it is ALWAYS RISKY to have your forces in a formal ally&amp;#039;s province. Formal alliances will last until deliberately broken; they do not expire as peace treaties do. You are allowed to declare one &amp;quot;Intent to Ally&amp;quot; per war season; three on a peace years turn. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (I)ntent to (A)lly with (Kingdom abrv)&lt;br /&gt;
&lt;br /&gt;
Intent to Break Alliance: This order begins the actions necessary to break a formal alliance between you and another kingdom. For instance, when two armies of different countries receive news that an alliance has been broken, they are almost certain to become engaged in a fight. Fortunately (perhaps, perhaps not) the alliance will not be considered broken until the end of the turn so your forces will not attack, or be attacked by the forces of a former ally in the same province until the following turn. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE an (I)ntent to (B)reak (A)lliance with (Kingdom abrv)&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=General_Assignments_and_Movement&amp;diff=51</id>
		<title>General Assignments and Movement</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=General_Assignments_and_Movement&amp;diff=51"/>
				<updated>2022-03-01T20:44:15Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Move Character: This order will cause a character to change his permanent residence to a different province. characters that are not assigned to an army will always return to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Move Character: This order will cause a character to change his permanent residence to a different province. characters that are not assigned to an army will always return to the province where their permanent residence is located after performing whatever actions they are assigned on a given turn. A character may move to any province under the control of your kingdom. Note that all move orders take place after the assassination, kidnapping and dispel magic attempts are made on a given turn. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (character ID) (M)ove to (P)rovince (XYZ)&lt;br /&gt;
&lt;br /&gt;
Raise Troop: You may raise new troops on any turn that you wish. Newly-formed Troops will appear at your capital province on the following turn for assignment (see General Assignments and Movement Commands). You may attempt to form any number of troops on the same turn, however, the more troops that you attempt to raise on the same turn, the harder it becomes. Your Adjutant-General will attempt to recruit, train, and outfit as many soldiers as he can to form the number of troops that you order. If he is unsuccessful he will inform you of the total that he was able to form on the following turn. Note also the limitations on the percentage of each type of troop you can have in your armies as listed in your Kingdom Report. You must keep a minimum percentage, as well as no more than a set maximum percentage of each troop type among your forces. You will only need to write a separate order for each different type of troop that you order.&lt;br /&gt;
&lt;br /&gt;
Just as you may form new troops, some Kingdoms may also hire mercenaries (see your Kingdom Report) within the above mentioned limitations. Mercenaries cost you nothing to form but they cost about four times as much to maintain as do other troops.&lt;br /&gt;
&lt;br /&gt;
Two things should be kept in mind whenever you are raising troops. Firstly, your Adjutant-General will always attempt to keep the troops of your nation in keeping with the minimum and maximum percentages of each troop type for your kingdom. Thus if you order 10 troops of Type 1 but 0 troops of Type 2 you might well end up with 9 troops of Type 1 and 1 troop of Type 2 if this will keep your kingdom&amp;#039;s military in adherance to the minimums and maximums. The second thing to keep in mind is that all troops are raised in order of priority as they are listed on your command sheet. If you order more troops than your kingdom can raise, your Adjutant-General will attempt to raise the first listed troop type first, the second listed troop type second, etc.&lt;br /&gt;
&lt;br /&gt;
No troop may ever participate in battle on the same turn in which it is raised or conscripted. Thus newly raised or conscripted troops will not defend a kingdom&amp;#039;s capital if it is attacked on the same turn. If the capital falls the troops will appear at the site of the kingdom&amp;#039;s new capital.&lt;br /&gt;
&lt;br /&gt;
I DECLARE (number of troop units) (T)roops of (Troop type number) (R)aised&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (4) (T)roops of (type M7) (R)aised&lt;br /&gt;
&lt;br /&gt;
Conscript Provincial Troops: Provinces levy provincial troops for purposes of their own defense and to maintain order within the province&amp;#039;s own territorial borders. Provincial troops normally may be brought into the ranks of an imperial army only when an imperial army occupies the province and is engaging in an invasion of an adjacent province. It is possible, however, for the central government to DEMAND that troops be sent from the provinces to the capital in order to swell the overall strength of the kingdom&amp;#039;s armies.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Conscript Provincial Troops&amp;quot; declaration orders the specified province to send all of its available provincial troops to the capital in order to await re-assignment elsewhere on the following turn. The declaration is most useful for removing large troop reserves from provinces in the interior i.e. those provinces which have little likelihood of coming under attack.&lt;br /&gt;
&lt;br /&gt;
This action is potentially damaging to the relationship between a province and the throne and may even result in a serious disaster such as provincial revolt. In the Hyborian Age the relationship between the provinces and the central government is often tenuous. The success of a conscript declaration will therefore depend in large measure upon the ability of a kingdom&amp;#039;s monarch as well as the ability of that character&amp;#039;s direct subordinate, the provincial ruler. (Ideally, a provincial ruler will attempt to implement your orders smoothly with the minimum of disturbance in the province which that character has been given to govern.) The more successful your conscription is, the more provincial troops will be sent to your capital. If the conscription is unsuccessful, the troops will remain in the provincial army, or, worse, rout and disappear.&lt;br /&gt;
&lt;br /&gt;
Troops may not be conscripted from provinces on the same turn in which the province is the site of a set piece battle.&lt;br /&gt;
&lt;br /&gt;
Seazone navies may be conscripted from a seazone to the imperial harbor by using this declaration. In fact, the conscript troops declaration is the only manner in which naval troops attached to a seazone navy may be moved from out of a seazone (excepting raids). Examples:&lt;br /&gt;
&lt;br /&gt;
I DECLARE  (C)onscript (T)roops from province (XYZ)&lt;br /&gt;
&lt;br /&gt;
I DECLARE  (C)         (T)        (123)&lt;br /&gt;
&lt;br /&gt;
Disband Mercenaries: The advantage of mercenaries is that you can disband them when you don&amp;#039;t need them anymore. Disbanded mercenaries will leave your kingdom to find employment elsewhere. On the turn in which an imperial army is engaged in set piece battle it may not disband mercenaries. The effect of the declaration is to disband all mercenaries of a specified type from a specified army.&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
I DECLARE   (troop type #)  (D)isbanded from  (army ID)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE  (M4)  (D)isbanded from  (IA - 1)&lt;br /&gt;
&lt;br /&gt;
Detach Troops from Army: On any turn you may detach troop units from those of your imperial armies that you wish to. The units detached will become provincial army troops in the province where the detaching imperial army begins the turn. If no provincial army exists at the time that the &amp;quot;Detach Troop&amp;quot; declaration is issued, as with newly conquered provinces, then the troops will be considered to be the beginning of a new provincial army in that province. Only an imperial army may issue a &amp;quot;Detach Troop&amp;quot; declaration. Each imperial army may only issue one detach troop order per turn. Imperial navies may not detach troops while occupying a coastland province. The order is the same for both regular troops and mercenary troops. On the turn in which an imperial army is engaged in set piece battle it may not detach troops. Provincial armies may not detach under any circumstances. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (number of Troop units) of (Troop type number) (D)etached from (army ID)&lt;br /&gt;
&lt;br /&gt;
Change army Status: On any turn you wish, you may order an imperial army to change its status from either active or defensive. All armies will undergo a one-turn period of transition before achieving their new status. The order is the same regardless of which status your army is changing to. An active imperial army which has been ordered to raid, invade, or is engaged in set piece battle can not be ordered to change status on the same turn. A defensive imperial army can always be ordered to change status. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (C)hange (S)tatus (army ID)&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Rulership&amp;diff=50</id>
		<title>Rulership</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Rulership&amp;diff=50"/>
				<updated>2022-03-01T20:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Assign Monarch: Every kingdom must have one character as the monarch. A good monarch can go a long way to improve the productivity and loyalty of all your provinces. Whenever...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assign Monarch: Every kingdom must have one character as the monarch. A good monarch can go a long way to improve the productivity and loyalty of all your provinces. Whenever a monarch dies, you must select a successor to take his place. Tradition constrains those whom you may choose as a new monarch as follows: 1) The monarch must be either a NOBLE of your kingdom or else a character from the same family as the previous monarch (have the same last name). 2) If their are no nobles or royal family, you must choose from among your PRIESTS, HEROES, and GENERALS. 3) If you have none of those characters, you may choose either a WIZARD, AGENT or your ADJUTANT-GENERAL. If you do not choose a new monarch or attempt to break tradition, then the royal court will select the new monarch using rules 1,2,3 above. Remember, monarchs have LIFETIME assignments. Thus it is not necessary to use a declaration order assigning a character to be a monarch if that character is already a monarch. It is required that each kingdom have a monarch at all times. Thus if your original monarch dies you will need to assign a new monarch on the turn in which the old monarch dies. If no such declaration order is issued your Chancellor will automatically select a new monarch for the kingdom. The monarch may be commanded to &amp;quot;Actively Rule&amp;quot; on the same turn in which they are assigned a rulership position. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (character ID) (M)onarch&lt;br /&gt;
&lt;br /&gt;
Assign Province Ruler: Provinces are more productive and loyal when they have an effective character as their ruler. Any type of character may rule a province. A province ruler must be picked from among those of your characters who were born in that province. If none of your unassigned characters were born in that province, you may assign the character of your choice. You may not assign the tasks of ruling more than one province to a single character. Your Chancellor is pre-assigned as the ruler of your capital province. Remember, provincial rulers have LIFETIME assignments. Thus it is not necessary to use a declaration order assigning a character to be a province ruler if that character is already a province ruler. It is not required that each province has a province ruler, however, provinces without rulership will suffer for the lack. The provincial rulers may be commanded to actively rule on the same turn in which they are assigned a rulership position. Example:&lt;br /&gt;
&lt;br /&gt;
I DECLARE (Character ID) (R)ule (P)rovince (XYZ)&lt;br /&gt;
&lt;br /&gt;
Note: Neither a province ruler nor monarch may &amp;quot;retire&amp;quot;. Rulership is a lifetime assignment. However, a province ruler may abdicate his title to become a monarch. In such cases you may assign a new province ruler to the province vacated on that same turn.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=49</id>
		<title>Kingdoms</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=49"/>
				<updated>2011-04-22T13:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;#039;&amp;#039;&amp;#039;The Player Kingdoms of Hyborian War&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Kingdom !! align=&amp;quot;left&amp;quot; | Descriptions&lt;br /&gt;
|-&lt;br /&gt;
| Aquilonia || Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western world. More than any other Kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies. A long series of defensive wars for survival must inevitably be fought (and won) ere Aquilonia may seek empire beyond her borders. &lt;br /&gt;
|-&lt;br /&gt;
| Amazonia || The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond. &lt;br /&gt;
|-&lt;br /&gt;
| Argos || The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy beyond its size. Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates. Natural enemy of Zingara and secret supporters of the Barachan pirates, the Argosseans may very possibly prove the ultimate rulers of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Asgard || Blonde reavers of the icy north, the mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east. Loosely organized, the clans await their forging to a cause, or a great captain of men, to spur them over the ice towards bright and bloody conquest! &lt;br /&gt;
|-&lt;br /&gt;
| Border Kingdom || On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors. &lt;br /&gt;
|-&lt;br /&gt;
| Brythunia || The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Split and scattered into small, widely dispersed fiefdoms, Brythunia awaits only a powerful leader to weld it together and send its riders thundering out of the plains and onto the road of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Cimmeria || Grim. Moody. Grey skied. The land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian Kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Northeim warriors who return from that grey land! A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.&lt;br /&gt;
|-&lt;br /&gt;
| Corinthia || Secure behind high mountain passes lie the city states of Corinthia. Notable for their highly disciplined battle phalanxes and fearsome weaponry (halberd and pike), the Corinthians swiftly move towards unity as a Kingdom. A great general is all that Corinthia needs to lead their heavily armoured pikemen down upon a surprised Hyborian world.&lt;br /&gt;
|-&lt;br /&gt;
| Darfar || The sharply filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire. &lt;br /&gt;
|-&lt;br /&gt;
| Hyperborea || Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by the sorcerously powerful witch- women. Safe within their high stone keeps on the snowy Hyperborean plain, the Hyperboreans wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Hyperborea is a spiteful foe to Aquilonia and quite possibly the most dangerous Kingdom of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Hyrkania || Savage horse tribes of the interior steppes, uncivilized in all by the arts of war at which they excel, the Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride. The Hyrkanian tribes war constantly amongst them- selves but when united under a great chief they destroy armies as swiftly as their horse-archers can race across the endless flatlands which encompass them. Trained from childhood in horse and bow, the Hyrkanian cavalry has been called with good reason the finest horse- archers in the world. &lt;br /&gt;
|-&lt;br /&gt;
| Iranistan || The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the Kossaks and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania. When forced to do battle the well trained Iranistani army is as good as any in the world of Hyboria. &lt;br /&gt;
|-&lt;br /&gt;
| Juma&amp;#039;s Kingdom || The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma&amp;#039;s Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma&amp;#039;s Kingdom can quickly emerge as a major power in the southern world. &lt;br /&gt;
|-&lt;br /&gt;
| Kambulja || Ruled by the god-king of the scarlet circle, deep in jungle girdled Angkhor crouches the hungry Kingdom of Kambulja. The Kambuljans are forever locked in war with neighbouring Khitai whose great wizards, the god-kings also contest on an arcane level. The Kambuljan host fields huge mammoths trained and relied upon to smash the formations of the Khitai in battle. &lt;br /&gt;
|-&lt;br /&gt;
| Keshan || A Kingdom of barbaric splendor, the Keshans are well led by nobles and religious leaders who claim descent from the great people of Alkmeenon. Keshan also has a well drilled army patterned after the Stygian military organization. While Stygian troops often raid into northern Keshan, Punt is Keshan&amp;#039;s long standing and hereditary enemy. Keshan lies poised in the midst of a power vacuum and, if well controlled, may emerge as a major power of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Khauran || Rich in fertile meadowlands and at the center of trade in the Hyborian world, Khauran is a Kingdom of abundant wealth. Khauran is well ruled by nobles of Kothic descent and lacks not for wizards and powers arcane. The Khauranian nobles disdain the use of horse but hire mercenary cavalry troops as needed. Khauran begins the epoch in strong alliance with both Koth and Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Khitai || The ancient empire, stronghold of the world&amp;#039;s greatest wizards and masters of the eastern world, Khitai has a powerful army and a sound leadership based in Paikang, Shu-Chen and Ruo-Chen. Khitai is forever at war with Kambulja to the south whose god-kings vie with them for supremacy in the arcane mysteries of the scarlet circle. &lt;br /&gt;
|-&lt;br /&gt;
| Khoraja || Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Kosala || The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of their religious organization. The Kosalans are aided by ancient magics and a fanatical if untrained populace ever willing to fight and die in battle. Kosala from of old is tied with Vendhya through intermarriage and treaty and can expect no invasions from that quarter. &lt;br /&gt;
|-&lt;br /&gt;
| Koth || Pride of the Hyborian south, Koth is known for its armour making skill and adventurous people. The Kothic army is powerful and balanced enough to fight against any army of the Hyborian Age. Both Khauran and Khoraja have formed cultural and economic ties which bind Koth into firm alliance with them during the early years of the epoch. &lt;br /&gt;
|-&lt;br /&gt;
| Kusan || The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the Hyrkanian hordes to the west.&lt;br /&gt;
|-&lt;br /&gt;
| Kush || The semi-civilized Black Kingdom of most common knowledge among people of the Hyborian nations is Kush. Proud Kush is seldom raided, the Stygians usually preferring to take their slaves from weaker Darfar or Keshan. Kush in Conan&amp;#039;s time is a Kingdom teetering on the road to empire ... or ruin. Good Kings must be fostered lest poor leadership allow the Kingdom to fall into unrest and rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| Nemedia || Nemedia, the central pillar of Hyborian culture and civilization stands ever in defiance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly. Nemedia may well extend an empire without limit ... IF they can stop the hosts of Aquilonia. &lt;br /&gt;
|-&lt;br /&gt;
| Ophir || A Kingdom of great beauty with gilded knights and high towered cities, Ophir is protected by natural boundaries of mountain and river on all sides but to the south which the Ophirians have well fortified. The Ophirian army is provided for with all that wealth can purchase including the finest training, weapons, and arms as well as being additionally strengthened by mercenary archers from Shem. Unassuming Ophir is powerful enough to begin the red road to empire but small enough to avoid threatening the larger Kingdoms. &lt;br /&gt;
|-&lt;br /&gt;
| Pictland || Savage, warlike brutish, persistently resistant to civilizing influences, the Picts inhabit the Primal forest of the Pictish Wilderness. Constantly warring amongst themselves, the Picts must find a leader strong enough to unite the tribes and hurl their vast hordes upon the path of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Punt || The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.&lt;br /&gt;
|-&lt;br /&gt;
| Shem || The city states of Shem lie between the ambitions of Koth and the malignant arcane power of Stygia. The western Shemish states form a loose knit nation with Asgalun as their tiller head. The eastern Shemish states stand in alliance with each other and also with western Shem creating a friendly eastern border. The Shemish Asshuri and the famous Shemish archers make Shem&amp;#039;s armies very strong. Through mercenary service in over a dozen Kingdoms of the western world the Shemish generals have learned well the art of war. &lt;br /&gt;
|-&lt;br /&gt;
| Stygia || Slumbering in her desert retreats, protected behind the mighty and brooding Styx river, lies Stygia. The Stygian army is never without the backing of wizards well versed in black battle magics, most often of the priesthood of Set. The ancient culture of Stygia is in decline, revolving in malignance about itself but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the western world.&lt;br /&gt;
|-&lt;br /&gt;
| Tombalku || The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red tide!&lt;br /&gt;
|-&lt;br /&gt;
| Turan || Gleaming mailed and silken clad riders, masters of the Vilayet Sea, Turan revels in sweeping the barely contested wastelands to the west and south. Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan must pass their reign in unceasing watchfulness. Turan is a natural enemy to Iranistan and Vendhya but at the beginning of the epoch stands in loose alliance with Hyrkania. &lt;br /&gt;
|-&lt;br /&gt;
| Uttara Kuru || Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of Uttara Kuru City. The people of this Kingdom are fanatically loyal in defense of their homeland. Ancient enemy of great Vendhya, the people of Uttara Kuru must seek empire to the north and east. &lt;br /&gt;
|-&lt;br /&gt;
| Vanaheim || The red haired Vanir are isolated in the northwest and their mailed swordsmen perforce must vent their warlike natures on their Asgardian kin to the east, the savage Picts to the south, or less often upon grim Cimmeria to the southeast. Many a hero of the Hyborian Age was of the Vanir and warriors of Vanaheim are known to be utterly fearless in combat. &lt;br /&gt;
|-&lt;br /&gt;
| Vendhya || Vendhya is an ancient and proud Kingdom, ruled by the Kashatriyan warrior caste and has wizards adept with their own peculiar range of magics. Vendhya is pent up in the north by the savage and virtually unconquerable Ghulistan tribesmen. To the west lies Kosala, made unassailable by the well forged intermarriages between the two Kingdoms. To the east broods Uttara Kuru whose silver tongued diplomats and arrogant wizards have long held the weight of Vendhya at bay. As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory. &lt;br /&gt;
|-&lt;br /&gt;
| Zamora || Zamora is a land of spider haunted towers and master thieves. The Zamoran army is adequate (Conan called them poltroons), but it is their spies and long lived wizards upon which Zamora relies. What King not departed from his sanity will risk the intrigues of Zamora or worse yet her assassins? Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark!&lt;br /&gt;
|-&lt;br /&gt;
| Zembabwei || A growing power in the southlands, vital Zembabwei is well led and armed. The Zembabwei command great flying reptiles found only in Zembabwei heartland. These soaring winged mounts strike terror into the hearts of all who behold them. The Zembabwei age of power has just dawned in the days of Conan.&lt;br /&gt;
|-&lt;br /&gt;
| Zingara || The most powerful sea raiders next to their Argossean rivals, the Zingarans are active supporters of the Zingaran buccaneers (pirates by any other name). Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility. A strong succession of kings and carefully calculated expansion could easily see Zingara as master of the western world -- land and sea.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=48</id>
		<title>Kingdoms</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=48"/>
				<updated>2011-04-22T04:49:42Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;#039;&amp;#039;&amp;#039;Table of Kingdoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Kingdom !! align=&amp;quot;left&amp;quot; | Description(s)&lt;br /&gt;
|-&lt;br /&gt;
| Aquilonia || Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western world. More than any other Kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies. A long series of defensive wars for survival must inevitably be fought (and won) ere Aquilonia may seek empire beyond her borders. &lt;br /&gt;
|-&lt;br /&gt;
| Amazonia || The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond. &lt;br /&gt;
|-&lt;br /&gt;
| Argos || The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy beyond its size. Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates. Natural enemy of Zingara and secret supporters of the Barachan pirates, the Argosseans may very possibly prove the ultimate rulers of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Asgard || Blonde reavers of the icy north, the mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east. Loosely organized, the clans await their forging to a cause, or a great captain of men, to spur them over the ice towards bright and bloody conquest! &lt;br /&gt;
|-&lt;br /&gt;
| Border Kingdom || On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors. &lt;br /&gt;
|-&lt;br /&gt;
| Brythunia || The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Split and scattered into small, widely dispersed fiefdoms, Brythunia awaits only a powerful leader to weld it together and send its riders thundering out of the plains and onto the road of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Cimmeria || Grim. Moody. Grey skied. The land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian Kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Northeim warriors who return from that grey land! A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.&lt;br /&gt;
|-&lt;br /&gt;
| Corinthia || Secure behind high mountain passes lie the city states of Corinthia. Notable for their highly disciplined battle phalanxes and fearsome weaponry (halberd and pike), the Corinthians swiftly move towards unity as a Kingdom. A great general is all that Corinthia needs to lead their heavily armoured pikemen down upon a surprised Hyborian world.&lt;br /&gt;
|-&lt;br /&gt;
| Darfar || The sharply filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire. &lt;br /&gt;
|-&lt;br /&gt;
| Hyperborea || Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by the sorcerously powerful witch- women. Safe within their high stone keeps on the snowy Hyperborean plain, the Hyperboreans wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Hyperborea is a spiteful foe to Aquilonia and quite possibly the most dangerous Kingdom of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Hyrkania || Savage horse tribes of the interior steppes, uncivilized in all by the arts of war at which they excel, the Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride. The Hyrkanian tribes war constantly amongst them- selves but when united under a great chief they destroy armies as swiftly as their horse-archers can race across the endless flatlands which encompass them. Trained from childhood in horse and bow, the Hyrkanian cavalry has been called with good reason the finest horse- archers in the world. &lt;br /&gt;
|-&lt;br /&gt;
| Iranistan || The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the Kossaks and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania. When forced to do battle the well trained Iranistani army is as good as any in the world of Hyboria. &lt;br /&gt;
|-&lt;br /&gt;
| Juma&amp;#039;s Kingdom || The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma&amp;#039;s Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma&amp;#039;s Kingdom can quickly emerge as a major power in the southern world. &lt;br /&gt;
|-&lt;br /&gt;
| Kambulja || Ruled by the god-king of the scarlet circle, deep in jungle girdled Angkhor crouches the hungry Kingdom of Kambulja. The Kambuljans are forever locked in war with neighbouring Khitai whose great wizards, the god-kings also contest on an arcane level. The Kambuljan host fields huge mammoths trained and relied upon to smash the formations of the Khitai in battle. &lt;br /&gt;
|-&lt;br /&gt;
| Keshan || A Kingdom of barbaric splendor, the Keshans are well led by nobles and religious leaders who claim descent from the great people of Alkmeenon. Keshan also has a well drilled army patterned after the Stygian military organization. While Stygian troops often raid into northern Keshan, Punt is Keshan&amp;#039;s long standing and hereditary enemy. Keshan lies poised in the midst of a power vacuum and, if well controlled, may emerge as a major power of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Khauran || Rich in fertile meadowlands and at the center of trade in the Hyborian world, Khauran is a Kingdom of abundant wealth. Khauran is well ruled by nobles of Kothic descent and lacks not for wizards and powers arcane. The Khauranian nobles disdain the use of horse but hire mercenary cavalry troops as needed. Khauran begins the epoch in strong alliance with both Koth and Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Khitai || The ancient empire, stronghold of the world&amp;#039;s greatest wizards and masters of the eastern world, Khitai has a powerful army and a sound leadership based in Paikang, Shu-Chen and Ruo-Chen. Khitai is forever at war with Kambulja to the south whose god-kings vie with them for supremacy in the arcane mysteries of the scarlet circle. &lt;br /&gt;
|-&lt;br /&gt;
| Khoraja || Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Kosala || The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of their religious organization. The Kosalans are aided by ancient magics and a fanatical if untrained populace ever willing to fight and die in battle. Kosala from of old is tied with Vendhya through intermarriage and treaty and can expect no invasions from that quarter. &lt;br /&gt;
|-&lt;br /&gt;
| Koth || Pride of the Hyborian south, Koth is known for its armour making skill and adventurous people. The Kothic army is powerful and balanced enough to fight against any army of the Hyborian Age. Both Khauran and Khoraja have formed cultural and economic ties which bind Koth into firm alliance with them during the early years of the epoch. &lt;br /&gt;
|-&lt;br /&gt;
| Kusan || The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the Hyrkanian hordes to the west.&lt;br /&gt;
|-&lt;br /&gt;
| Kush || The semi-civilized Black Kingdom of most common knowledge among people of the Hyborian nations is Kush. Proud Kush is seldom raided, the Stygians usually preferring to take their slaves from weaker Darfar or Keshan. Kush in Conan&amp;#039;s time is a Kingdom teetering on the road to empire ... or ruin. Good Kings must be fostered lest poor leadership allow the Kingdom to fall into unrest and rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| Nemedia || Nemedia, the central pillar of Hyborian culture and civilization stands ever in defiance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly. Nemedia may well extend an empire without limit ... IF they can stop the hosts of Aquilonia. &lt;br /&gt;
|-&lt;br /&gt;
| Ophir || A Kingdom of great beauty with gilded knights and high towered cities, Ophir is protected by natural boundaries of mountain and river on all sides but to the south which the Ophirians have well fortified. The Ophirian army is provided for with all that wealth can purchase including the finest training, weapons, and arms as well as being additionally strengthened by mercenary archers from Shem. Unassuming Ophir is powerful enough to begin the red road to empire but small enough to avoid threatening the larger Kingdoms. &lt;br /&gt;
|-&lt;br /&gt;
| Pictland || Savage, warlike brutish, persistently resistant to civilizing influences, the Picts inhabit the Primal forest of the Pictish Wilderness. Constantly warring amongst themselves, the Picts must find a leader strong enough to unite the tribes and hurl their vast hordes upon the path of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Punt || The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.&lt;br /&gt;
|-&lt;br /&gt;
| Shem || The city states of Shem lie between the ambitions of Koth and the malignant arcane power of Stygia. The western Shemish states form a loose knit nation with Asgalun as their tiller head. The eastern Shemish states stand in alliance with each other and also with western Shem creating a friendly eastern border. The Shemish Asshuri and the famous Shemish archers make Shem&amp;#039;s armies very strong. Through mercenary service in over a dozen Kingdoms of the western world the Shemish generals have learned well the art of war. &lt;br /&gt;
|-&lt;br /&gt;
| Stygia || Slumbering in her desert retreats, protected behind the mighty and brooding Styx river, lies Stygia. The Stygian army is never without the backing of wizards well versed in black battle magics, most often of the priesthood of Set. The ancient culture of Stygia is in decline, revolving in malignance about itself but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the western world.&lt;br /&gt;
|-&lt;br /&gt;
| Tombalku || The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red tide!&lt;br /&gt;
|-&lt;br /&gt;
| Turan || Gleaming mailed and silken clad riders, masters of the Vilayet Sea, Turan revels in sweeping the barely contested wastelands to the west and south. Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan must pass their reign in unceasing watchfulness. Turan is a natural enemy to Iranistan and Vendhya but at the beginning of the epoch stands in loose alliance with Hyrkania. &lt;br /&gt;
|-&lt;br /&gt;
| Uttara Kuru || Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of Uttara Kuru City. The people of this Kingdom are fanatically loyal in defense of their homeland. Ancient enemy of great Vendhya, the people of Uttara Kuru must seek empire to the north and east. &lt;br /&gt;
|-&lt;br /&gt;
| Vanaheim || The red haired Vanir are isolated in the northwest and their mailed swordsmen perforce must vent their warlike natures on their Asgardian kin to the east, the savage Picts to the south, or less often upon grim Cimmeria to the southeast. Many a hero of the Hyborian Age was of the Vanir and warriors of Vanaheim are known to be utterly fearless in combat. &lt;br /&gt;
|-&lt;br /&gt;
| Vendhya || Vendhya is an ancient and proud Kingdom, ruled by the Kashatriyan warrior caste and has wizards adept with their own peculiar range of magics. Vendhya is pent up in the north by the savage and virtually unconquerable Ghulistan tribesmen. To the west lies Kosala, made unassailable by the well forged intermarriages between the two Kingdoms. To the east broods Uttara Kuru whose silver tongued diplomats and arrogant wizards have long held the weight of Vendhya at bay. As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory. &lt;br /&gt;
|-&lt;br /&gt;
| Zamora || Zamora is a land of spider haunted towers and master thieves. The Zamoran army is adequate (Conan called them poltroons), but it is their spies and long lived wizards upon which Zamora relies. What King not departed from his sanity will risk the intrigues of Zamora or worse yet her assassins? Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark!&lt;br /&gt;
|-&lt;br /&gt;
| Zembabwei || A growing power in the southlands, vital Zembabwei is well led and armed. The Zembabwei command great flying reptiles found only in Zembabwei heartland. These soaring winged mounts strike terror into the hearts of all who behold them. The Zembabwei age of power has just dawned in the days of Conan.&lt;br /&gt;
|-&lt;br /&gt;
| Zingara || The most powerful sea raiders next to their Argossean rivals, the Zingarans are active supporters of the Zingaran buccaneers (pirates by any other name). Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility. A strong succession of kings and carefully calculated expansion could easily see Zingara as master of the western world -- land and sea.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=47</id>
		<title>Kingdoms</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Kingdoms&amp;diff=47"/>
				<updated>2011-04-22T04:47:14Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; |+ &amp;#039;&amp;#039;&amp;#039;Table of Correspondences&amp;#039;&amp;#039;&amp;#039; |- ! align=&amp;quot;left&amp;quot; | Kingdom !! align=&amp;quot;left&amp;quot; | Description(s) |- | Aquilonia || Symbol of might in the Hyborian Age, Aquilon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;#039;&amp;#039;&amp;#039;Table of Correspondences&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Kingdom !! align=&amp;quot;left&amp;quot; | Description(s)&lt;br /&gt;
|-&lt;br /&gt;
| Aquilonia || Symbol of might in the Hyborian Age, Aquilonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, wields indisputably the supreme military power of the Western world. More than any other Kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies. A long series of defensive wars for survival must inevitably be fought (and won) ere Aquilonia may seek empire beyond her borders. &lt;br /&gt;
|-&lt;br /&gt;
| Amazonia || The female warriors of Gamburu are unmatched in the Southern world. Their fleet footed warriors are rightly feared for their ferocity and for their prowess with both the Javelin and their bronze bladed shortswords. A dream of empire calls them to seek dominion over the vast interior grasslands and the endless, forgotten jungles beyond. &lt;br /&gt;
|-&lt;br /&gt;
| Argos || The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy beyond its size. Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates. Natural enemy of Zingara and secret supporters of the Barachan pirates, the Argosseans may very possibly prove the ultimate rulers of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Asgard || Blonde reavers of the icy north, the mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east. Loosely organized, the clans await their forging to a cause, or a great captain of men, to spur them over the ice towards bright and bloody conquest! &lt;br /&gt;
|-&lt;br /&gt;
| Border Kingdom || On the fringes of the great Salt Marsh within the Border Kingdom, a new power is quickly developing. Strengthened by a surprising volume of trade (which travels northward to avoid high Nemedian Tariffs) and by a harsh but brilliant leadership composed mostly of exiled Aquilonian and Nemedian families, the young border Kingdom lies poised on the brink of empire ... IF only the fledgling Kingdom can stave off the early territorial appetites of its larger neighbors. &lt;br /&gt;
|-&lt;br /&gt;
| Brythunia || The land of plains and horse, the Brythunians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Split and scattered into small, widely dispersed fiefdoms, Brythunia awaits only a powerful leader to weld it together and send its riders thundering out of the plains and onto the road of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Cimmeria || Grim. Moody. Grey skied. The land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian Kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Northeim warriors who return from that grey land! A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.&lt;br /&gt;
|-&lt;br /&gt;
| Corinthia || Secure behind high mountain passes lie the city states of Corinthia. Notable for their highly disciplined battle phalanxes and fearsome weaponry (halberd and pike), the Corinthians swiftly move towards unity as a Kingdom. A great general is all that Corinthia needs to lead their heavily armoured pikemen down upon a surprised Hyborian world.&lt;br /&gt;
|-&lt;br /&gt;
| Darfar || The sharply filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a various mix of tribes, the Ghanatan and the northern Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire. &lt;br /&gt;
|-&lt;br /&gt;
| Hyperborea || Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by the sorcerously powerful witch- women. Safe within their high stone keeps on the snowy Hyperborean plain, the Hyperboreans wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Hyperborea is a spiteful foe to Aquilonia and quite possibly the most dangerous Kingdom of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Hyrkania || Savage horse tribes of the interior steppes, uncivilized in all by the arts of war at which they excel, the Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride. The Hyrkanian tribes war constantly amongst them- selves but when united under a great chief they destroy armies as swiftly as their horse-archers can race across the endless flatlands which encompass them. Trained from childhood in horse and bow, the Hyrkanian cavalry has been called with good reason the finest horse- archers in the world. &lt;br /&gt;
|-&lt;br /&gt;
| Iranistan || The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the Kossaks and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania. When forced to do battle the well trained Iranistani army is as good as any in the world of Hyboria. &lt;br /&gt;
|-&lt;br /&gt;
| Juma&amp;#039;s Kingdom || The warriors of Kulalo receive archer training in the Turanian fashion and thus stand out as the finest archers in any of the Black Kingdoms. Juma&amp;#039;s Kingdom is relatively unbeleaguered in early years and can look to the north and south coastlines for easy expansion. The black corsairs of the Southern Isles have become natural enemies over many a skirmish and raid. Under skillful control, Juma&amp;#039;s Kingdom can quickly emerge as a major power in the southern world. &lt;br /&gt;
|-&lt;br /&gt;
| Kambulja || Ruled by the god-king of the scarlet circle, deep in jungle girdled Angkhor crouches the hungry Kingdom of Kambulja. The Kambuljans are forever locked in war with neighbouring Khitai whose great wizards, the god-kings also contest on an arcane level. The Kambuljan host fields huge mammoths trained and relied upon to smash the formations of the Khitai in battle. &lt;br /&gt;
|-&lt;br /&gt;
| Keshan || A Kingdom of barbaric splendor, the Keshans are well led by nobles and religious leaders who claim descent from the great people of Alkmeenon. Keshan also has a well drilled army patterned after the Stygian military organization. While Stygian troops often raid into northern Keshan, Punt is Keshan&amp;#039;s long standing and hereditary enemy. Keshan lies poised in the midst of a power vacuum and, if well controlled, may emerge as a major power of the Hyborian Age. &lt;br /&gt;
|-&lt;br /&gt;
| Khauran || Rich in fertile meadowlands and at the center of trade in the Hyborian world, Khauran is a Kingdom of abundant wealth. Khauran is well ruled by nobles of Kothic descent and lacks not for wizards and powers arcane. The Khauranian nobles disdain the use of horse but hire mercenary cavalry troops as needed. Khauran begins the epoch in strong alliance with both Koth and Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Khitai || The ancient empire, stronghold of the world&amp;#039;s greatest wizards and masters of the eastern world, Khitai has a powerful army and a sound leadership based in Paikang, Shu-Chen and Ruo-Chen. Khitai is forever at war with Kambulja to the south whose god-kings vie with them for supremacy in the arcane mysteries of the scarlet circle. &lt;br /&gt;
|-&lt;br /&gt;
| Khoraja || Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Wizards and priests capable of calling upon unearthly aid are not unknown in Khoraja. Situated over the fractured eastern Shemish Kingdoms, Khoraja stands at the gates of empire IF through wisdom and cunning Shem, Stygia, and Turan can be held at bay. As the epoch begins, Koth and Khauran stand firmly allied with Khoraja. &lt;br /&gt;
|-&lt;br /&gt;
| Kosala || The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of their religious organization. The Kosalans are aided by ancient magics and a fanatical if untrained populace ever willing to fight and die in battle. Kosala from of old is tied with Vendhya through intermarriage and treaty and can expect no invasions from that quarter. &lt;br /&gt;
|-&lt;br /&gt;
| Koth || Pride of the Hyborian south, Koth is known for its armour making skill and adventurous people. The Kothic army is powerful and balanced enough to fight against any army of the Hyborian Age. Both Khauran and Khoraja have formed cultural and economic ties which bind Koth into firm alliance with them during the early years of the epoch. &lt;br /&gt;
|-&lt;br /&gt;
| Kusan || The westernmost Khitan Kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies. Considered the most challenging position to rule, Kusan must expand its tiny size in the dwindling vacuum between great Khitai in the east and the Hyrkanian hordes to the west.&lt;br /&gt;
|-&lt;br /&gt;
| Kush || The semi-civilized Black Kingdom of most common knowledge among people of the Hyborian nations is Kush. Proud Kush is seldom raided, the Stygians usually preferring to take their slaves from weaker Darfar or Keshan. Kush in Conan&amp;#039;s time is a Kingdom teetering on the road to empire ... or ruin. Good Kings must be fostered lest poor leadership allow the Kingdom to fall into unrest and rebellion.&lt;br /&gt;
|-&lt;br /&gt;
| Nemedia || Nemedia, the central pillar of Hyborian culture and civilization stands ever in defiance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly. Nemedia may well extend an empire without limit ... IF they can stop the hosts of Aquilonia. &lt;br /&gt;
|-&lt;br /&gt;
| Ophir || A Kingdom of great beauty with gilded knights and high towered cities, Ophir is protected by natural boundaries of mountain and river on all sides but to the south which the Ophirians have well fortified. The Ophirian army is provided for with all that wealth can purchase including the finest training, weapons, and arms as well as being additionally strengthened by mercenary archers from Shem. Unassuming Ophir is powerful enough to begin the red road to empire but small enough to avoid threatening the larger Kingdoms. &lt;br /&gt;
|-&lt;br /&gt;
| Pictland || Savage, warlike brutish, persistently resistant to civilizing influences, the Picts inhabit the Primal forest of the Pictish Wilderness. Constantly warring amongst themselves, the Picts must find a leader strong enough to unite the tribes and hurl their vast hordes upon the path of empire. &lt;br /&gt;
|-&lt;br /&gt;
| Punt || The barbaric splendor of the Kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Hereditary enemies of Keshan, Punt must also mistrust the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.&lt;br /&gt;
|-&lt;br /&gt;
| Shem || The city states of Shem lie between the ambitions of Koth and the malignant arcane power of Stygia. The western Shemish states form a loose knit nation with Asgalun as their tiller head. The eastern Shemish states stand in alliance with each other and also with western Shem creating a friendly eastern border. The Shemish Asshuri and the famous Shemish archers make Shem&amp;#039;s armies very strong. Through mercenary service in over a dozen Kingdoms of the western world the Shemish generals have learned well the art of war. &lt;br /&gt;
|-&lt;br /&gt;
| Stygia || Slumbering in her desert retreats, protected behind the mighty and brooding Styx river, lies Stygia. The Stygian army is never without the backing of wizards well versed in black battle magics, most often of the priesthood of Set. The ancient culture of Stygia is in decline, revolving in malignance about itself but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the western world.&lt;br /&gt;
|-&lt;br /&gt;
| Tombalku || The vibrant clashing Tombalku culture provides a springboard of energy for expansionist desires. Unless controlled, the white-black conflict in Tombalku may rip the small but powerful Kingdom in two. However, if united and working together, the Tombalku riders, Black spearmen, and White lancers may roll back their bordering nations in a surging red tide!&lt;br /&gt;
|-&lt;br /&gt;
| Turan || Gleaming mailed and silken clad riders, masters of the Vilayet Sea, Turan revels in sweeping the barely contested wastelands to the west and south. Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan must pass their reign in unceasing watchfulness. Turan is a natural enemy to Iranistan and Vendhya but at the beginning of the epoch stands in loose alliance with Hyrkania. &lt;br /&gt;
|-&lt;br /&gt;
| Uttara Kuru || Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of Uttara Kuru City. The people of this Kingdom are fanatically loyal in defense of their homeland. Ancient enemy of great Vendhya, the people of Uttara Kuru must seek empire to the north and east. &lt;br /&gt;
|-&lt;br /&gt;
| Vanaheim || The red haired Vanir are isolated in the northwest and their mailed swordsmen perforce must vent their warlike natures on their Asgardian kin to the east, the savage Picts to the south, or less often upon grim Cimmeria to the southeast. Many a hero of the Hyborian Age was of the Vanir and warriors of Vanaheim are known to be utterly fearless in combat. &lt;br /&gt;
|-&lt;br /&gt;
| Vendhya || Vendhya is an ancient and proud Kingdom, ruled by the Kashatriyan warrior caste and has wizards adept with their own peculiar range of magics. Vendhya is pent up in the north by the savage and virtually unconquerable Ghulistan tribesmen. To the west lies Kosala, made unassailable by the well forged intermarriages between the two Kingdoms. To the east broods Uttara Kuru whose silver tongued diplomats and arrogant wizards have long held the weight of Vendhya at bay. As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory. &lt;br /&gt;
|-&lt;br /&gt;
| Zamora || Zamora is a land of spider haunted towers and master thieves. The Zamoran army is adequate (Conan called them poltroons), but it is their spies and long lived wizards upon which Zamora relies. What King not departed from his sanity will risk the intrigues of Zamora or worse yet her assassins? Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark!&lt;br /&gt;
|-&lt;br /&gt;
| Zembabwei || A growing power in the southlands, vital Zembabwei is well led and armed. The Zembabwei command great flying reptiles found only in Zembabwei heartland. These soaring winged mounts strike terror into the hearts of all who behold them. The Zembabwei age of power has just dawned in the days of Conan.&lt;br /&gt;
|-&lt;br /&gt;
| Zingara || The most powerful sea raiders next to their Argossean rivals, the Zingarans are active supporters of the Zingaran buccaneers (pirates by any other name). Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility. A strong succession of kings and carefully calculated expansion could easily see Zingara as master of the western world -- land and sea.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Main_Page&amp;diff=46</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Main_Page&amp;diff=46"/>
				<updated>2011-04-22T03:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HYBORlAN WAR is a Play-By-Mail game of battle, intrigue, and diplomacy set in the unmatchable Hyborian Age of Conan. You will rule one of over 30 different [[Kingdoms]] re-created from the Conan legend. Each land is unique with its own armies, leaders, trade, culture and imperial ambitions (see pages 2-4). You will command Nobles, Generals, Wizards, Heroes, Spies and Priests who in turn will govern provinces, lead armies, cast magics, set forth to high adventures, spy far off lands, and call upon the gods as you decree. Raids, invasions, assassinations, diplomatic delegations, intrigue, treaties, counter-spying, prophecy, and much, much more will be the tools you will use to rule and advance your chosen realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== INTRODUCTION ==&lt;br /&gt;
    [[Introduction]]&lt;br /&gt;
    [[Setting]]&lt;br /&gt;
    [[Player Interaction and Diplomacy]]&lt;br /&gt;
&lt;br /&gt;
== ELEMENTS OF PLAY ==&lt;br /&gt;
    [[Elements of Play]]&lt;br /&gt;
    [[Troops]]&lt;br /&gt;
    [[Characters]]&lt;br /&gt;
    [[Provinces]]&lt;br /&gt;
&lt;br /&gt;
== GENERAL RULES ==&lt;br /&gt;
    [[Game Actions]]&lt;br /&gt;
    [[Imperial Goals]]&lt;br /&gt;
    [[Victory Conditions]]&lt;br /&gt;
    [[Peace Years]]&lt;br /&gt;
    [[National Integrity]]&lt;br /&gt;
    [[Non-Player Kingdoms]]&lt;br /&gt;
    [[Economics]]&lt;br /&gt;
    [[The Royal Treasury]]&lt;br /&gt;
    [[Trade Routes]]&lt;br /&gt;
    [[Income]]&lt;br /&gt;
    [[Expenses]]&lt;br /&gt;
    [[Troop Maintenance Costs]]&lt;br /&gt;
    [[Budgeting]]&lt;br /&gt;
    [[Errata]] &lt;br /&gt;
&lt;br /&gt;
== WARFARE ==&lt;br /&gt;
    [[Armies]]&lt;br /&gt;
    [[Provincial Armies]]&lt;br /&gt;
    [[Imperial Armies]]&lt;br /&gt;
    [[Navies]]&lt;br /&gt;
    [[Battle Types]]&lt;br /&gt;
    [[Strategems]]&lt;br /&gt;
    [[Terrain]]&lt;br /&gt;
    [[Battle Lines]]&lt;br /&gt;
    [[Characters in Defense of Provinces]]&lt;br /&gt;
    [[Province Defense]]&lt;br /&gt;
    [[Raids]]&lt;br /&gt;
    [[Invasions]]&lt;br /&gt;
    [[Sequence of Battle]]&lt;br /&gt;
    [[Simulated Reality]]&lt;br /&gt;
&lt;br /&gt;
== THE COMMAND SHEET ==&lt;br /&gt;
    [[Sample Command Sheet]]&lt;br /&gt;
    [[E-Mailing Your Command Sheet]]&lt;br /&gt;
    [[The Command Sheet]]&lt;br /&gt;
    [[Command Orders]]&lt;br /&gt;
    [[Rulership]]&lt;br /&gt;
    [[Heroism]]&lt;br /&gt;
    [[Intrigue]]&lt;br /&gt;
    [[Diplomatic Missions]]&lt;br /&gt;
    [[Spell Casting]]&lt;br /&gt;
    [[Personal Combat Magic]]&lt;br /&gt;
    [[General Assignments and Movement Commands]]&lt;br /&gt;
&lt;br /&gt;
== DECLARATION ORDERS ==&lt;br /&gt;
    [[Rulership]]&lt;br /&gt;
    [[General Assignments and Movement]]&lt;br /&gt;
    [[Diplomacy]]&lt;br /&gt;
    [[Transfers of Wealth]]&lt;br /&gt;
    [[War Preparations]]&lt;br /&gt;
    [[Strategic Magic]]&lt;br /&gt;
&lt;br /&gt;
== WAR ORDERS ==&lt;br /&gt;
    [[Province Defense Orders]]&lt;br /&gt;
    [[Raid Orders]]&lt;br /&gt;
    [[Invasion Orders]]&lt;br /&gt;
    [[Battle Orders]]&lt;br /&gt;
    [[Battle Magic]]&lt;br /&gt;
&lt;br /&gt;
== EXAMPLE ORDERS ==&lt;br /&gt;
    [[Example Battle Intelligence Summary]]&lt;br /&gt;
    [[Example Battle Orders Sheet]]&lt;br /&gt;
    [[An Invasion Sequence Illustration]]&lt;br /&gt;
    [[Ending the Game]]&lt;br /&gt;
&lt;br /&gt;
== CHARTS ==&lt;br /&gt;
    [[Troops/Terrain]]&lt;br /&gt;
    [[Terrain Types and Abbreviations]]&lt;br /&gt;
    [[Spell Limitations Chart]]&lt;br /&gt;
    [[Troop Type Abbreviations]]&lt;br /&gt;
    [[Battle Configurations]]&lt;br /&gt;
    [[The Kingdoms of Hyboria]]&lt;br /&gt;
    [[Order Codes]]&lt;br /&gt;
    [[Conan Connections]]&lt;br /&gt;
    [[Credits]]&lt;br /&gt;
&lt;br /&gt;
== Copyright information ==&lt;br /&gt;
* HYBORlAN WAR™ is owned and operated by Reality Simulations, Inc..&lt;br /&gt;
* ©1985, 2006 Reality Simulations, Inc.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://reality.com/ Reality Simulations, Inc. website]&lt;br /&gt;
* [http://reality.com/hwpcont.htm Hyborian War section of RSI&amp;#039;s website]&lt;br /&gt;
* [http://grimfinger.net/HyborianWar.html The Hyborian War Repository]&lt;br /&gt;
* [http://warbarron.com/ The Road of Kings (a Hyborian War player community website)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User&amp;#039;s Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=45</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=45"/>
				<updated>2011-04-14T12:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all times and places of Hyborian history there arose great men and women who stood out from among the common mass of humanity by virtue of exceptional capabilities and/or knowledge. These people are represented in the game as characters. Characters will perform tasks that you assign them and carry out orders to the best of their ability. There are six types of characters: Nobles, generals, heroes, priests, wizards, and agents. While a wizard may use magic very well, it by no means keeps him from possessing other qualities that would make him well-suited to command an army. This is determined by each character&amp;#039;s rating (using the Standard Rating Scale) in each of seven ability categories. Some ratings are critical for some character types, but each character has a rating in every category.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Personal Combat&amp;#039;&amp;#039;&amp;#039; - Specifically, prowess in personal combat of characters versus a wide range of opponents. They could be other characters, monsters, or just some guards that stand in the way of some goal. Combat is a primary ability for heroes.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Diplomacy&amp;#039;&amp;#039;&amp;#039; - The ability to engage in negotiations, whether subtle or overt. Priests, and the nobility, by virtue of culture and education, will be more likely to possess this ability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rulership&amp;#039;&amp;#039;&amp;#039; - The ability to govern, and administrate provinces and their local populations. Primary ability for nobles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Military Command&amp;#039;&amp;#039;&amp;#039; - Military command is the ability to lead in large scale combat situations. This includes a grasp of strategy, and the ability to carry out successful troop maneuvers. Generals require a mastery of military command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heroism&amp;#039;&amp;#039;&amp;#039; - The courage and ability to inspire and rally troops and improve their melee ability. Heroism is important for not only heroes, but generals and all front-line battle commanders.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intrigue&amp;#039;&amp;#039;&amp;#039; - A very important ability for anyone dealing in the subtler side of international relations; this includes such things as spying, theft and assassinations. Intrigue is a primary ability for agents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic&amp;#039;&amp;#039;&amp;#039; - Whether by means of divine grace or through delving into the arcane arts of sorcery, the ability to use magic is primary for--but not limited to-- wizards. Priests use magic equally in conjunction with diplomacy. Other characters may occasionally come to possess magical abilities through either knowledge of spells or magical artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to a rating in each of the above abilities, each character is given a name, a game ID number, province of birth, gender, and age. Characters with magical ability will have a list of spells and magical artifacts they may utilize. Since play will span the course of centuries, characters will age, die of natural causes or be slain, replaced by new generations. While succeeding generations will not be exact copies of those who came and went before them, they will generally be able to fulfill the tasks you assign them. A nation of warriors will tend to raise youths who glory in war; a nation that relies on other abilities for its survival will instruct its youths accordingly.&lt;br /&gt;
&lt;br /&gt;
Characters are lost and gained independently from one another. New characters are gained based solely upon the passage of game time. A kingdom which begins the game with 6 characters may, during the course of the game be reduced to having as few as two characters (you will always have a Chancellor and an Adjutant-General). There is no limit to the number of characters a kingdom may increase to.&lt;br /&gt;
&lt;br /&gt;
While the time scale of the game spans centuries, the lives of individual characters are relatively short. Characters do not increase or decrease in ability from their original starting values. There is only one exception. Those characters who undertake to go on an adventure may during the course of their adventure increase in ability in one or more areas. Note, however, that adventure is highly dangerous for characters lacking in ability.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to keep in mind that the outcome of any character mission will depend in part upon a character&amp;#039;s abilities. Every mission will benefit by high ratings in at least one primary ability and one secondary ability. Most missions are also influenced by a third or fourth character ability. For example, If a character is sent on a military spying mission, the success of the mission will depend most heavily on the character&amp;#039;s Intrigue, but any military command ability that the character has will also be useful. If the character were to become involved in combat, personal combat ability would be in demand. Just one more example of this consideration. A character sent to assassinate a wizard would need primarily intrigue, but would also benefit from any magical ability. The rule to follow when assigning any character to an action is to ask first, &amp;quot;What abilities might this mission demand of my character?&amp;quot; The obvious second question is, &amp;quot;Does the character I am assigning to the mission have the necessary abilities?&amp;quot; Dangerous missions should be reserved for characters with Excellent or higher ability. Characters with Good ability should usually be given assignments that do not automatically place the character in a life threatening situation. For example, Good characters should be used to perform world spying, cast spells (if have magic ability), avoid diplomatic influence, actively rule etc. Characters who have even just a small amount of heroism and/or military command can prove useful in battles.&lt;br /&gt;
&lt;br /&gt;
There are two special characters in your kingdom: the Chancellor and the Adjutant-General. The abilities of these two characters are intentionally NOT listed in your original kingdom reports. While these characters are responsible for reporting to you their judgments as to the abilities of the rest of your characters, they do not report their own abilities. The Chancellor and Adjutant-General may be commanded upon various assignments just as you may command any of your other characters. It is quite possible to find out exactly what the abilities of these two characters are. However, we leave it to you devious and clever rulers of Hyboria to determine the best method of going about this. All kingdoms will always have a Chancellor and Adjutant-General at all times. If either of these characters ever dies they are automatically replaced with a new character. If either of these two characters is ever captured, they are automatically ransomed for the minimum amount of wealth. Thus at a minimum, a kingdom will have two characters, the Chancellor, who always doubles as the provincial ruler of the capital province and the Adjutant-General who will become the monarch if no other characters exist to fill that position. The Adjutant-General may be assigned as a provincial ruler in keeping with the normal rules governing the assignment of provincial rulers. The Chancellor may never be assigned to be the monarch.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=44</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=44"/>
				<updated>2011-04-14T12:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all times and places of Hyborian history there arose great men and women who stood out from among the common mass of humanity by virtue of exceptional capabilities and/or knowledge. These people are represented in the game as characters. Characters will perform tasks that you assign them and carry out orders to the best of their ability. There are six types of characters: Nobles, generals, heroes, priests, wizards, and agents. While a wizard may use magic very well, it by no means keeps him from possessing other qualities that would make him well-suited to command an army. This is determined by each character&amp;#039;s rating (using the Standard Rating Scale) in each of seven ability categories. Some ratings are critical for some character types, but each character has a rating in every category.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Personal Combat&amp;#039;&amp;#039;&amp;#039; - Specifically, prowess in personal combat of characters versus a wide range of opponents. They could be other characters, monsters, or just some guards that stand in the way of some goal. Combat is a primary ability for heroes.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Diplomacy&amp;#039;&amp;#039;&amp;#039; - The ability to engage in negotiations, whether subtle or overt. Priests, and the nobility, by virtue of culture and education, will be more likely to possess this ability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rulership&amp;#039;&amp;#039;&amp;#039; - The ability to govern, and administrate provinces and their local populations. Primary ability for nobles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Military Command&amp;#039;&amp;#039;&amp;#039; - Military command is the ability to lead in large scale combat situations. This includes a grasp of strategy, and the ability to carry out successful troop maneuvers. Generals require a mastery of military command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heroism&amp;#039;&amp;#039;&amp;#039; - The courage and ability to inspire and rally troops and improve their melee ability. Heroism is important for not only heroes, but generals and all front-line battle commanders.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intrigue&amp;#039;&amp;#039;&amp;#039; - A very important ability for anyone dealing in the subtler side of international relations; this includes such things as spying, theft and assassinations. Intrigue is a primary ability for agents.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic&amp;#039;&amp;#039;&amp;#039; - Whether by means of divine grace or through delving into the arcane arts of sorcery, the ability to use magic is primary for--but not limited to-- wizards. Priests use magic equally in conjunction with diplomacy. Other characters may occasionally come to possess magical abilities through either knowledge of spells or magical artifacts.&lt;br /&gt;
&lt;br /&gt;
In addition to a rating in each of the above abilities, each character is given a name, a game ID number, province of birth, gender, and age. Characters with magical ability will have a list of spells and magical artifacts they may utilize. Since play will span the course of centuries, characters will age, die of natural causes or be slain, replaced by new generations. While succeeding generations will not be exact copies of those who came and went before them, they will generally be able to fulfill the tasks you assign them. A nation of warriors will tend to raise youths who glory in war; a nation that relies on other abilities for its survival will instruct its youths accordingly.&lt;br /&gt;
&lt;br /&gt;
Characters are lost and gained independently from one another. New characters are gained based solely upon the passage of game time. A kingdom which begins the game with 6 characters may, during the course of the game be reduced to having as few as two characters (you will always have a Chancellor and an Adjutant-General). There is no limit to the number of characters a kingdom may increase to.&lt;br /&gt;
&lt;br /&gt;
While the time scale of the game spans centuries, the lives of individual characters are relatively short. Characters do not increase or decrease in ability from their original starting values. There is only one exception. Those characters who undertake to go on an adventure may during the course of their adventure increase in ability in one or more areas. Note, however, that adventure is highly dangerous for characters lacking in ability.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to keep in mind that the outcome of any character mission will depend in part upon a character&amp;#039;s abilities. Every mission will benefit by high ratings in at least one primary ability and one secondary ability. Most missions are also influenced by a third or fourth character ability. For example, If a character is sent on a military spying mission, the success of the mission will depend most heavily on the character&amp;#039;s Intrigue, but any military command ability that the character has will also be useful. If the character were to become involved in combat, personal combat ability would be in demand. Just one more example of this consideration. A character sent to assassinate a wizard would need primarily intrigue, but would also benefit from any magical ability. The rule to follow when assigning any character to an action is to ask first, &amp;quot;What abilities might this mission demand of my character?&amp;quot; The obvious second question is, &amp;quot;Does the character I am assigning to the mission have the necessary abilities?&amp;quot; Dangerous missions should be reserved for characters with Excellent or higher ability. Characters with Good ability should usually be given assignments that do not automatically place the character in a life threatening situation. For example, Good characters should be used to perform world spying, cast spells (if have magic ability), avoid diplomatic influence, actively rule etc. Characters who have even just a small amount of heroism and/or military command can prove useful in battles.&lt;br /&gt;
&lt;br /&gt;
There are two special characters in your kingdom: the Chancellor and the Adjutant-General. The abilities of these two characters are intentionally NOT listed in your original kingdom reports. While these characters are responsible for reporting to you their judgments as to the abilities of the rest of your characters, they do not report their own abilities. The Chancellor and Adjutant-General may be commanded upon various assignments just as you may command any of your other characters. It is quite possible to find out exactly what the abilities of these two characters are. However, we leave it to you devious and clever rulers of Hyboria to determine the best method of going about this. All kingdoms will always have a Chancellor and Adjutant-General at all times. If either of these characters ever dies they are automatically replaced with a new character. If either of these two characters is ever captured, they are automatically ransomed for the minimum amount of wealth. Thus at a minimum, a kingdom will have two characters, the Chancellor, who always doubles as the provincial ruler of the capital province and the Adjutant-General who will become the monarch if no other characters exist to fill that position. The Adjutant-General may be assigned as a provincial ruler in keeping with the normal rules governing the assignment of provincial rulers. The Chancellor may never be assigned to be the monarch.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=43</id>
		<title>Simulated Reality</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=43"/>
				<updated>2011-04-11T23:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In everyday reality, the factors influencing the outcome of any particular event are numerous and sometimes unpredictable. The same can be said for Hyborian War. This rulebook contains all the orders possible in Hyborian War: it does not and cannot provide examples of the hundreds of possible outcomes of these orders. We hope the single following example will provide a helpful guide for thought as each player contemplates the potential influences and consequences of his or her actions in the game. As our illustration let us examine the affects of loss acceptance level on troop morale and retreat capability.&lt;br /&gt;
&lt;br /&gt;
* An army which is ordered to retreat after light losses will suffer a reduction in morale. The warriors know that their commanders do not expect victory. At the same time, each troop&amp;#039;s ability to retreat from the battlefield is increased. The troops are prepared in advance to make such a retreat. If during the strategic movement phase the army had attempted to decline battle, the effective ability of each troop to retreat would be even greater. After all, the army has already spent months attempting to minimize contact with the enemy. The sum affect of a light loss acceptance level is to greatly reduce an army&amp;#039;s losses at the expense of battle effectiveness.&lt;br /&gt;
&lt;br /&gt;
* At the other end of the spectrum, an army which is ordered to accept total losses will receive an improvement to morale. The warriors know that the upcoming battle will be fought to the death. Each troop&amp;#039;s ability to retreat will be significantly reduced. The army is &amp;quot;committed&amp;quot; and, should the battle weigh against them, few troops will be able to extricate themselves. The sum effect of a total loss acceptance level is to increase battle effectiveness at the risk of losing most or all of the army if defeated.&lt;br /&gt;
&lt;br /&gt;
* Loss acceptance may affect the morale of opposing troops. An enemy force prepared to stand to the last man can be a sobering sight. Conversely, a force prepared to retreat may seem easy prey.&lt;br /&gt;
&lt;br /&gt;
* Loss acceptance levels in between light and total have the same effect but to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
* This listing has detailed only the effect of loss acceptance on morale and retreat capability. The presence of characters at the battle, terrain, troop type, success or failure in previous battles, magic, as well as other less significant factors, may all play a part in determining a particular troops&amp;#039; morale and retreat capability.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=42</id>
		<title>Simulated Reality</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=42"/>
				<updated>2011-04-11T23:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In everyday reality, the factors influencing the outcome of any particular event are numerous and sometimes unpredictable. The same can be said for Hyborian War. This rulebook contains all the orders possible in Hyborian War: it does not and cannot provide examples of the hundreds of possible outcomes of these orders. We hope the single following example will provide a helpful guide for thought as each player contemplates the potential influences and consequences of his or her actions in the game. As our illustration let us examine the affects of loss acceptance level on troop morale and retreat capability.&lt;br /&gt;
&lt;br /&gt;
    * An army which is ordered to retreat after light losses will suffer a reduction in morale. The warriors know that their commanders do not expect victory. At the same time, each troop&amp;#039;s ability to retreat from the battlefield is increased. The troops are prepared in advance to make such a retreat. If during the strategic movement phase the army had attempted to decline battle, the effective ability of each troop to retreat would be even greater. After all, the army has already spent months attempting to minimize contact with the enemy. The sum affect of a light loss acceptance level is to greatly reduce an army&amp;#039;s losses at the expense of battle effectiveness.&lt;br /&gt;
&lt;br /&gt;
    * At the other end of the spectrum, an army which is ordered to accept total losses will receive an improvement to morale. The warriors know that the upcoming battle will be fought to the death. Each troop&amp;#039;s ability to retreat will be significantly reduced. The army is &amp;quot;committed&amp;quot; and, should the battle weigh against them, few troops will be able to extricate themselves. The sum effect of a total loss acceptance level is to increase battle effectiveness at the risk of losing most or all of the army if defeated.&lt;br /&gt;
&lt;br /&gt;
    * Loss acceptance may affect the morale of opposing troops. An enemy force prepared to stand to the last man can be a sobering sight. Conversely, a force prepared to retreat may seem easy prey.&lt;br /&gt;
&lt;br /&gt;
    * Loss acceptance levels in between light and total have the same effect but to a lesser degree.&lt;br /&gt;
&lt;br /&gt;
    * This listing has detailed only the effect of loss acceptance on morale and retreat capability. The presence of characters at the battle, terrain, troop type, success or failure in previous battles, magic, as well as other less significant factors, may all play a part in determining a particular troops&amp;#039; morale and retreat capability.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=41</id>
		<title>Simulated Reality</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Simulated_Reality&amp;diff=41"/>
				<updated>2011-04-11T23:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;In everyday reality, the factors influencing the outcome of any particular event are numerous and sometimes unpredictable. The same can be said for Hyborian War. This rulebook co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In everyday reality, the factors influencing the outcome of any particular event are numerous and sometimes unpredictable. The same can be said for Hyborian War. This rulebook contains all the orders possible in Hyborian War: it does not and cannot provide examples of the hundreds of possible outcomes of these orders. We hope the single following example will provide a helpful guide for thought as each player contemplates the potential influences and consequences of his or her actions in the game. As our illustration let us examine the affects of loss acceptance level on troop morale and retreat capability.&lt;br /&gt;
&lt;br /&gt;
    * An army which is ordered to retreat after light losses will suffer a reduction in morale. The warriors know that their commanders do not expect victory. At the same time, each troop&amp;#039;s ability to retreat from the battlefield is increased. The troops are prepared in advance to make such a retreat. If during the strategic movement phase the army had attempted to decline battle, the effective ability of each troop to retreat would be even greater. After all, the army has already spent months attempting to minimize contact with the enemy. The sum affect of a light loss acceptance level is to greatly reduce an army&amp;#039;s losses at the expense of battle effectiveness.&lt;br /&gt;
    * At the other end of the spectrum, an army which is ordered to accept total losses will receive an improvement to morale. The warriors know that the upcoming battle will be fought to the death. Each troop&amp;#039;s ability to retreat will be significantly reduced. The army is &amp;quot;committed&amp;quot; and, should the battle weigh against them, few troops will be able to extricate themselves. The sum effect of a total loss acceptance level is to increase battle effectiveness at the risk of losing most or all of the army if defeated.&lt;br /&gt;
    * Loss acceptance may affect the morale of opposing troops. An enemy force prepared to stand to the last man can be a sobering sight. Conversely, a force prepared to retreat may seem easy prey.&lt;br /&gt;
    * Loss acceptance levels in between light and total have the same effect but to a lesser degree.&lt;br /&gt;
    * This listing has detailed only the effect of loss acceptance on morale and retreat capability. The presence of characters at the battle, terrain, troop type, success or failure in previous battles, magic, as well as other less significant factors, may all play a part in determining a particular troops&amp;#039; morale and retreat capability.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Sequence_of_Battle&amp;diff=40</id>
		<title>Sequence of Battle</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Sequence_of_Battle&amp;diff=40"/>
				<updated>2011-04-11T23:32:25Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;The results of all battles in which you participate will be reported to you in blow-by-blow detail. You will read of the fanfare of trumpets, the shriek of sword against shield, ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The results of all battles in which you participate will be reported to you in blow-by-blow detail. You will read of the fanfare of trumpets, the shriek of sword against shield, the dust and thunder of horses charging upon an open plain; and taste for yourself the fruits of victory and defeat. All set piece battles can be divided into four critical stages: flanking maneuvers, missile fire, the charge, and close combat. As the two opposing armies close on one another from a distance they will each attempt to envelop the flanks of the other, and if successful, will gain a significant advantage. The speed of your troop units on the flanks will have the greatest impact on your ability to outflank your opponent.&lt;br /&gt;
&lt;br /&gt;
At the same time that flanking maneuvers take place, the armies will engage in missile fire. Both sides will fire solid blasts of arrows, spears, darts, and other missile weapons to wreak as much havoc as possible among the enemy&amp;#039;s ranks. As the armies close upon one another, all troop units in the first battle line and all archers in the second will fire missiles. After the armies close, missile fire will only occur between the front battle lines.&lt;br /&gt;
&lt;br /&gt;
The charge is that stage of battle where the armies close, leading to the close combat stage. Those troop units better suited to the charge--cavalry, chariots, mammoths, and heavy infantry, will do the most damage here. The best defense against charging troops are troops armed with pikes. No troop may expect to have an advantage when charging against this type of weapon!&lt;br /&gt;
&lt;br /&gt;
The final stage of battle is that of close combat. During close combat, battle takes place only between the front battle lines. Troops on the front line will engage each other with both melee, and missile fire. As troops are destroyed or routed from the front lines, troops from the ranks behind will endeavor to fill the gaps left by the retreating (or dead) troops. While it is up to you to ensure a strong initial troop formation, a good army commander can do much to make sure the front line stays strong and any holes are filled quickly. Troop units that are destroyed or routed during battle are counted against the loss acceptance level each army has previously selected. Routed units are those troops whose morale has been broken and have scattered or fled the battlefield. After the battle, some routed troops counted against your loss acceptance may return--others may not.&lt;br /&gt;
&lt;br /&gt;
Combat is reported in a series of rounds, each representing one hour, except in fort battles, where each round represents a week of siege. Battles rarely proceed past nightfall, but if no decisive victor is determined on the first day, battle may continue the next day, or even longer. If the battle is broken off with no clear victor, the defending kingdom maintains control of the contested province. Most battles continue until one side is victorious.&lt;br /&gt;
&lt;br /&gt;
Victory results when one army attempts to withdraw after having exceeded its loss acceptance level. An army whose loss acceptance level has been exceeded will attempt to make an orderly withdrawal to the nearest friendly province.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the realities for retreating armies are not pleasant, and in many instances a withdrawal may turn into a general rout of the entire army.&lt;br /&gt;
&lt;br /&gt;
On the turn in which a set piece battle occurs the possibility exists for both sides to bring additional forces to bear on the outcome of the battle. Either side may assign additional troops from the capital to an army involved in the battle. Additionally, the defending player may at his option move an active imperial army to the province in which the battle is to take place. In either case the additional forces may or may not arrive in time to aid in the battle. Those forces which do arrive on time will be assigned to the reserves or may alternately become engaged in conflicts on the fringes of the main set piece battle. Remember the great costs which may be associated with stationing vast numbers of troops within the same province.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Invasions&amp;diff=39</id>
		<title>Invasions</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Invasions&amp;diff=39"/>
				<updated>2011-04-11T23:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Invasions are full-fledged military campaigns. A successful invasion will result in your kingdom gaining control of the province which you have invaded. The invasion and conquest...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Invasions are full-fledged military campaigns. A successful invasion will result in your kingdom gaining control of the province which you have invaded. The invasion and conquest of a province is in most cases a three step (three- turn) process. Example: On Turn 1 you declare intent to invade province XYZ. On turn 2 you will engage in the strategic movement phase of the invasion of XYZ province by filling out an invasion commands form. This form will allow you to designate an invasion commander, list the armies which will participate in the invasion, etc. On turn 3 you will receive the results of the strategic movement--whether your army was drawn into an open field battle, or whether it remained in ranks to fight a set piece battle. If the former, the results of the open field battle will be printed immediately after the description of the strategic movement. The winner of the open field battle on turn 2 will be in control of the province on turn 3.&lt;br /&gt;
&lt;br /&gt;
If you are to fight a set piece battle against the troops currently in control of the province you have invaded, you will fill out a set piece battle form on turn 3, arraying your troops and characters in battle formation and casting fearsome battle magics. The winner of the set piece battle on turn 3 will be in control of the province on turn 4.&lt;br /&gt;
&lt;br /&gt;
Preparation: Preparation for an invasion is accomplished by using the &amp;quot;Intent to Invade&amp;quot; declaration. On the turn following invasion preparations, you will issue commands for the strategic movement phase.&lt;br /&gt;
&lt;br /&gt;
Strategic Movement: Strategic movement takes one turn and represents the marching of your armies into the province under attack and the consequent maneuvering of your forces prior to the onset of battle. In this phase you will make the following decisions:&lt;br /&gt;
&lt;br /&gt;
1) Assign armies to the invasion. Any number of armies may participate in an invasion. At least one active imperial army or navy must invade. Imperial armies must have at least eight troops. All invading armies must be adjacent to the province under attack at the start of their turn. Provincial armies assigned must also be adjacent to, or in the same province as, and invading imperial army. Provincial armies assigned are disbanded and become part of the imperial army. Provincial troops which might put an imperial army over the 30 troop limit will detach and stay behind in their province of origin. Example: An imperial army of twenty-five troops and a provincial army of ten troops are assigned to an invasion. The provincial army disbands; five of its troops join the imperial army, bringing it up to its maximum capacity of thirty troops. The remaining five troop units return to reform as a new provincial army. You may wish to strengthen provincial armies depleted by an invading imperial army on the same turn by assigning troops to those provinces from your capital.&lt;br /&gt;
&lt;br /&gt;
2) You may choose one character to be the invasion commander. The character you choose may not be engaged in battle elsewhere and if not presently with one of the invading armies, must be assigned to one of them with a separate order. Characters with strategic magic should prepare the spells on this turn.&lt;br /&gt;
&lt;br /&gt;
3) Decide on stratagems. You will make a yes or no decision whether or not to attempt either HIDDEN MOVEMENT or DECLINE BATTLE.&lt;br /&gt;
&lt;br /&gt;
4) Choose a terrain for your army to maneuver towards. You may list one preferred terrain.&lt;br /&gt;
&lt;br /&gt;
5) Dispatch patrols. You will designate the category, type and number of troops (if any) you wish to send out on patrol.&lt;br /&gt;
&lt;br /&gt;
6) Select a battle type. You may choose either OPEN FIELD, SET PIECE, or COMMANDER&amp;#039;S DISCRETION. Your army will attempt to engage the enemy in the type of battle you select or otherwise in the type of battle which your invasion commander decides is appropriate. The advantage of open field battle is that such battles actually take place immediately after the strategic movement phase and thus quickly resolve the campaign. Set piece battle has the advantage of maximizing your personal control over the outcome of any battle by placing troops and characters in the most advantageous position, and by allowing the use of battle magic. Commander&amp;#039;s discretion places the primary emphasis of your maneuvers on reaching preferred terrain rather than a specific type of battle.&lt;br /&gt;
&lt;br /&gt;
All other factors being equal (which is rarely the case) there is an even chance of getting an open field or a set piece battle.&lt;br /&gt;
&lt;br /&gt;
Invasion Battle: On the turn in which a set piece battle is to take place, both sides will receive a report called the Battle Intelligence Summary. This report will contain numbered lists of all troops and characters which you have present on the battlefield, a notation of the terrain on which the battle will be fought, and an estimation of the number and type of troops in the army which opposes you.&lt;br /&gt;
&lt;br /&gt;
Multiple Player Invasions: On any turn in which more than one player invades the same province on the same turn all non-allied armies present in the province will engage one another separately in order based upon the maneuvering effectiveness of each army until the forces of only one kingdom or group of allied kingdoms remains in the province. The kingdom whose forces are victorious in the final battle is granted control of the province. If the invading kingdoms are not formal allies, they will engage in battle with one another for control of the province. Note also that under no circumstance can the troops of one kingdom combine with the troops of another kingdom for battle. Formal allies do not battle each other; they also do not fight together. All kingdoms fight their own separate battles against individual separate opponents. If the same kingdom assigns more than one army to participate in an invasion, all of that kingdom&amp;#039;s armies will combine to fight as a single force in the invasion battle.&lt;br /&gt;
&lt;br /&gt;
For defending players: If you will be defending against more than one invasion on the same turn, your report may include a list of troops from a nearby defensive imperial army that may be able to reach more than one battle during that war season if they survive.&lt;br /&gt;
&lt;br /&gt;
The special case noted above represents extreme circumstances in which a kingdom is hard-pressed to defend itself and fighting several defensive battles at once. For those battles where the defense is uncertain as to the actual troops which will be able to arrive, the defensive player will issue much abbreviated orders for the battle (loss acceptance and battle magic only). In these cases, the majority of battle decisions will be made by on- site characters, one of whom will assume responsibility as your army commander.&lt;br /&gt;
&lt;br /&gt;
Aside from the special case noted above, both participants in a set piece invasion battle will make decisions for the battle as follows:&lt;br /&gt;
&lt;br /&gt;
1) Troop and character dispositions. You will assign each of your individual troops and characters to positions in the battle lines. All characters must be placed with a troop unit. If you do not assign them to a unit the computer will place them in one randomly.&lt;br /&gt;
&lt;br /&gt;
2) Loss Acceptance. You will decide how many routed and destroyed troops your army will accept before attempting to withdraw from the battle field. You may choose one of either LIGHT (25%), STANDARD (50%), HEAVY (75%), or TOTAL (100%) losses.&lt;br /&gt;
&lt;br /&gt;
3) Commander assignments. If during strategic movement you did not assign an army commander, you will now have another opportunity to do so. You may also assign characters to any of the following command positions: Right Flank Commander, Left Flank Commander, Cavalry Commander, or Archery Commander. The Army Commander may hold a second command post (such as Cavalry Commander) if you desire.&lt;br /&gt;
&lt;br /&gt;
Your army commander will use his abilities to oversee troop movements during the battle. He will order troops up from the back lines to fill gaps which appear in the front lines of the conflict. Your army commander may be assigned to any position in the battle lines. However, he will retain his effectiveness to oversee the entire battle only so long as he is not drawn into the front line.&lt;br /&gt;
&lt;br /&gt;
A Flank Commander will enhance your armies&amp;#039; effectiveness in flanking maneuvers, (see flanking below). Flank Commanders must be placed with a troop unit on either the first or second battle line of the flank under their command.&lt;br /&gt;
&lt;br /&gt;
An Archery Commander will use his abilities to enhance your army&amp;#039;s ability to gain superiority in missile fire (see &amp;quot;MISSILE FIRE&amp;quot;). If you designate an Archery Commander, he must be placed with an archer troop unit in the second battle line.&lt;br /&gt;
&lt;br /&gt;
A Cavalry Commander may only be assigned to the second battle line and must be placed with a cavalry, mammoth, or chariot troop unit. He will lead a counter-charge as the opportunity to do so arises. A Cavalry Commander greatly increases the charging ability of the troop unit he is placed with.&lt;br /&gt;
&lt;br /&gt;
In addition to filling command positions, all characters will also have an inspirational effect on the troop unit which they are placed with. All characters increase the melee and morale abilities of the troop they are with in proportion to the character&amp;#039;s heroism.&lt;br /&gt;
&lt;br /&gt;
4) Select battle magic. All characters that are with your army at the site of a set piece battle will have the opportunity to use any battle magic that they posess. Characters with magic ability may cast spells in addition to any other battle assignments which you give them. You will select the spells which your characters will attempt to cast. Each character may cast a maximum of two spells. Some spells may not be cast in conjunction with other spells at the same battle by the same character. For a listing of all spell casting limitations see SPELL CHART.&lt;br /&gt;
&lt;br /&gt;
5) You may, if you wish, order a special disengagement and advance. This simply means that you can order some or all of the troops in your front battle line to &amp;quot;trade places&amp;quot; with your second battle line at a specified point in the battle. An example of this is the army which places archers in their front battle line who, as the armies close on each other, fade back to the second battle line to be replaced with heavy infantry. This does NOT move your front line to the rear of the battle, nor is it an order to retreat.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Raids&amp;diff=38</id>
		<title>Raids</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Raids&amp;diff=38"/>
				<updated>2011-04-11T23:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raids are fast moving attacks designed to devastate enemy provinces and to pillage loot for the coffers of your royal treasury. During war seasons as many as eight troops (approximately 30,000 warriors) may raid at one time, so raids are of more consequence than you might imagine. In addition to bringing in wealth for you, a highly successful raid can ravage a province from one end to the other, causing such havoc and destruction that it yields no wealth whatsoever to its controlling kingdom for that turn. Raids may be conducted on any turn and are especially lucrative during peace years. Preparations for a raid must be made one turn in advance.&lt;br /&gt;
&lt;br /&gt;
For each raid you will make decisions as follows:&lt;br /&gt;
&lt;br /&gt;
* Assign one army to the raid. The army assigned must be located in a province adjacent to the one you are raiding. The army assigned may be a provincial army of any size or an active imperial army of eight troops or less. A raiding army will carry out its assignment and then return to the province where it was located at the start of the turn. If your provincial army contains more than eight troops, the eight most experienced will participate in the raid.&lt;br /&gt;
* Decide whether to raid the whole province or simply its trade routes. Raids on trade routes are less risky but more damaging to the income of a far away kingdom than the one controlling the province. If you attempt to raid trade routes and none are present, you will instead raid the whole province.&lt;br /&gt;
* You may assign one of your characters to command the raid. If you wish to place a character in command who is not presently assigned to the raiding army, then you must issue a command order on the same turn which assigns him to the raiding army.&lt;br /&gt;
* Make a battle selection. You may choose DISPERSAL, OPEN FIELD, or SET PIECE battle. Disperal means dividing up and fleeing from engagements with defending troops. Raiders drawn into open field or set piece battle tend to loose any loot which they have gained unless victorious over the defenders.&lt;br /&gt;
&lt;br /&gt;
All raiding armies will retreat from battle after sustaining LIGHT losses (25%) while defending troops will only retreat after taking HEAVY losses (75%).&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Raids&amp;diff=37</id>
		<title>Raids</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Raids&amp;diff=37"/>
				<updated>2011-04-11T23:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Raids are fast moving attacks designed to devastate enemy provinces and to pillage loot for the coffers of your royal treasury. During war seasons as many as eight troops (approx...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raids are fast moving attacks designed to devastate enemy provinces and to pillage loot for the coffers of your royal treasury. During war seasons as many as eight troops (approximately 30,000 warriors) may raid at one time, so raids are of more consequence than you might imagine. In addition to bringing in wealth for you, a highly successful raid can ravage a province from one end to the other, causing such havoc and destruction that it yields no wealth whatsoever to its controlling kingdom for that turn. Raids may be conducted on any turn and are especially lucrative during peace years. Preparations for a raid must be made one turn in advance.&lt;br /&gt;
&lt;br /&gt;
For each raid you will make decisions as follows:&lt;br /&gt;
&lt;br /&gt;
   1. Assign one army to the raid. The army assigned must be located in a province adjacent to the one you are raiding. The army assigned may be a provincial army of any size or an active imperial army of eight troops or less. A raiding army will carry out its assignment and then return to the province where it was located at the start of the turn. If your provincial army contains more than eight troops, the eight most experienced will participate in the raid.&lt;br /&gt;
   2. Decide whether to raid the whole province or simply its trade routes. Raids on trade routes are less risky but more damaging to the income of a far away kingdom than the one controlling the province. If you attempt to raid trade routes and none are present, you will instead raid the whole province.&lt;br /&gt;
   3. You may assign one of your characters to command the raid. If you wish to place a character in command who is not presently assigned to the raiding army, then you must issue a command order on the same turn which assigns him to the raiding army.&lt;br /&gt;
   4. Make a battle selection. You may choose DISPERSAL, OPEN FIELD, or SET PIECE battle. Disperal means dividing up and fleeing from engagements with defending troops. Raiders drawn into open field or set piece battle tend to loose any loot which they have gained unless victorious over the defenders.&lt;br /&gt;
&lt;br /&gt;
All raiding armies will retreat from battle after sustaining LIGHT losses (25%) while defending troops will only retreat after taking HEAVY losses (75%).&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Province_Defense&amp;diff=36</id>
		<title>Province Defense</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Province_Defense&amp;diff=36"/>
				<updated>2011-04-11T23:30:53Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Every province that you control will have standing defense orders to be used in case of an enemy attack. A standing order remains in effect from turn to turn until you change it....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every province that you control will have standing defense orders to be used in case of an enemy attack. A standing order remains in effect from turn to turn until you change it. Whenever you conquer a new province you will be given an easy means to issue a complete set of defense orders for it, which you may tailor for your troops and strategic goals.&lt;br /&gt;
&lt;br /&gt;
Optional standing defense orders for a province are:&lt;br /&gt;
&lt;br /&gt;
   1. ATTEMPT TO AMBUSH&lt;br /&gt;
   2. ATTEMPT HIDDEN MOVEMENT&lt;br /&gt;
   3. ATTEMPT TO DECLINE BATTLE&lt;br /&gt;
&lt;br /&gt;
You may issue some, none, or any combination of the above as standing orders for the defense of a province. No orders dispatching patrols are necessary as one half of the troops in each provincial army are automatically on patrol each turn. Also, if you attempt an ambush, one half of the troops in the provincial army will carry out that order.&lt;br /&gt;
&lt;br /&gt;
Mandatory standing defense orders for each province are:&lt;br /&gt;
&lt;br /&gt;
   1. PREFERRED TERRAIN&lt;br /&gt;
   2. BATTLE SELECTION&lt;br /&gt;
&lt;br /&gt;
You must select one type of terrain as the preferred terrain for the defense of a province. In the event of an attack, your forces will attempt to maneuver to a battle field in terrain of the type called for in their standing orders. Troops defending a province will attempt to engage the enemy in a battle of the type called for in their standing orders. You may make a battle selection of either OPEN FIELD, SET PIECE, or COMMANDER&amp;#039;S DISCRETION. The Commander&amp;#039;s Discretion order leaves battle selection up to the character commanding your forces at the scene. It allows your forces the most maneuverability and will make reaching preferred terrain their first priority.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Characters_in_Defense_of_Provinces&amp;diff=35</id>
		<title>Characters in Defense of Provinces</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Characters_in_Defense_of_Provinces&amp;diff=35"/>
				<updated>2011-04-11T23:30:28Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;When a province is invaded, all characters currently located in that province will respond to the invasion and join with troops in the defense. Naturally all characters assigned ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a province is invaded, all characters currently located in that province will respond to the invasion and join with troops in the defense. Naturally all characters assigned to armies located within the province being invaded will also be available to join in the defense of the province. In addition all characters assigned to nearby defensive imperial armies will also arrive for the invasion battle. The term &amp;quot;provincial commander&amp;quot; used at various places in the rules and in your Kingdom Reports is an intentionally ambiguous term which simply means the most senior (oldest) ranking character available in the defense of a province from invasion. If no characters are available for the defense, the province commander is automatically assumed by the computer to be a minor commander within the ranks of your troops. It is the responsibility of the province commander (otherwise known as an &amp;quot;army commander&amp;quot;) to take charge of the defending troops and carry out your standing province defense orders.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Battle_Lines&amp;diff=34</id>
		<title>Battle Lines</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Battle_Lines&amp;diff=34"/>
				<updated>2011-04-11T23:30:02Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Set piece battles are fought between formations of opposing troop units arrayed in orderly ranks called battle lines. Battle lines vary in length and in structure with the terrai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Set piece battles are fought between formations of opposing troop units arrayed in orderly ranks called battle lines. Battle lines vary in length and in structure with the terrain upon which the battle is fought. A battle line may be from two to twelve troop units in length (that many troop units lines up abreast) and may be structurally divided into as many as five different sections - LEFT FLANK, LEFT LINE, CENTER, RIGHT LINE and RIGHT FLANK. Certain types of terrain may require a battle line wihtout flanks, or with a very wide center, etc. A diagram of the exact length and structure of the battle lines determined by a particular terrain is called a battle configuration. For a complete listing of all these, see the Battle Configuration chart.&lt;br /&gt;
&lt;br /&gt;
Some quick notes about the structure of battle lines:&lt;br /&gt;
&lt;br /&gt;
* In the center of a battle line, fighting is hard and heavy. Heavier armor is a great asset. Heavy cavalry can be devastating during the charge, but it is at a disadvantage once the melee begins. Heavy infantry types are at their best here.&lt;br /&gt;
* Conditions on the left line and right line are much less packed. Medium troop types with higher mobility do well here.&lt;br /&gt;
* The flanks are the most mobile areas of a battle line. There, a lightly armored (and fast) troop unit may be equal to a more heavily armored unit. Cavalry and archer units do well on the flanks.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Terrain&amp;diff=33</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Terrain&amp;diff=33"/>
				<updated>2011-04-11T23:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;A critical factor in determining the outcome of any battle is the terrain on which the battle is fought. Invasion forces and troops participating in the defense of a province wil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical factor in determining the outcome of any battle is the terrain on which the battle is fought. Invasion forces and troops participating in the defense of a province will always attempt to maneuver to preferred terrain before engaging in battle. This means whatever type of terrain you consider the type and numbers of your troops to be well suited to (see Troop/Terrain chart). The capability of an army to successfully maneuver to preferred terrain is influenced by the relative ability of its commander, the scarcity or predominance of the terrain being sought, the use of strategems, magic, and a number of other factors.&lt;br /&gt;
&lt;br /&gt;
Terrain affects the fighting ability of individual troops and determines the configuration of the battle formations which opposing armies will be able to use on the battle field. A wide variety of different terrains exist in the Hyborian World. For a complete listing of all terrains and their abbreviation codes see Terrain Types chart.&lt;br /&gt;
&lt;br /&gt;
It is not possible within the context of the game to either build or destroy fortifications within provinces. Existing fortifications within provinces are captured whenever the province itself is captured. All major fortifications which existed at some point in the Hyborian Age have been included into the game.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Strategems&amp;diff=32</id>
		<title>Strategems</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Strategems&amp;diff=32"/>
				<updated>2011-04-11T23:29:13Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Stratagems are devices or &amp;quot;tricks&amp;quot; used to deceive opponents in the course of warfare. Differing stratagems come into play during invasions and in province defense.  Ambush: An a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stratagems are devices or &amp;quot;tricks&amp;quot; used to deceive opponents in the course of warfare. Differing stratagems come into play during invasions and in province defense.&lt;br /&gt;
&lt;br /&gt;
Ambush: An ambush is a surprise attack launched from a concealed position. A successful ambush can inflict serious casualties upon opposing troops while your forces sustain minimum losses. A poor ambush (one that is not much of a surprise) can result in total annihilation of the ambushing force. An ambush may only be attempted by troops of a provincial army in defense of the province. An army attempting to ambush suffers a loss to its overall maneuverability.&lt;br /&gt;
&lt;br /&gt;
Patrol: Patrols can gather useful information on the strength of opposing forces prior to a battle. An accurate estimation of the number and kind of troops which your army faces can be a decisive advantage in set piece battle. You may wish to command invasion forces to patrol, while provincial forces defending a province will dispatch patrols automatically. Troops on patrol may return late for any battle which occurs or be drawn into a lone skirmish with enemy troops. Late troops cannot be assigned in the following set piece battle.&lt;br /&gt;
&lt;br /&gt;
Hidden Movement: The counter-strategem to patrolling is hidden movement. Both invasion forces and troops defending a province may attempt hidden movement. An army attempting hidden movement will employ any number of tactics designed to confuse and distort the information enemy patrols might gather. This may consist of moving through concealing terrain, marching only at night, or driving animals before them to raise dust and create the appearance of a larger army. An army attempting hidden movement sacrifices a great deal of its overall maneuverability. However, successful use of this strategem may equally impair the maneuverability of enemy forces.&lt;br /&gt;
&lt;br /&gt;
Decline Battle: An army may attempt to avoid conflict with enemy forces altogether or decline battle using this order. The chance of successfully declining battle is exceedingly slim unless both commanders are attempting to do so at once. Even then, the possibility that the armies will not engage is no better than 50/50. An army attempting to decline battle sacrifices most of its offensive maneuverability to increase its chances of avoiding the enemy&amp;#039;s offensive efforts.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Battle_Types&amp;diff=31</id>
		<title>Battle Types</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Battle_Types&amp;diff=31"/>
				<updated>2011-04-11T23:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Battles may occur either as the result of a raid or an invasion. There are three types of battles: dispersal, open field, and set piece.  Dispersal: Dispersal battles occur only ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battles may occur either as the result of a raid or an invasion. There are three types of battles: dispersal, open field, and set piece.&lt;br /&gt;
&lt;br /&gt;
Dispersal: Dispersal battles occur only as the result of a raid. This type of battle occurs when defending troops pursue and engage single troop units of a raiding party which has dispersed and is attempting to flee from the province it has raided.&lt;br /&gt;
&lt;br /&gt;
Open Field: Open Field battles may occur in both raids and invasions. This type of battle represents unorganized fighting across a broad front. Such battles are a confused swirl of engagements stretching out over miles or perhaps even hundreds of miles of territory. Open field battles will involve entire opposing armies without permitting either side to draw up into classic battle formations. All sea battles are always considered open field.&lt;br /&gt;
&lt;br /&gt;
Set Piece: Set piece battles are classic engagements between opposing armies arranged in battle formations. Such battles occur as the result of a raid or an invasion. In raid situations battle formations are arranged helter-skelter hours or perhaps moments before the onset of battle. As such, you will not personally decide the formation; the character who leads the raid will choose battle formations based upon the qualities and abilities he possesses (if you don&amp;#039;t have a character in the raiding party, good luck).&lt;br /&gt;
&lt;br /&gt;
In most set piece battles occuring as the result of invasion, the battle formations of the opposing armies will be laid out with care and, perhaps, days of preparation. This will involve an extensive period of maneuvering, and your last chance to assign an army commander. Following maneuvers, you will arrange the disposition of your troop units into battle formation. Such battles are prolonged and bloody affairs upon which the fate of empires may hang.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Navies&amp;diff=30</id>
		<title>Navies</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Navies&amp;diff=30"/>
				<updated>2011-04-11T23:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Imperial navies may move freely into and through friendly coastland provinces i.e those controlled by their kingdom or those controlled by a formal ally. They may move freely thr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imperial navies may move freely into and through friendly coastland provinces i.e those controlled by their kingdom or those controlled by a formal ally. They may move freely through any seazone, both friendly and unfriendly. Movement into an unfriendly seazone is treated as an invasion. After entering the unfriendly seazone, an imperial navy will immediately halt its movement and engage all seazone defenders in an open field battle on the same turn. You will NOT need an intent to invade a seazone. It IS necessary for naval forces to declare an intent to invade prior to invading a non-friendly coastland province. It is also necessary for an imperial navy to begin the turn adjacent to a coastland province prior to entering and invading it. In all respects naval invasions of coastland provinces are conducted in exactly the same manner as are land invasions.&lt;br /&gt;
&lt;br /&gt;
An imperial navy may combine with friendly imperial armies for an invasion. However, an imperial navy cannot combine with a provincial army. This ruling reflects the lesser development of naval forces during the Hyborian Era. When engaged in a land battle, each naval troop&amp;#039;s compliment of warriors will automatically disembark from their transports to engage enemy forces on land. Naval troops in a land battle fight as light infantry or light infantry archers. Battles between land and naval forces are conducted in precisely the same manner as battles between purely land troops. There is nothing to restrict an imperial navy from remaining in a coastland province which it has recently invaded and captured. This measure is, in fact, the only means of defending such provinces until and unless a friendly land connection exists whereby land troops can be assigned to the province.&lt;br /&gt;
&lt;br /&gt;
Seazone navies may combine with an imperial navy for the purpose of invading a coastal province. Seazone navies may NOT combine with imperial armies. Naval forces may not under any circumstances enter or move through purely land provinces. Naval troops on defensive status will respond to invasions upon coastland provinces within response range.&lt;br /&gt;
&lt;br /&gt;
Each naval troop represents a single war vessel along with a contingent of lesser transport vessels. Each troop contains a full compliment of sailors and warriors aboard transport (the Hyborian equivalent of marines). As a full compliment of warriors is already attached to each naval troop, naval troops may not under any circumstances transport land troops.&lt;br /&gt;
&lt;br /&gt;
Both seazone navies and imperial navies may raid adjacent provinces and seazones. To do this they must first declare an intent to raid and are under the same rules and restrictions which apply to raiding land armies.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Imperial_Armies&amp;diff=29</id>
		<title>Imperial Armies</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Imperial_Armies&amp;diff=29"/>
				<updated>2011-04-11T23:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Each kingdom has one imperial army for every three provinces it controls rounded to the nearest whole number. Each kingdom has a minimum of two imperial armies (exception--when t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each kingdom has one imperial army for every three provinces it controls rounded to the nearest whole number. Each kingdom has a minimum of two imperial armies (exception--when the government is in exile). The number of imperial armies controlled by each kingdom is assessed at the end of each turn and armies are either lost or gained based on the number of provinces a kingdom controls at the end of the turn. Troops assigned to imperial armies which are eliminated due to a reduction in the number of provinces a kingdom controls are automatically sent to the capital province in order to await re- assignment. New imperial armies created due to an increase in the number of provinces a kingdom controls at the end of the turn are automatically created at the capital province with 0 troops initially assigned. This 0 troop or &amp;quot;bookkeeping army&amp;quot; can be moved up to 12 provinces per turn until such time as troops assigned to the army from the capital have arrived and are listed as on duty with the army in question. At such time the movement rate of the army is reduced to that of the slowest troop unit in the army.&lt;br /&gt;
&lt;br /&gt;
Unlike provincial armies, imperial armies not only defend the province they are assigned to, but may also be placed on a special &amp;quot;defensive status&amp;quot; that allows them to respond to attacks on neighboring provinces. The status of an imperial army may be changed from active to defensive and visa versa. An army changing its status will undergo a one turn transition period during which, in addition to the standard limitations of its original status, it will only fight in battles occuring in the province where it is located, and may not itself initiate combat.&lt;br /&gt;
&lt;br /&gt;
An imperial army on defensive status can respond to attacks on provinces several provinces away. Since different troop units have different movement capabilities, the response to such attacks is made by individual troop units. For instance, a light cavalry unit may be able to respond to a distant attack, but a heavier cavalry unit could not travel such distances as quickly. Also, that same light cavalry unit could respond to more than one attack in a given war season. The response movement ability of a defensive troop unit is its movement ability minus two. (A troop will always have a minimum response ability of 1.)&lt;br /&gt;
&lt;br /&gt;
Even though troops from a defensive imperial army may respond to attacks outside their assigned province, the army as a whole does (and must) stay in one province, and may neither raid or invade until placed on active status. troops stationed with defensive imperial armies will only respond to enemy Invasions - they will never respond to an enemy raid. Only provincial armies respond to enemy raids. Defensive imperial armies are significantly less expensive to maintain than those on active status.&lt;br /&gt;
&lt;br /&gt;
Raid: An imperial army on active status has two primary purposes. The first of these is the raid. Active imperial armies with eight or fewer troop units may raid; those larger than eight troop units in size may not. Troops may not detach from an imperial army to raid as they may from provincial armies. If you assign an imperial army with more than eight troops in it to raid, the raid will not take place.&lt;br /&gt;
&lt;br /&gt;
Invasion: Active imperial armies may move freely through your provinces as well as those of your formal allies up to the maximum movement ability of their slowest troop unit. They are the primary forces of invasion and at least one active imperial army must participate in any invasion which takes place. During war seasons they may invade any province adjacent to them at the start of the turn, assuming that proper war preparations have been made.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Provincial_Armies&amp;diff=28</id>
		<title>Provincial Armies</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Provincial_Armies&amp;diff=28"/>
				<updated>2011-04-11T23:28:10Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Provincial armies are groups of troop units which, once assigned to a province, will patrol that province. Provincial armies are the first line of defense against enemy raids and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Provincial armies are groups of troop units which, once assigned to a province, will patrol that province. Provincial armies are the first line of defense against enemy raids and invasions. They are the only troops which are able to respond to enemy raids on their province. They may not respond to any attacks on provinces other than their own, nor may they move into other provinces as imperial armies may.&lt;br /&gt;
&lt;br /&gt;
Raids: Provincial armies may be used to raid neighboring provinces and are better suited to do so than imperial armies. In peace years turns, a provincial army may raid with all its troops. During war season turns, however, no more than eight troops may raid. If an army with more than eight troop units is assigned to raid, only the first eight will be detached for the raid while the others remain to defend the province--the computer will do this for you automatically. Seazone navies may raid either other seazones or adjacent coastal provinces.&lt;br /&gt;
&lt;br /&gt;
Invasions: Provincial armies may not invade another province unless an imperial army is leading the invasion. An imperial army may pick up those provincial armies that are BOTH adjacent to the province being invaded and adjacent to or belonging to the province the imperial army invades from. Seazone navies may participate in an invasion of a coastal province, but not in an invasion of another seazone.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Armies&amp;diff=27</id>
		<title>Armies</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Armies&amp;diff=27"/>
				<updated>2011-04-11T23:27:58Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Armies are collections of troop units. The number of units in any given army may range from one to as many as you can afford to maintain. Each kingdom is allowed to have one prov...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armies are collections of troop units. The number of units in any given army may range from one to as many as you can afford to maintain. Each kingdom is allowed to have one provincial army for each province in its empire, and a minimum of two imperial armies. Each kingdom has one imperial army for every three provinces it controls. (The computer will round up; if you control eleven provinces, you will have four imperial armies.) An army may hold up to 30 troop units at once under normal circumstances. Imperial and provincial armies operate differently in defense, raid, or invasion situations. These three situations are covered separately later in this section.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Errata&amp;diff=26</id>
		<title>Errata</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Errata&amp;diff=26"/>
				<updated>2011-04-11T23:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HYBORIAN WAR ERRATA&lt;br /&gt;
Nov 21, 2005 edition&lt;br /&gt;
&lt;br /&gt;
* Any army (with the exception of your capital provincial army) may generally hold only thirty troops. A commanding general with Superior military command may be able to fit a few more troops in.&lt;br /&gt;
&lt;br /&gt;
* To invade a coastal province with an imperial navy, declare an intent to invade. An imperial navy, like an imperial army, must have at least 8 troops to invade any coastal province. Imperial navies and imperial armies can fight together in one invasion. The large island of Sinhalese is considered a coastal province; all the other smaller islands are seazone provinces.&lt;br /&gt;
&lt;br /&gt;
* Imperial armies on defensive status will not respond to an invasion all of the time, even if it is in the province where they are stationed, because they may not hear about the impending invasion in time to mobilize. The chance that a defensive army will respond decreases the farther they are from the province being invaded.&lt;br /&gt;
&lt;br /&gt;
* If you assign characters and/or newly raised troops to a provincial army on the same turn that you assign that provincial army to join in on an invasion, those characters and troops will stay in that provincial army to help protect the province.&lt;br /&gt;
&lt;br /&gt;
* When the Ice Age comes, the Barbarian nations (Cimmeria, Asgard, Vanaheim, Pictland) will be forced to migrate southwards by the advancing glaciers. In game terms, this means that each Barbarian nation will be assigned a large kingdom, which becomes an additional victory condition. Because of their desperation to find a new home, their armies move at double speed through any province, and they cannot be affected by peace treaties. They can, however, be affected by Disrupt Warpact.&lt;br /&gt;
&lt;br /&gt;
* On the final turn, you will receive a victory point ranking of all 36 player nations. The victory points you accumulate over the course of the game count for half of your final total; the other half is determined by your rank on the final turn.&lt;br /&gt;
&lt;br /&gt;
* The Exile declaration is now available. You must be down to only one province to declare exile. You still cannot take the last province of an actively played player kingdom.&lt;br /&gt;
&lt;br /&gt;
* To hold a prisoner without ransom, check &amp;quot;No Ransom.&amp;quot; If you leave the ransom line blank, it will default to &amp;quot;Adequate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Peace treaties never affect seazones.&lt;br /&gt;
&lt;br /&gt;
* Imperial armies may not change status when engaged in battle.&lt;br /&gt;
&lt;br /&gt;
* You may not kidnap, assassinate, or dispel magic on turn 1.&lt;br /&gt;
&lt;br /&gt;
* Peace treaties expire at the close of a time of war, right before the peace years begin. Since Turn 1 is a peace years, this means that all peace treaties shown in your setup reports will not expire until the start of the second peace years.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Errata&amp;diff=25</id>
		<title>Errata</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Errata&amp;diff=25"/>
				<updated>2011-04-11T23:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;HYBORIAN WAR ERRATA Nov 21, 2005 edition     1. Any army (with the exception of your capital provincial army) may generally hold only thirty troops. A commanding general with Sup...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HYBORIAN WAR ERRATA&lt;br /&gt;
Nov 21, 2005 edition&lt;br /&gt;
&lt;br /&gt;
   1. Any army (with the exception of your capital provincial army) may generally hold only thirty troops. A commanding general with Superior military command may be able to fit a few more troops in.&lt;br /&gt;
&lt;br /&gt;
   2. To invade a coastal province with an imperial navy, declare an intent to invade. An imperial navy, like an imperial army, must have at least 8 troops to invade any coastal province. Imperial navies and imperial armies can fight together in one invasion. The large island of Sinhalese is considered a coastal province; all the other smaller islands are seazone provinces.&lt;br /&gt;
&lt;br /&gt;
   3. Imperial armies on defensive status will not respond to an invasion all of the time, even if it is in the province where they are stationed, because they may not hear about the impending invasion in time to mobilize. The chance that a defensive army will respond decreases the farther they are from the province being invaded.&lt;br /&gt;
&lt;br /&gt;
   4. If you assign characters and/or newly raised troops to a provincial army on the same turn that you assign that provincial army to join in on an invasion, those characters and troops will stay in that provincial army to help protect the province.&lt;br /&gt;
&lt;br /&gt;
   5. When the Ice Age comes, the Barbarian nations (Cimmeria, Asgard, Vanaheim, Pictland) will be forced to migrate southwards by the advancing glaciers. In game terms, this means that each Barbarian nation will be assigned a large kingdom, which becomes an additional victory condition. Because of their desperation to find a new home, their armies move at double speed through any province, and they cannot be affected by peace treaties. They can, however, be affected by Disrupt Warpact.&lt;br /&gt;
&lt;br /&gt;
   6. On the final turn, you will receive a victory point ranking of all 36 player nations. The victory points you accumulate over the course of the game count for half of your final total; the other half is determined by your rank on the final turn.&lt;br /&gt;
&lt;br /&gt;
   7. The Exile declaration is now available. You must be down to only one province to declare exile. You still cannot take the last province of an actively played player kingdom.&lt;br /&gt;
&lt;br /&gt;
   8. To hold a prisoner without ransom, check &amp;quot;No Ransom.&amp;quot; If you leave the ransom line blank, it will default to &amp;quot;Adequate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   9. Peace treaties never affect seazones.&lt;br /&gt;
&lt;br /&gt;
  10. Imperial armies may not change status when engaged in battle.&lt;br /&gt;
&lt;br /&gt;
  11. You may not kidnap, assassinate, or dispel magic on turn 1.&lt;br /&gt;
&lt;br /&gt;
  12. Peace treaties expire at the close of a time of war, right before the peace years begin. Since Turn 1 is a peace years, this means that all peace treaties shown in your setup reports will not expire until the start of the second peace years.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Budgeting&amp;diff=24</id>
		<title>Budgeting</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Budgeting&amp;diff=24"/>
				<updated>2011-04-11T23:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;The final test of how your dreams of conquest will fill or drain your royal treasury is experience. In only a few turns the results of your actions will give you a better idea of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The final test of how your dreams of conquest will fill or drain your royal treasury is experience. In only a few turns the results of your actions will give you a better idea of how to budget. You will get an idea of how much wealth various activities bring in by looking at which of your actions were successful and which were not, as well as the overall gain or loss to your treasury. Remember that during war season turns you will spend more than you make. Each peace years turn you will make more than you spend. Deciding how much to spend may be more difficult your first turn, but becomes easier as you gain experience.&lt;br /&gt;
&lt;br /&gt;
There some moves you can make that would be unwise at most any stage of the game, but would be disastrous at the start. These are:&lt;br /&gt;
&lt;br /&gt;
   1. DON&amp;#039;T concentrate your troops in too small an area. The cost of maintaining troops in a province increases exponentially with the number of troops you add. The quickest way to ruin the economy of your kingdom is to concentrate too many troops in the same province.&lt;br /&gt;
   2. Never attempt to increase the size of your armies too rapidly. After all, somebody&amp;#039;s got to stay and tend the fields. Your subjects will be unwilling to send off entire families to war in a distant land. At the outset of your conquest, a 10% increase per turn should be more than adequate, and, if you find in your first Kingdom Report that you will be levying large numbers of troops on a normal basis, you won&amp;#039;t need to purchase many more.&lt;br /&gt;
   3. Remember that different troop types vary in their expense. Depending on the amount of training, equipment, etc., they require, you may wish to balance your armies with some well equipped, expensive troops and some less expensive but more expendable troops.&lt;br /&gt;
   4. If you want to pay attention to details, don&amp;#039;t count every copper you spend. Rather, see how minor sources of income can keep your treasury from going dry. Cover your bets. Raiding, adventuring, and various acts of intrigue can bring in enough income to offset the possibility of a less than successful invasion.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Troop_Maintenance_Costs&amp;diff=23</id>
		<title>Troop Maintenance Costs</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Troop_Maintenance_Costs&amp;diff=23"/>
				<updated>2011-04-11T23:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;The cost of maintaining troops within a given province is based upon the total number of troops, both provincial and imperial, located within that province. The cost of maintaini...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cost of maintaining troops within a given province is based upon the total number of troops, both provincial and imperial, located within that province. The cost of maintaining provincial armies is NOT calculated separately from the cost of maintaining imperial armies. The presence of foreign troops within one of your kingdom&amp;#039;s controlled provinces will also drive up troop maintenance costs, although not as much as if they were your troops stationed in the province.&lt;br /&gt;
&lt;br /&gt;
A warning: The costs associated with &amp;quot;paying off&amp;quot; war leaders who have mustered their troops in preparation for a raid or invasion which never takes place can be very expensive. Troops who have mustered for a raid or invasion expect booty...and if that booty does not come from the pillage of enemy provinces it will come from the imperial coffers! It is almost always advisable to carry out all raids and invasions which you have declared on a previous turn. There will be cases when, for reasons of diplomacy, a mistake in planning, or necessity, you will not wish to carry out a raid or invasion you have previously prepared for. In these cases you will simply leave the particular raid or invasion order form blank. Doing this often, however, can quickly create a large drain on your kingdom&amp;#039;s economy.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Expenses&amp;diff=22</id>
		<title>Expenses</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Expenses&amp;diff=22"/>
				<updated>2011-04-11T23:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Your kingdom will spend most of its wealth on the following:     1. War preparations.    2. Raising new troops beyond those levied by your provinces.    3. Maintaining armies in ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your kingdom will spend most of its wealth on the following:&lt;br /&gt;
&lt;br /&gt;
   1. War preparations.&lt;br /&gt;
   2. Raising new troops beyond those levied by your provinces.&lt;br /&gt;
   3. Maintaining armies in the field.&lt;br /&gt;
&lt;br /&gt;
Outside the categories of income and expense lie the subject of diplomatic payments. These are: tributes, ransoms, and gifts. All diplomatic payments are direct transfers of wealth from one kingdom to another. Some kingdoms will, as a matter of survival expend a substantial amount of their wealth through diplomatic payments to other kingdoms. Others may gain much of their wealth from these payments. Each kingdom will have to evaluate what impact diplomatic payments (paying and receiving) will have on its economic situation.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Income&amp;diff=21</id>
		<title>Income</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Income&amp;diff=21"/>
				<updated>2011-04-11T23:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Your kingdom may receive a small income each turn from any or all of the following (depending on your actions and their success):     1. Each troop successfully raiding a foreign...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your kingdom may receive a small income each turn from any or all of the following (depending on your actions and their success):&lt;br /&gt;
&lt;br /&gt;
   1. Each troop successfully raiding a foreign province.&lt;br /&gt;
   2. Wealth brought back by adventuring heroes.&lt;br /&gt;
   3. Tariffs on foreign trade routes that run through provinces under your control.&lt;br /&gt;
&lt;br /&gt;
Your kingdom may receive a large portion of income from:&lt;br /&gt;
&lt;br /&gt;
   1. Tax revenue from each province under your control.&lt;br /&gt;
   2. Trade revenue from routes established with kingdoms abroad.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Trade_Routes&amp;diff=20</id>
		<title>Trade Routes</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Trade_Routes&amp;diff=20"/>
				<updated>2011-04-11T23:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;A network of trade routes criss-crosses Hyboria, carrying an enormous stream of wealth to and from the four corners of the world. Trade routes are not shown on the Hyborian War w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A network of trade routes criss-crosses Hyboria, carrying an enormous stream of wealth to and from the four corners of the world. Trade routes are not shown on the Hyborian War wallmap. However, their pattern may be gleaned from readings of the Conan novels, spying, and from other information in your kingdom reports. Trade routes pass through seazones as well as land provinces. It is not possible to either create or abolish trade routes, and they remain unchanged throughout the entire course of the game.&lt;br /&gt;
&lt;br /&gt;
Trade routes are a major source of income and therefore contention between kingdoms of the Hyborian Age. Each trade route which is established with your kingdom will automatically bring in trade revenues so long as the trade route is not successfully raided in the province where it originates. Additional income is gained from tariffs upon trade routes running through provinces under a kingdom&amp;#039;s direct control. Tariff revenues from a province are revenues in addition to the wealth which a province normally produces and therefore enhance the overall value of controlling provinces which are centers of trade i.e. have trade routes passing through them. For example, the province of Zamboula, while not a rich province in terms of wealth production, normally provides income equal to two or three excellent provinces simply because it has so many trade routes passing directly through it.&lt;br /&gt;
&lt;br /&gt;
Invasion, conquest, and battle have no effect upon the flow of wealth through trade routes. Only raids specifically directed upon trade routes have any effect upon the wealth they provide as income both to the kingdom controlling the province which the trade route passes through and the kingdom to which the trade route carries wealth.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=The_Royal_Treasury&amp;diff=19</id>
		<title>The Royal Treasury</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=The_Royal_Treasury&amp;diff=19"/>
				<updated>2011-04-11T23:19:44Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Each turn you will receive a summary of the balance in your royal treasury. Wealth produced in provinces under your control as well as wealth obtained by other means, such as rai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn you will receive a summary of the balance in your royal treasury. Wealth produced in provinces under your control as well as wealth obtained by other means, such as raiding and trade will automatically be added to your balance each turn. Likewise, all expenses incurred while maintaining armies and commanding various actions will automatically be subtracted. The assets in your treasury are rated according to the Standard Scale. This rating is defined by comparison to the average wealth for a kingdom of similar size.&lt;br /&gt;
&lt;br /&gt;
    * SUPERIOR - contains more than 160% of the amount of wealth average for your kingdom&amp;#039;s size.&lt;br /&gt;
    * EXCELLENT - wealth equalling between 121% and 160% of the average.&lt;br /&gt;
    * GOOD - wealth between 81% and 120% of the kingdom&amp;#039;s average.&lt;br /&gt;
    * ADEQUATE - wealth between 41% and 80% of the average.&lt;br /&gt;
    * POOR - wealth between 1% and 40% of the treasury&amp;#039;s average capacity.&lt;br /&gt;
    * NONE - no wealth; potential for being in debt.&lt;br /&gt;
&lt;br /&gt;
As an aid to rulers in overseeing the economic destiny of their kingdoms we have added two economic breakdown graphs to the &amp;quot;Affairs of State&amp;quot; section of each Kingdom Report. The first graph displays the current treasury level as of the end of the current turn versus the treasury level as of the end of the previous turn. This graph is to give players a handle on the proportional change of their treasury over the course of the most recent turn. The second graph displays the revenues versus expenses of your kingdom over the course of the previous turn. This graph, in combination with the itemized listings of revenues and expenses below the display, is intended to provide players with an accounting for the proportional change in their treasury as displayed by the treasury graph. The treasury graph and the revenue vs. expense graph are displayed in different units from one another, so a small drop in treasury will show up as a large column of expenses.&lt;br /&gt;
&lt;br /&gt;
When interpreting these graphs it is important to keep in mind that during war seasons your kingdom expenses will always be much greater than your revenues. Provinces provide no revenue except tax during winter, summer, and spring war seasons. During fall war seasons each province also provides the kingdom with a harvest. Even during fall war seasons, however, kingdom expenses will usually far outstrip revenues. Peace Years are the real time of treasury replenishment.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Economics&amp;diff=18</id>
		<title>Economics</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Economics&amp;diff=18"/>
				<updated>2011-04-11T23:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;There are two sections which appear in your kingdom report beginning on turn two which are intended to be your primary guides to wise economics. The first of these sections is th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two sections which appear in your kingdom report beginning on turn two which are intended to be your primary guides to wise economics. The first of these sections is the revenue and expense breakdown listed under &amp;quot;Affairs of State&amp;quot; in your kingdom report. This listing expresses all expenditures as a percentage of the total wealth spent as well as all Revenues as a percentage of total revenue. Use this section to balance your spending by examining the revenues and expenses of each turn in relation to the overall condition of your treasury as reported in the &amp;quot;Royal Treasury&amp;quot; section of your kingdom report.&lt;br /&gt;
&lt;br /&gt;
Most headings in the revenue and expense breakdown should be self explanatory. However, two expense headings deserve a special mention. Basic troop maintenance cost denotes the basic (unalterable minimum) cost to maintain all troops in your kingdom. Encampment cost per province denotes the extra amount of wealth spent on troop maintenance (above and beyond the basic cost) for quartering large numbers of troops in the same province. Encampment cost rises dramatically as more troops are stationed within a particular province.&lt;br /&gt;
&lt;br /&gt;
Example of play - Kingdom X discovers that after a very short peace years turn (only 2 years of game time) and much military expenditure, the level of the royal treasury was reduced from a Superior rating to Excellent. Kingdom X is satisfied that at present expenditures it can survive 4 war seasons without significant hardship. However, noticing that 90% of all expenses were for troop maintenance and that two large armies are located in the same province, Kingdom X decides to move one army out of the province by invading a neighboring province. Kingdom X believes that by dispersing its troops it should reduce troop maintenance costs significantly and therefore provide for the treasury to last even longer than 4 war seasons. Calculations of this kind are generally made Peace Years to Peace Years since at the next peace years the treasury should be replenished. Kingdom X&amp;#039;s next kingdom report will give it an even better idea of how its economic plans are proceeding through further examination of the troop maintenance percentage and treasury level.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Non-Player_Kingdoms&amp;diff=17</id>
		<title>Non-Player Kingdoms</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Non-Player_Kingdoms&amp;diff=17"/>
				<updated>2011-04-11T23:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Non-player kingdoms are in every respect exactly like player kingdoms, they have characters, they have armies, they may order their characters to do various missions, their armie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Non-player kingdoms are in every respect exactly like player kingdoms, they have characters, they have armies, they may order their characters to do various missions, their armies to raid and invade, etc. It is possible for a player kingdom to begin the game as the formal ally of a non-player kingdom. For the most part non-player kingdoms are weaker than player kingdoms. Certainly they are not as smart as player kingdoms. It is a good idea not to devote too much of your kingdom&amp;#039;s energy towards dealing with non-player kingdoms. Worry about player kingdoms first!&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=National_Integrity&amp;diff=16</id>
		<title>National Integrity</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=National_Integrity&amp;diff=16"/>
				<updated>2011-04-11T23:18:28Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;While there are only 36 player kingdoms in the game of Hyborian War, the world of Hyboria is divided into a total of 87 areas. Of these, 70 have national integrity, which means t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While there are only 36 player kingdoms in the game of Hyborian War, the world of Hyboria is divided into a total of 87 areas. Of these, 70 have national integrity, which means the area in question is in some way cohesive and bound together by a feeling of unity between the populations inhabiting those areas. A simple example of this is that the province of Tarantia (#1) has national integrity for the kingdom of Aquilonia. Areas which are unified by a feeling of national integrity can be considered kingdoms; thus, in addition to the 36 player kingdoms in the game, there are 34 non-player kingdoms which are controlled by the game computer. A group of 17 areas which have no national integrity are called non-unified areas and complete the total (See The Kingdoms of Hyboria chart).&lt;br /&gt;
&lt;br /&gt;
The importance of national integrity comes into play with the subject of GOVERNMENTS IN EXILE and REBELLION. Provinces and seazones which you conquer may rebel against your rule and raise rebel armies against you. In general rebellions occur throughout a region unified by national integrity. If all of a kingdom&amp;#039;s provinces have been conquered, that kingdom is considered to be a government in exile. Only the computer can run an exiled kingdom. A government in exile will always have one army of militia and rebels, along with any remaining characters. It will attempt to established a new home province in either 1) any province which that kingdom has controlled at any point in the game for at least one turn, or 2) any province controlled by a formal ally.&lt;br /&gt;
&lt;br /&gt;
If at any time the forces of a government in exile manage to reconquer one of their original provinces, there is a good chance that a general uprising will occur across the entire area of national integrity originally owned by that kingdom, in favor of the exiled government. While rebel troops are not the best in the world (mostly peasants) they are fanatically loyal.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Peace_Years&amp;diff=15</id>
		<title>Peace Years</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Peace_Years&amp;diff=15"/>
				<updated>2011-04-11T23:17:53Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Your characters may be commanded with any of the orders listed in the rules during both peace years and war seasons with the following exception. The spells &amp;quot;Prophecy&amp;quot; and &amp;quot;Longl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your characters may be commanded with any of the orders listed in the rules during both peace years and war seasons with the following exception. The spells &amp;quot;Prophecy&amp;quot; and &amp;quot;Longlife&amp;quot; may only be cast during a peace years turn. The effects of various actions may be dramatically increased during peace years, due to the difference in time scale for the two types of turns. For example, a &amp;quot;Bless&amp;quot; spell cast during peace years may have a much greater effect than one cast during war seasons.&lt;br /&gt;
&lt;br /&gt;
On a peace years turn all invasion preparations are automatically brought to a halt by the computer. This means that all existing intents to invade are scrapped, although they may immediately be re-declared during the peace years turn since the turn following will again be a war season. On a peace years turn all forces engaging in strategic movement or about to engage in set-piece battle are returned to friendly provinces.&lt;br /&gt;
&lt;br /&gt;
Remember that all existing peace treaties with other kingdoms are nullified when the peace years begin. Each kingdom&amp;#039;s ability to avoid the diplomatic influence of all other kingdoms returns to its original starting value on a peace years turn. The combination of these two factors generally make peace years turns a time of great diplomatic activity as each kingdom seeks to negotiate new peace treaties or conversely, build up diplomatic immunity against the kingdoms they are planning to invade.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Victory_Conditions&amp;diff=14</id>
		<title>Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Victory_Conditions&amp;diff=14"/>
				<updated>2011-04-11T23:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Each kingdom has unique victory conditions. These conditions are listed in your Kingdom Report. Each turn you will receive a rating as to your relative progress towords victory. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each kingdom has unique victory conditions. These conditions are listed in your Kingdom Report. Each turn you will receive a rating as to your relative progress towords victory. The player with the highest rating on the last turn of the game is the winner. Remember, the game is a long one; your rating is based on what you are expected to achieve by the last turn, so you will probably spend a lot of turns with only average ratings. Do what you feel is right for your kingdom first. You&amp;#039;ll have plenty of time to work on your rating later on.&lt;br /&gt;
&lt;br /&gt;
The winner of the game is not necessarily the kingdom with the largest empire and may in fact be a kingdom which is quite small. The winner will be the player who has done the best over the course of the game with the initial resources placed at his disposal.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Imperial_Goals&amp;diff=13</id>
		<title>Imperial Goals</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Imperial_Goals&amp;diff=13"/>
				<updated>2011-04-11T23:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Every player kingdom in the game has a set of imperial goals. The goal is to capture two or three specific provinces and have a clear line of movement between the provinces and t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every player kingdom in the game has a set of imperial goals. The goal is to capture two or three specific provinces and have a clear line of movement between the provinces and their home kingdom. If a kingdom achieves its imperial goals, that kingdom&amp;#039;s military power is significantly enhanced. Imperial goals are not victory conditions. You do not win the game if you achieve them. Achievement of your imperial goals simply benchmarks your passage from a kingdom to a true empire (let the rest of the world beware!) and provides you with a reward for your progress. Once you have attained your imperial goals you must protect your interests. Loss of even one condition will cause your kingdom to revert to its old status. The specific imperial goals for your kingdom are listed in your Kingdom Report.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Game_Actions&amp;diff=12</id>
		<title>Game Actions</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Game_Actions&amp;diff=12"/>
				<updated>2011-04-11T23:16:43Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;There are six main areas of action in which each kingdom may strive to attain its imperial ambition. These areas are Diplomacy, Rulership, Warfare, Heroics, Intrigue, and Magic. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are six main areas of action in which each kingdom may strive to attain its imperial ambition. These areas are Diplomacy, Rulership, Warfare, Heroics, Intrigue, and Magic. All actions which can be performed in these areas are carried out at your command by the characters and forces under your control. You can order them to attempt a great many things within these general areas, ranging from overt and fairly harmless actions such as peace treaty negotiations with a neighboring kingdom to very underhanded and malicious actions such as attempting to assassinate another kingdom&amp;#039;s most important wizard. Because of the great number of the actions that you may attempt, each is discussed separately. You will also be given an example of the specific order you will use to command any of your resources to perform a given action.&lt;br /&gt;
&lt;br /&gt;
Diplomacy - Diplomatic character actions focus on the relationship between different kingdoms. A primary example of a diplomatic action would be to order one of your characters to attempt to break up a formal alliance between two kingdoms who might possibly be planning to attack you. Much of what can be done in real world politics can be accomplished through a diplomatic character action.&lt;br /&gt;
&lt;br /&gt;
Rulership - With this type of character action you will attempt to improve your kingdom by focusing internally on the good of your subjects and your provinces. A primary example would be to order one of your characters to do nothing other than actively rule one of your provinces, looking after the productivity of that province and the well-being of its people.&lt;br /&gt;
&lt;br /&gt;
Warfare - In warfare, you will spend most of your time dealing with your armies. You will command them to see to the defense of your provinces, conduct raids, and carry out invasions.&lt;br /&gt;
&lt;br /&gt;
Heroics - Heroic actions are the stuff of which the Conan Legend is made. The primary example of Heroics is a character who sets off to seek adventure in the Hyborian World. An adventuring character can become embroiled in almost any kind of situation, be it robbing a temple or fighting a sea monster.&lt;br /&gt;
&lt;br /&gt;
Intrigue - Intrigue actions are those intended to subtly act against a foreign kingdom (quite possibly without them ever knowing your kingdom did anything). An example of an Intrigue action is to send one of your characters out to spread rumors and lies in a foreign province about their ruler in order to create political unrest and potential rebellion against the kingdom which controls the province.&lt;br /&gt;
&lt;br /&gt;
Magic - There are twenty-seven spells of magic available to the users of arcane power in the Hyborian World. Characters with Magic Ability of at least POOR will have one or more spells which they are able to use. There are spells which affect every action in Hyborian War: Combat Magic, Strategic Magic, Battle Magic, province Magic, Life Magic, Information Magic, Diplomacy Magic, and Anti-Magic.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Provinces&amp;diff=11</id>
		<title>Provinces</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Provinces&amp;diff=11"/>
				<updated>2011-04-11T23:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Each kingdom starts the game with a certain number of provinces. To gain more provinces you must conquer them. Your armies may not pass through any province which you do not cont...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each kingdom starts the game with a certain number of provinces. To gain more provinces you must conquer them. Your armies may not pass through any province which you do not control, except in the case of those controlled by formal allies. Each province in your empire will fund your royal treasury through tax revenues based on the productivity of that province. Additional harvest revenue is collected in the fall of each warseason and during peace years. Province productivity varies based on a number of factors, which we leave to you to discover. Peace years turns are longer and more productive, providing more revenue. The productivity of a province over a given time is summarized on the Standard Rating Scale and reported to you with each Kingdom Report.&lt;br /&gt;
&lt;br /&gt;
In addition to providing wealth, home provinces also levy troops for their provincial armies. The type and number of troops levied varies with each province. The number of troops is influenced by factors which we leave to your wisdom to discover and use to your benefit. Seazones that you control will bring in varying degrees of wealth, but do not provide troops. Newly conquered provinces do not levy troops for the kingdom which captures them. Levies only come from a kingdom&amp;#039;s original provinces. However, conquered provinces are taxed at a higher rate to make up for their lack of levies. The only way for a kingdom to gain troop types in addition to those listed in the initial Kingdom Report is to become an imperial power, i.e achieve its imperial goals. Imperial status simulates the gain of new troop types as a result of conquest and expansion. Remember that the benefits gained from imperial status are lost as quickly as they are gained. If any of the conditions required for having imperial status are lost, imperial troops are immediately eliminated from play.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=10</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Characters&amp;diff=10"/>
				<updated>2011-04-11T23:15:46Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;In all times and places of Hyborian history there arose great men and women who stood out from among the common mass of humanity by virtue of exceptional capabilities and/or know...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all times and places of Hyborian history there arose great men and women who stood out from among the common mass of humanity by virtue of exceptional capabilities and/or knowledge. These people are represented in the game as characters. Characters will perform tasks that you assign them and carry out orders to the best of their ability. There are six types of characters: Nobles, generals, heroes, priests, wizards, and agents. While a wizard may use magic very well, it by no means keeps him from possessing other qualities that would make him well-suited to command an army. This is determined by each character&amp;#039;s rating (using the Standard Rating Scale) in each of seven ability categories. Some ratings are critical for some character types, but each character has a rating in every category.&lt;br /&gt;
&lt;br /&gt;
Personal Combat - Specifically, prowess in personal combat of characters versus a wide range of opponents. They could be other characters, monsters, or just some guards that stand in the way of some goal. Combat is a primary ability for heroes.&lt;br /&gt;
&lt;br /&gt;
Diplomacy - The ability to engage in negotiations, whether subtle or overt. Priests, and the nobility, by virtue of culture and education, will be more likely to possess this ability.&lt;br /&gt;
&lt;br /&gt;
Rulership - The ability to govern, and administrate provinces and their local populations. Primary ability for nobles.&lt;br /&gt;
&lt;br /&gt;
Military Command - Military command is the ability to lead in large scale combat situations. This includes a grasp of strategy, and the ability to carry out successful troop maneuvers. Generals require a mastery of military command.&lt;br /&gt;
&lt;br /&gt;
Heroism - The courage and ability to inspire and rally troops and improve their melee ability. Heroism is important for not only heroes, but generals and all front-line battle commanders.&lt;br /&gt;
&lt;br /&gt;
Intrigue - A very important ability for anyone dealing in the subtler side of international relations; this includes such things as spying, theft and assassinations. Intrigue is a primary ability for agents.&lt;br /&gt;
&lt;br /&gt;
Magic - Whether by means of divine grace or through delving into the arcane arts of sorcery, the ability to use magic is primary for--but not limited to-- wizards. Priests use magic equally in conjunction with diplomacy. Other characters may occasionally come to possess magical abilities through either knowledge of spells or magical artifacts.&lt;br /&gt;
&lt;br /&gt;
In addition to a rating in each of the above abilities, each character is given a name, a game ID number, province of birth, gender, and age. Characters with magical ability will have a list of spells and magical artifacts they may utilize. Since play will span the course of centuries, characters will age, die of natural causes or be slain, replaced by new generations. While succeeding generations will not be exact copies of those who came and went before them, they will generally be able to fulfill the tasks you assign them. A nation of warriors will tend to raise youths who glory in war; a nation that relies on other abilities for its survival will instruct its youths accordingly.&lt;br /&gt;
&lt;br /&gt;
Characters are lost and gained independently from one another. New characters are gained based solely upon the passage of game time. A kingdom which begins the game with 6 characters may, during the course of the game be reduced to having as few as two characters (you will always have a Chancellor and an Adjutant-General). There is no limit to the number of characters a kingdom may increase to.&lt;br /&gt;
&lt;br /&gt;
While the time scale of the game spans centuries, the lives of individual characters are relatively short. Characters do not increase or decrease in ability from their original starting values. There is only one exception. Those characters who undertake to go on an adventure may during the course of their adventure increase in ability in one or more areas. Note, however, that adventure is highly dangerous for characters lacking in ability.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to keep in mind that the outcome of any character mission will depend in part upon a character&amp;#039;s abilities. Every mission will benefit by high ratings in at least one primary ability and one secondary ability. Most missions are also influenced by a third or fourth character ability. For example, If a character is sent on a military spying mission, the success of the mission will depend most heavily on the character&amp;#039;s Intrigue, but any military command ability that the character has will also be useful. If the character were to become involved in combat, personal combat ability would be in demand. Just one more example of this consideration. A character sent to assassinate a wizard would need primarily intrigue, but would also benefit from any magical ability. The rule to follow when assigning any character to an action is to ask first, &amp;quot;What abilities might this mission demand of my character?&amp;quot; The obvious second question is, &amp;quot;Does the character I am assigning to the mission have the necessary abilities?&amp;quot; Dangerous missions should be reserved for characters with Excellent or higher ability. Characters with Good ability should usually be given assignments that do not automatically place the character in a life threatening situation. For example, Good characters should be used to perform world spying, cast spells (if have magic ability), avoid diplomatic influence, actively rule etc. Characters who have even just a small amount of heroism and/or military command can prove useful in battles.&lt;br /&gt;
&lt;br /&gt;
There are two special characters in your kingdom: the Chancellor and the Adjutant-General. The abilities of these two characters are intentionally NOT listed in your original kingdom reports. While these characters are responsible for reporting to you their judgments as to the abilities of the rest of your characters, they do not report their own abilities. The Chancellor and Adjutant-General may be commanded upon various assignments just as you may command any of your other characters. It is quite possible to find out exactly what the abilities of these two characters are. However, we leave it to you devious and clever rulers of Hyboria to determine the best method of going about this. All kingdoms will always have a Chancellor and Adjutant-General at all times. If either of these characters ever dies they are automatically replaced with a new character. If either of these two characters is ever captured, they are automatically ransomed for the minimum amount of wealth. Thus at a minimum, a kingdom will have two characters, the Chancellor, who always doubles as the provincial ruler of the capital province and the Adjutant-General who will become the monarch if no other characters exist to fill that position. The Adjutant-General may be assigned as a provincial ruler in keeping with the normal rules governing the assignment of provincial rulers. The Chancellor may never be assigned to be the monarch.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Troops&amp;diff=9</id>
		<title>Troops</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Troops&amp;diff=9"/>
				<updated>2011-04-11T23:15:18Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Much of your kingdom&amp;#039;s power resides in the might of your military forces. Troops are organized into four categories: Imperial armies, provincial armies, imperial navies, and sea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much of your kingdom&amp;#039;s power resides in the might of your military forces. Troops are organized into four categories: Imperial armies, provincial armies, imperial navies, and seazone navies. (Seapower is relatively underdeveloped in most kingdoms of Hyboria, therefore seazones are included in the term provinces.)&lt;br /&gt;
&lt;br /&gt;
Provincial armies (including seazone navies) are the most limited military forces. They may not move outside the areas to which they are assigned or invade neighboring areas. However, provincial armies may carry out raids and can be conscripted into the service of an imperial army that is engaged in an invasion.&lt;br /&gt;
&lt;br /&gt;
Imperial armies are under the direct control of the central government at the capital--these are the least limited and most powerful of your military forces. Imperial armies must always be on either defensive or active status. Defensive imperial armies may not move, raid, or invade. However, they can respond quickly to enemy attacks over a broad range of territory. Active imperial armies may move freely within friendly areas as well as raid or invade foreign provinces. Active imperial armies do not automatically respond to attacks which occur anywhere other than their immediate location. There are literally hundreds of troop types. Each kingdom possesses its own unique units. There are a number of classifications that are used to define them. The broadest and most obvious distinction is made between land and naval forces. Land troops may not engage in conflict in seazones, and only naval troops may raid or invade seazones. Coastland provinces (those bordering a seazone) are accessible to both types of units. Land troops may not move through seazones. Naval units may only move through seazones or coastland provinces.&lt;br /&gt;
&lt;br /&gt;
Troops are further broken down into a number of more distinct classifications, ranging from the mundane to the exotic. For example, there are light, medium, and heavy units of infantry and cavalry; archers, both on foot and horseback; mammoths; war chariots; pikemen; Undead infantry; riders mounted on winged reptiles, and several classes of naval troop units. For a complete listing of troop classifications, see Troop Categories.&lt;br /&gt;
&lt;br /&gt;
Each class of troop has special advantages and disadvantages, depending upon a number of variables. These include the abilities of the troops themselves, the identity of the enemy, the given terrain, a specific combat situation, and others. These conditions are designed to accurately reflect the nature of ancient warfare and imbue the game with almost limitless strategic possibilities. For example, heavy armor offers more protection at a cost of reduced mobility.&lt;br /&gt;
&lt;br /&gt;
Each troop type is rated in four different areas according to their competence. These are: MISSILE ABILITY, MELEE ABILITY, MORALE, and MOVEMENT ABILITY. Missile ability is a troop&amp;#039;s relative strength using weapons such as bow and arrow, throwing spears, and other armaments. Melee ability is a rating of the troop&amp;#039;s strength in hand to hand combat. Morale is a measure of a troop&amp;#039;s overall discipline, self-confidence, and ability to continue fighting in the face of adversity. Movement is a measure of a troop&amp;#039;s ability to travel distances as well as its maneuverability. The first three of these abilities are ranked on the following scale: NONE, POOR, ADEQUATE, GOOD, EXCELLENT and SUPERIOR (this is the &amp;quot;STANDARD RATING SCALE&amp;quot; used frequently throughout the game). Movement is given a numeric value between 2 and 12 which represents both the distance in provinces that a given troop can move as well as its relative maneuverability in combat.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Elements_of_Play&amp;diff=8</id>
		<title>Elements of Play</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Elements_of_Play&amp;diff=8"/>
				<updated>2011-04-11T23:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;There are three main elements of play in Hyborian War: troops, characters, and provinces. Your armies will consist of combinations of various types of troops led by certain chara...&amp;quot;&lt;/p&gt;
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&lt;div&gt;There are three main elements of play in Hyborian War: troops, characters, and provinces. Your armies will consist of combinations of various types of troops led by certain characters as they occupy provinces. Troops are army or naval units consisting of three to five thousand warriors. Characters are unique individuals who may lead armies or perform missions of great consequence to your kingdom by means of heroism, intrigue, diplomacy, and magic. Provinces are areas in the Hyborian World capable of providing economic resources and troops. Your kingdom starts with a given number of provinces. Much of your effort will be directed to gaining control over additional provinces. Your kingdom enters the Hyborian Age with particular strengths and weaknesses, derived from the nature of the troops, characters, and provinces you open play with. Your challenge will be to make the most of your strengths, while discovering and exploiting the weaknesses of your opponents.&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Player_Interaction_and_Diplomacy&amp;diff=7</id>
		<title>Player Interaction and Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Player_Interaction_and_Diplomacy&amp;diff=7"/>
				<updated>2011-04-11T23:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;In many games (especially PBM games), a lot of diplomacy between players is required, to meet the game&amp;#039;s objectives successfully. Typically, this player- to-player diplomacy is c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In many games (especially PBM games), a lot of diplomacy between players is required, to meet the game&amp;#039;s objectives successfully. Typically, this player- to-player diplomacy is carried on by mail and telephone in between game turns: alliances brewing, plots hatching, plans for mutual co-operation agreed to (and later broken) etc. While all this can be a great deal of fun, it is not what all players are looking for in a game. A player who does not wish to get involved in player diplomacy may be at a disadvantage in games of this type. Hyborian War is designed with all essential diplomatic functions built into the game. If you do not wish to, there is absolutely no reason why you should ever have to personally contact another player in your game. Your characters can do your diplomacy for you, and you&amp;#039;ll never have to set pen to paper. Not to exclude those players who do enjoy meeting new friends and worthy opponents by playing games of this type (who was it that said a good enemy is worth as much as a good friend?), we have provided an avenue whereby you can make contact with other players in your game, who also enjoy player interaction.&lt;br /&gt;
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For all Hyborian War games we have the following policy regarding player interaction and diplomacy: Each turn of the game you may request the name and address of up to two players in your game. You make this request by filling in the name of the kingdom(s) whose player/rulers you would like to contact in the space provided on the bottom of your command sheet. On your first turn&amp;#039;s command sheet, You will also see a box labeled PRIVACY. If you do not wish to interact with other players in your game, you may check the Privacy Option box and no requests for your address from other players in the game will be processed. Diplomacy, however, is a two-way street. Those players requesting the Privacy option may not themselves request other addresses. Reality Simulations, Inc. will not forward diplomatic messages from one player to another. If you desire diplomacy outside the structure of the game, that will be your own responsibility. Example:&lt;br /&gt;
          &lt;br /&gt;
                                        __&lt;br /&gt;
ADDRESS REQUESTS  1)  KHAU   2)  AQUI  |__| PRIVACY OPTION&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

	<entry>
		<id>https://grimfinger.net/hwwiki/index.php?title=Setting&amp;diff=6</id>
		<title>Setting</title>
		<link rel="alternate" type="text/html" href="https://grimfinger.net/hwwiki/index.php?title=Setting&amp;diff=6"/>
				<updated>2011-04-11T23:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;GrimFinger: Created page with &amp;quot;Each Hyborian War game represents in essence an &amp;quot;alternate history&amp;quot; of the Hyborian Age. In each game the history of the world will be different--the events which make up history...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Hyborian War game represents in essence an &amp;quot;alternate history&amp;quot; of the Hyborian Age. In each game the history of the world will be different--the events which make up history will be decided by the actions of the players. As the game begins, Conan the Barbarian is but a youth. As the game progresses, the legend of the warrior grows. The conditions of the Hyborian Age as described by author Robert E. Howard in his Conan novels have been re- created in exacting detail to provide the stage setting from which play begins. The overall design of the game adheres closely to the world created by Robert E. Howard and and other authors. (Players unfamilar with the Conan novels are encouraged to read them for valuable insight into the game as well as sheer enjoyment. Even players conversant with the Hyborian World might well wish to bone up before battle begins--you can&amp;#039;t know too much about Conan and his adventures.)&lt;br /&gt;
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Conan exists in Hyborian War as a wandering hero unmatched in strength and power. He is certainly not one to be trifled with. Many times Conan will travel through one kingdom or another, keeping an eye out for an adventure worthy of his vast abilities. If he shows up at your court, thank the gods and assign him to a task you might give to any other of your characters. Accordingly, expect great things--but remember that Conan is no tame courtier. He never remains in one small portion of the Hyborian world or in the service of a single king for very long. As each alternate history of the Hyborian world is &amp;quot;written&amp;quot; during play, you may see other characters from various Conan novels appear. Which of them will cross your path (they may even be your own characters) depends upon the circumstances created by each history. Hyborian War is played in turns run approximately every 16 days. You will have one week in which to plot your strategies. There are two types of turns: peace years and war seasons. Approximately one turn in seven is a peace years turn. Such turns represent a span of time between 2 and 30 game years (average 22) where a state of relative peace exists in the Hyborian world. Peace years are a time of economic recovery during which major battles are virtually nonexistent, although raiding can and does occur. Diplomacy and political intrigue play an important role during these periods as the various kingdoms lay plans for future conquests.&lt;br /&gt;
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Most turns in the game will be war season turns -- roughly 6 of every 7. However, the number of war seasons between peace years is variable. A single war season represents a 3-month season in Hyboria (e.g. winter, spring, summer, or fall). Activity is virtually unlimited. Major invasions, raids, intrigue, diplomacy and all but a few arcane magic spells will come into full play during a war season.&lt;br /&gt;
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Whether you&amp;#039;re in peace years or a war season, each turn will follow the same format. Your setup package contains your first Kingdom Report, sent to you by way of your councillors, the Chancellor and Adjutant-General. The Chancellor is responsible for informing you of the state of your kingdom at large; the Adjutant-General&amp;#039;s duties are to relay information on the condition and progress of your military affairs. Using the Game Rules, Kingdom Report and a good dose of imperial imagination, you will fill out a command sheet, issuing your first commands and declarations. After each turn is run, you will receive an updated Kingdom Report detailing the results of your actions and the current status of your kingdom. Use this intelligence to make further decisions. It is a good idea to keep these reports with your rulebook, as you should refer often to the Rules and the original Kingdom Report as the game progresses.&lt;br /&gt;
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The Kingdom Report contains the initial report from your Chancellor. It summarizes the history of your kingdom to the present and explains your imperial goals; provides you with troop descriptions and divulges the status of your armies; describes the characters in your kingdom (key individuals of extraordinary skill and talent); evaluates the provinces under your control, your current political and economic standings; emphasizes the unique victory conditions for your kingdom, and passes on a few hints concerning development of your own strategy.&lt;br /&gt;
&lt;br /&gt;
The role of the player in the game is that of an &amp;quot;immortal power behind the scenes.&amp;quot; The player is a personality which alternately inhabits various members of a ruling dynasty--those who wield the true power of Hyboria over the passage of centuries. Monarchs may live and die. Thou, however, art ageless and eternal, a spirit of war, determined to mix thy passions with those of the age until the cup of glory hath been drunk to the lees. In summary, Hyborian War allows you a wide range of specific commands and declarations. RSI&amp;#039;s staff and computer systems act as your ministers and accountants, keeping track of facts and figures for you, allowing you to execute complex missions with simple commands. (You will wage war without being responsible for counting arrows.) Use the best of your common sense and intuition, learn from your experiences, and guard your back always!&lt;/div&gt;</summary>
		<author><name>GrimFinger</name></author>	</entry>

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