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Chronicles of Zaebas - Season 3 - The Road to Sapience

Translation by Silveri

The original French version:


http://helldorado.fr/ressources/telechargements/telechargement_id32/fichier.pdf
Introduction pride during the ancient times, the realm
hidden in Sapience.
The council of New Jerusalem intercepted
letters before they could reach the Spanish A wind of greed then started to blow within
Inquisition. the colony.

The carrier was caught while he embarked But it was already too late. The treaties made
aboard a royal galley bound to Seville. He on the spot disappeared with the doors which
was accused of treason and disappeared had allowed to penetrate in this sacred
inconveniently in the shady waters of the Styx ground. In a single furious run-up, we forgot
while he tried to escape the guards. all previous trade agreements with the
It was hardly safe to so deceive the allies of European sovereigns and the strategic
the pope, but the expected gains prevailed contingencies on infernal ground. A single
insanely over the risks incurred. A number of desperate objective governed the spirit of all
inquisitors were moreover allowed be the generals: find the road to Sapience by all
convinced that we could not let a crowd of means possible.
irresponsibles spread the news to Europe,
because it was now seen that the Christendom The number of expeditions was tripled in
had just made here, down below, an essential defiance of the defenses of fortified towns and
discovery. However, there was a challenge the provisional lines were diverted to support
understanding its exact content. the companies.

Several expeditions had ventured into a The explorers thrown into this insane race
strange country where incandescent libraries began to wonder about the nature of the lost
of old books floated in the dust of heavens. path. It was not about these shadowy doors,
Monks claimed to have found the inheritance faults in limbo allowing travel from a circle of
of Constantinople that disappeared during its the hells to another one. The gates which had
sacking during the fourth crusade. A revealed the way towards Sapience, had a
Hungarian captain even asserted having strange architecture which did not belong to
perceived the terraced gardens of Babylon. the primitive reign of the nine archdemons. It
At first, the council threw the messengers to was certainly something else and it suggested
prisons who made these seemingly insane the antique hand of a supernatural engineer,
narratives. It was indeed frequent to see the neither heavenly nor infernal.
climate of the hells overcoming the reason of
men. We could not attest willingly to such This theory was soon going to be confirmed
testimonies, without risking to be deceived by when we discovered that all other enemy
the Devil. camps, the lost, Saracens and demons, all
desired the same soil, such was the frenzy of
However, after Francisco Vargas brought the conquerors throwing themselves into the
back to the Six the third epistle of Holy Paul quarry of an unknown realm.
to the Corinthians and the relic was studied,
nobody thought of disputing its authenticity Several Arabic caravans had been seen by
even in the name of the New Testament European scouts when they changed their
which contains only two. The proof seemed routes, usually in secret. By tracking them, we
irrefutable. What was enclosed amongst the located the relentless object of the collection.
eternal flames, was nothing else than wealth All converged on the portal, the epicentre of
forgotten and lost by the world, the sacred the powerful rumour. The companies of four
knowledge created in the name of wrath and camps fought against the others on the
infernal plains. Height gauge by height gauge,
every advance taken on the enemy, every The first conflicts set the pace. Many died.
allied blade in an opposing heart, every Those who had secured the passages, sent
scoring bullet, every successful feint, every detachments to fields suspended by the
declarations of faith, would give a decisive Automaton of Eternal Fire to plunder without
advantage for the dominion of Sapience. judgement all the wealth in their reach. From
the incandescence of the most invaluable
But this unexpected battle, here and now, was treasures of humanity, were born strange
hardly a stroke of fate. small pearls which became the foodstuff that
The Demons and the Lost had fought one everybody wanted.
another for ages without worrying about this
realm. As for the Saracens, they had Forced by the enemy who took the rear and
abandoned the exploration due to a host who demanded their part of provisions with a lot
would not delay throwing his worst at them of iron, the looters acted with confusion. A
trooper would abandon his weapons when
Only some European scholars of the fields of given the opportunity to take a masterpiece.
death wondered what strange circumstances But no camp could claim hold to the place
had decreed that this iron ballet would take indeed for a long time. An unknown army
place at this moment and not centuries later.. broke the course of the festivities: Guardians
Before breaches opened in Magdeburg, of the land, their outlook in line with
Seville and La Rochelle, the hells had no Sapience. By their number and intransigence,
chronology, living in a unique time on the officers of the companies understood
skirmishes and feudalism. But this period was spontaneously that it was not necessary to
past, because the Europeans, more certainly question the legitimacy for their title. This
than the Seldjoukides, raised foolishly their assembly of ancestral warriors sprang from
concupiscence(?) like a banner. By creating the ardent bite of all the fabulous libraries that
portals to their armies, they had filled the had been sacked since the beginning of the
diabolic stream with life. The metaphysical reign of man. Strangely, the Voyager, the
paradox threatened the worlds. singular beauty of the skirmishes, fought for
their account.
As a symptom of a new time, the invasion had
provoked the war, and the war could be won They wielded the weapons and armours of the
thanks to the ancestral know-how which was crusaders and those from Alamut recognized
lying in the realm of Sapience. their former occult allies.
Those to whom they had sold Jerusalem,
If the archdevils cared about the memories of those with whom they had come down to the
times past, they would have sworn that in the hells, continued to pursue their crusade as
hells, they had never seen so radiant battle. their just damnation which ate away their
The angels, their annoying champions, were hearts.
divided into so many reflections as there was
of demonic companies to be led to the It is necessary to understand that this brutal
slaughter. Before the first blood disappeared revelation made the Europeans and the
into the ground, the fifth camp showed itself. Saracens lose taste for victory. Because of
Alive and cursed, emancipated slaves who this moment, which the chronologists named
had taken advantage of the Saracen and first battle of Sapience, the Lost and the
European lines of provisioning to take the Demons imposed them a very severe lesson of
road up to the gates of glory, but who only tactics. If the winners had to run away like the
planned to work for themselves: the others, in front of inexorable advances of
mercenaries, the prostitutes of the massacres these Knights Templar of another age, they
and the merciless traders of the defeats. took with them the most invaluable secrets of
their art.
But the portals did not disappear, they were
not closed and, during the months which
followed this battle, number of adventurous
and eager captains ventured discreetly into the
realm of Sapience, evading the patrols of the
Knights Templar, to find treasures or their
death there.
Using the Chronicles of Zaebas The players then prepare the battlefield
according to the terraformation rules and the
To provide help to the numerous questions battle can begin.
put by the organizers of tournaments during For each league, it is important that somebody
the previous seasons, here are some ideas to keeps track on results of each battle to pass on
use the Chronicles of Zaebas within the them to Asmodée. For the national
framework of your leagues and tournaments. compilation of the results, every result counts
What you hold between hands is a toolbox for for 1 (see further).
an organized game and to the organizers of
tournaments. We do not wish to impose a The alternative cards, strategic cards, and
specific way of playing, or of managing Prima Materiae are distributed by the
tournaments, but just to give you tracks and organizer to the participants.
advice based on our experiences and on the A subsidy of a league contains:
direction which we wish to develop Hell 4 copies of every card of the current season
Dorado. (alternative card or strategic card)
10 cards of 10PM
Context and return of results 5 cards of 50PM
1 card of 100PM
Every Chronicle stages a new context for the
game, with a new battlefield, new scenarios The cards of 10PM and the alternative cards
and an episode of the history of Hell Dorado. are distributed to each party. Every player
The scenarios are in touch with this context takes a card of his choice.
and allow to relive the confrontations of the 5 cards of 50 PM are given at the end of a
various protagonists. league to the best player of each faction
(Saracens, Westerners, Lost, Demons,
The return of results of these confrontations is Mercenaries).
important because it allows us to develop the The card of 100 PM rewards the best painted
historic aspect of Hell Dorado. It is thus army.
indeed the results of your battles that direct
the course of the story.

This means that these results have to be sent


to us. The shape of this post is simple. You
have to indicate, the identity 2 officers, the
scenario and who won. For example: Vargas
beat Bran Carnoth on Ambush, or Tarik
scored a tie against Asaliah on Conquest.
We do not record how high in score the
victories were on the national ladder. They
are, on the other hand, useful locally when
deciding equalities between players.

Usage in a league

The Chronicles of Zaebas were conceived for


sudden meetings between 2 players; in a shop,
in a club, or within the framework of the
meetings of a league. Each player looks at the
forces of his opponent and the scenario is
drawn randomly.
Usage in a tournament

The Chronicles of Zaebas are also useful 3) NARRATIVE


when organizing your tournaments. I repeat it: We can never stress this enough: Hell Dorado
it is a tool, not a law written in stone. is made to tell a story; that of the exploration
For the national compilation of the results, of the hells by the living. We encourage every
every result counts for 2 if the tournament has organizer to write a small history of the
16 players or less and 3 for tournaments of events which his tournament stages within the
more than 16 players. framework of the Chronicles of Zaebas:
Here are 3 examples for use of the contents of conquest of a very particular territory, a quest
Chronicles: for provisions, manhunt...

1) UNPREDICTABLE Then, you select the scenarios which seem to


Pair your players by the Swiss system. you the most adequate (at least 1 per round,
When the opponents face each other on the but it can be several), possibly modify them
table, they determine randomly the scenario (by adding a condition for the game,
as in the league rules. secondary objectives) and collect all this
Optionally, you can choose not to have 2 information in a document to be given to the
players of the same faction confronting each players so that they know in which sauce they
other. are going to be eaten.
PS: think of supplying a notebook in every
gaming table. Do not hesitate to highlight the achievements
of the parties involved by changes to
2) DEFINITE background events like a role playing game
Always by using the Swiss system, you master in order to plunge the players even
determine and announce in advance which more into the atmosphere.
scenarios will be played each round. You can
use any scenario of the current season Zaebas. The tournaments are endowed in Prima
For the specific scenario matches, you can Materiae and in promotional cards according
either make all play the same scenario (for to the number of expected players. For
example: round 2, everybody plays "enigmas" reasons of clarity, announce in advance the
whatever is its faction), or decide that in a method of distribution of the prizes. If you
specific round, the players will have to use the have rewards left over, store them for a later
specific scenario between both opponents. event.
Optionally, you can choose not to have 2
players of the same faction confronting each
other.
PS: think of supplying a notebook in every
gaming table.
Playing by faction friendly games as well as the ones described
in the game rules. Note however that some of
To play in a narrative tournament is also the them are very particular and it is advised to
occasion to play in a tournament not as an have a very general-purpose company and
individual, but as a team. hope to play the game well.
The players are arranged by faction. In every
round according to your narrative, several Rigorous thanks
scenarios are proposed with particular
objectives on certain tables. The order of the It should be said straight away that Hell
factions is determined according to the results Dorado lives only thanks to you. Yes, I know
of the previous round. In an order decided by that this makes me sound like a politician in a
each faction between themselves, the players sticky suit and an evil voice, but nothing can
of a faction position behind tables according be more certain.
to the scenarios attributed to each table.
At the conclusion of the tournament, a single So, due to my chronic mental and creative
player is not rewarded, but the faction in its fatigue, three of the five scenarios presented
entirety. here are the work of Team Tomorrow, a
group of fanatically crazy Lyonnais who take
The interest of this organization is to facilitate care of the main part of our animations,
the internal atmosphere in the factions by demonstrations, tournaments … I have to
means of small councils of war where the thank so particularly Philippe Villé (alias
players of the same faction not only choose CCCP) for his dedication and his involvement
on which table they are going to play, but on the development of the game.
they also exchange strategies on such or such
opponent. When I say that the game could not be made
without you I also thank people who test, who
The tournaments lose in competitiveness and give constructive criticism, who propose, who
individuality what they are going to gain in translate free of charge and especially you
conviviality. who buy our products! In brief I'd have too
much for quoting everyone involved, but you
Usage of the 3rd season of the who are concerned will recognize yourselves.
Chronicles of Zaebas

This campaign setting is consists of several


elements which you can mix at leisure during
your events.

On one hand, you will find in the chapter 5.


Realm of Sapience the terrain elements of
ground and the specific zones of conflict in
lands burned with Ispaha, but you can also
use them as well for your friendly games to
represent a variation of the burning hells
presented in the rule book (Hell Dorado p.
191).

On the other hand, you will also find 5


previously unpublished cenarios which will
serve within the framework of the campaign,
but which can also be perfectly used during
Implementing a scenario into the
framework of a tournament During the season 3 of the Chronicles of
Zaebas, the Saracen player will always have
A game of Hell Dorado played within the the Advantage over the other factions. In the
framework of a tournament will be organized case of two players having same faction, we
little bit differently than a game played in a shall determine the Advantage normally.
private setting.
ANNOUNCEMENT OF THE FACTIONS
THE DEFINITION OF BUDGET PLAYED

Every player has to create a legal company Every player announces to his opponent the
between 180 and 200 PA. He can choose a faction which he steers.
certain number of fighters who constitute his
reserve. These fighters are said to be in DETERMINATION OF THE SCENARIO
reserve. The total cost of these fighters must It will be in a unpredictable way made (see
not exceed 60 PA. There is no limit regarding below) or imposed by the specific structure of
the choice of the reservists (see however 2.5. each tournament and the rules of matching
Composition of the companies below). You which are used there.
can even include an officer in the allocated
reserve. A clear and precise list must be COMPOSITION OF THE COMPANIES
presented to the organizer and it has to
contain the basic company which the player is Every player can use his basic company or
going to guide as well as the reserve. The choose to modify it by replacing fighters from
value of every fighter must be indicated as his company by ones in reserve. In the end,
well as both totals (basic company and the played company will have to be perfectly
reserve). legal, its total cost in PA must be between 180
and 200 PA. If a player takes too much time
If a player includes more than one officer in to compose his company (this lapse of time is
his total budget (basic company + reserve), left to the organizer to decide), he can be
then all the officers have to be from the same forced to play his basic company, without any
faction. modifications.

DETERMINATION OF THE ADVANTAGE The composition of the company is made in


secret.
It is essential to know which player has the
Advantage and this value will thus have to be REVELATION OF THE STRATEGIC
included on the list of the player's company. CARDS
Every player will calculate the sum of the
command of all the figurines of his company PLACEMENT OF THE PLAYERS AND\OR
and his reserve and the one who will obtain POSSIBLE DETERMINATION OF THEIR
the highest value will be considered as having ROLE
the Advantage. In the case of ties, calculate in
the same way the sum of the present scouts on Certain scenarios impose a particular role to
both sides (company + reserve) the highest each of the players (aggressor, defender), it is
taking the Advantage. In case of new ties, fire at this moment when this role is determined
at random. according to the specificities of the scenario.
When this is not the case, the players,
The value of First contact (Premier Contact) beginning with the one who has the
of the fighters is added to the CMD during the Advantage, choose their side of deployment
determination of the Advantage. and\or their role if need be.
every tournament will then at his convenience
PLACEMENT OF THE SPECIFIC use the results to determine the challengers of
TERRAIN ELEMENTS OF THE the next game or the winner of the
SCENARIO tournament.

Position the terrain elements specified in the Special case: the damned rank and file
scenario on the battlefield (well, abyss). The
following elements of terrain will then have to When the figurine is put on the battlefield the
be placed by respecting the possible bans on player who controls of the damned rank and
overlapping. file chooses the special capacities which it
will have during the game.
TERRAFORMATION
Special case: experienced fighters
All the battles of the second season take place
in the suffocating desert (see chapter 5.). We Certain fighters can have several profiles
thus use the elements of terrain and the zones corresponding to their evolution in the history
of conflict described in the homonymous of Hell Dorado. These profiles distinguish
chapter. themselves by date indicated next to the name
of the fighter on the recruitment card.
(Translator’s note – this seems to have By default, all the profiles which do not
jumped in without proofreading of the contain a date are considered as being dated
original, burning hells would be more 1634.
appropriate for season 3) In an official tournament, a player cannot use
in his company but the most recent version of
PLACEMENT OF THE ELEMENTS OF the profile of the fighters. On the other hand,
TERRAIN he can use any sculpture version of the fighter
See Hell Dorado page 179. to represent him.
DEPLOYMENT OF THE FIGHTERS

See Hell Dorado page 179.

During the deployment the companies are


finally revealed. It is important to note that
this revelation is not simultaneous but made
in the order of deployment.

All of the figurines composing the company


must be revealed to the opponent (including
those that come into play in the middle of the
game).

CALCULATION OF DOMINATION

See Hell Dorado page 179.

PLAY

The result of a game can be a victory, a defeat


or in certain cases a draw. The organizer of
DETERMINATION OF SCENARIO

Throw a 1d6 and consult the following table:


1d6 Scenario
1-2 Scenario specific to the third season (see below).
3-4 Red Breaker
5 Head-hunters
6 The player who has the Advantage decides which scenario will be played among 3 proposed
above (Red Breaker / Head hunters/ The specific scenario of season 3 bound to the faction of both
opponents).

When you're playing a specific scenario in the third season, consult the table below. In the
intersection of both factions, you will find the scenario which must be played.

MARQUE DES ÉLUS = MARK OF THE CHOSEN


OUVERTURE DE PORTAIL = OPENING OF THE GATE
DÉFENSE DE PORTAIL = DEFENCE OF THE GATE
FONTAINE DE LA SAPIENCE = FOUNTAIN OF SAPIENCE
RÉCUPÉRATION = RECOVERY
OPENING OF THE GATE

There are many ways to move in the hells. Amongst them, we have gates, creations preceding the
coming of the demons in these places and connecting realms between them.
The opening and control of these gates holds a major strategic priority for most of the factions who
fight for the control of the hells.

SPECIFIC TERRAIN

Before Terraformation, place the Gate and both Batteries on the playing field in the center of their
respective zones.
The Gate and both Batteries are Impassable elements of terrain.
In the two dimensional version, the Gate and Batteries are elements which cannot be simply
stacked in with the others but have otherwise no effect on a particular game.
It is possible to replace them by 3D elements which will be then unbridgeable and indestructible.
The zone of deployment of the players is a square of 10 fathoms per side situated in two opposite
corners of the battlefield.

The player who has the Advantage chooses which player places his fighters before the other one.

DURATION

The battle lasts for 5 turns (fixed


SPECIAL RULES

- Control of the Gate and Batteries.


To Control a Gate or a Battery, we add the total of the values of Faith of the fighters of every camp
(except Insignificants) whose base is at least partially within 2 fathoms of the Gate or a Battery.).
The agnostic fighters (Faith 0) are considered to have a Faith of 1 for the determination of control.
The company whose thus calculated total of Faith is the highest controls the special terrain element.
In case of ties, the Gate / battery is not controlled by either party.

- Amulet of fervour.
The Amulet of fervour is a mystic object which gives a characteristic FAITH 4 to its carrier. After
the deployment of both companies, every player appoints a figurine of his company (except
Insignificant) which carries the Amulet of fervour. The player who doesn't have the Domination,
appoints first the figurine of his company which carries the Amulet of fervour..
The figurine carrying the Amulet of fervour cannot pass it on to another figurine and if the carrier is
eliminated, the Amulet of fervour is destroyed.

CONDITIONS OF VICTORY

The objective of the players is to control a maximum of Gate / batteries.

Tie: The players control the same number or no Gate / batteries


Minor victory: The player controls one Gate / battery and his opponent none
Decisive victory: The player controls two Gate / batteries
Majestic victory: The player controls the Gate and both batteries
DEFENCE OF THE GATE

Control of the gates is everything. Still, we need to succeed in protecting them from enemy assaults
so as to secure the lines of supply allowing the support of the companies engaged in the heart of the
hells.

SPECIFIC TERRAIN

Before Terraformation, place the Gate and both Batteries on the playing field in the center of their
respective zones.
The Gate and both Batteries are Impassable elements of terrain.
In the two dimensional version, the Gate and Batteries are elements which cannot be simply
stacked in with the others but have otherwise no effect on a particular game.
It is possible to replace them by 3D elements which will be then unbridgeable and indestructible.
The deployment zone of the defender is a square of 10 fathoms aside situated in the center of the
battlefield. The deployment zone of the aggressor is a band of ground 5 fathoms wide which
follows four sides of the table.

The defender places his fighters first.

DURATION

The battle lasts for 4 turns (fixed)


SPECIAL RULES

Latecomers (special version)


The defender has to choose a group of fighters who will be considered as latecomers. The total
value in AP of these fighters has to be at least 80 points.
The latecomers are not present on the battlefield at the beginning of the battle. Their arrival on the
table is unpredictable.

During every maintenance phase after the first turn, every player who possesses latecomers can try
to get them into the game. He can throw a 1d6 for every fighter; on a 5 or 6 he will come into play.
During the third maintenance phase, he will come into play on 4, 5 or 6. During the following
maintenance phases, he will come into play on any result higher or equal to 3.

For every fighter, the player can, before throwing the die, spend 1 point of permanent CMD to get
him directly into play (without having to throw the die). He can also spend 1 point of CMD after the
throw to receive a re-roll (never two re-rolls on the same throw).

The fighters who come into play are placed in contact with the Gate (except if they possess the
capacity Ambush or Advanced deployment), in the normal zone of deployment of the player and
outside an enemy zone of control. They activate normally during the action phase of the current
turn. A fighter who has the capacity Advanced deployment or Ambush can use it when he comes
into play.

VICTORY CONDITIONS

The players have to obtain the strategic control of the deployment zone of the defender in the end of
round 4.

A draw will be considered as a minor victory for the defender in the end to determine bonuses and
special matchings for the following round.

Draw: Nobody has the strategic control of the defender's deployment zone
Minor victory: Strategic control AND between 1 and 35 AP's worth of survivors more than your
adversary
Major victory: Strategic control AND between 36 and 85 AP's worth of survivors more than your
adversary
Majestic victory: Strategic control AND more than 86 AP's worth of survivors more than your
adversary
RED BREAKER

The realm of Sapience is now under the control of the Knights Templar, as all the factions have by
now bitterly learnt. It is possible for small groups of infliltrators to steal treasures of knowledge, but
nevertheless the templar armies watch and attack with unstoppable power upon the looters without
prior warning.

DEPLOYMENT

The deployment zone is a band 5 fathoms thick starting from the player’s side of the battlefield.
After Terraformation and before the deployment of the companies, every player places alternately
(beginning the one having Advantage) 1 "Parchment of sapience" token on a band of 10 fathoms
thick situated in the center of the battlefield (see card(map)). These tokens must be spaced out by at
least 4 fathoms from the others and cannot be placed in impracticable ground. We thus position 8
"Parchments of Sapience".

DURATION

The battle lasts for 5 turns (fixed)


SPECIAL RULES

Parchments of Sapience

Parchments of Sapience are light objects, modified by the following special rules:
- A free non-insignificant fighter ending his movement in contact with a Parchment of Sapience can
collect it at once as passive action;
- The same fighter can carry several Parchments of Sapience;
- Every Parchment of Sapience carried by a fighter imposes him with a malus of -1 DEF;
- A fighter carrying at least one parchment can no more be affected by the orders Shield of Lust
(Bouclier de Luxure) and Wall of Blades (Mur de Lames) and by the orders of immediate
movement (March of shadows (Marche de l’ombre), A Heart without Criticism (Un coeur sans
reproche), If I can allow myself (Si je peux me permettre), Change of circle (Changement de
cercle), Grenade of Repulsion (Grenade de répulsion));
- A fighter carrying at least 1 Parchment of Sapience cannot be affected by the Controlled state;
- A fighter eliminating an opponent during a close combat can get at once all or any of the
Parchments of Sapience which were carried by the deceased.

Charge of the Templars

Beginning with the first round, at the beginning of the maintenance phase of every round (at once
after the roll for zones of conflict but before stage 1), from the rightwise edge of the player having
Domination in the beginning of battle (see map), the width of the ground is reduced by 5 fathoms.
Every fighter thus being outside the battlefield (even partially) is killed at once.
In that case, the possible objects which he carried are removed from the game.
Reminder: a fighter cannot voluntarily go out from the battlefield to be eliminated.
If a token representing a Parchment of Sapience which was on the ground thus is left outside the
battlefield, the player having Domination replaces it, if possible, on the ground, in the zone of
deployment of the parchments, and at least 2 fathoms away from other Parchments of Sapience and
fighters.

CONDITIONS OF VICTORY

At the end of the game, count the number of Parchments of Sapience carried by non-Insignificant
fighters.

Tie: Both control the same number of Parchments


Minor victory: A player controls 1-2 Parchments more than his opponent
Major victory: A player controls 3-5 Parchments more than his opponent
Majestic victory: A player controls 6-8 Parchments more than his opponent

The Voyager

If the Voyager is under the rule of the head of the templar army which holds control within the
Realm of Sapience, she remains nevertheless remains a mercenary in her soul. She thus can
accompany small groups of fighters who come plundering under nose of her own bosses …
RECOVERY

Immense treasures of knowledge are accumulated during the course of centuries within the Realm
of Sapience. The knowledge of just the existence of these immense treasures instil greed to
everyone.

DEPLOYMENT

In the beginning, place a token of wealth in the middle of the table.


Then. before placing the fighters and beginning with the player who has the Advantage, the players
place alternately and one by one 6 tokens of wealth on the battlefield in the central zone
(represented by a band of 4 fathoms wide in the middle of the table, parallel to the zones of
deployment). No token can be placed within 2 fathoms of another token or an edge of table. Then,
by beginning with the player who has the Advantage, each player can move (a maximum of 2
fathoms) a token of wealth per each fighter in his company which possesses the capacity Scout.
The zone of deployment of every player is a band of parallel ground 5 fathoms from his edge of
table. The player who possesses the Advantage chooses which player places his fighters first. No
fighter can be placed in contact with an object.

DURATION

The battle lasts for 5 turns (fixed)


SPECIAL RULES

Tokens of wealth are heavy objects.

Heavy objects
A fighter has to be in touch with the object and make a Concentration action to be able to take it.
A fighter who carries a heavy object is affected by the following penalties: -1 SHS, -1 CBT and -1
DEF, cannot charge, run or flee. To drop a heavy object is considered to be a passive action. To
give a heavy object to an allied fighter in contact, it is necessary to make a Focusing action. A
fighter can carry only a single object, either heavy or light. If the bearer of an object dies, this last
one is placed in the place where the bearer was at the time of his death.
An object on the ground is flat and doesn't interfere with movements. An object carried by a
figurine is removed from the battlefield and placed on the recruitment card of the fighter which
transports him.
An Insignificant fighter cannot carry objects.

CONDITIONS OF VICTORY

At the end of the game, count the tokens of wealth controlled by eacb player.
All the the tokens count that are either in the zone of deployment of the player or are carried by any
of his non-insignificant fighters.

Tie: Both control the same number of tokens


Minor victory: A player controls 1-2 tokens more than his opponent
Decisive victory: A player controls 3 tokens more than his opponent
Majestic victory: A player controls 4+ tokens more than his opponent
FOUNTAIN OF SAPIENCE

The knowledge accumulated in the Realm does not simply exist in the shape of books and scrolls,
but also under the more surprising forms: liquids to be ingested, strange monotonous chants
escaping from brilliant stones, ghostly projections …

DEPLOYMENT

The deployment zone of each player is a band of ground 5 fathoms thick parallel to their side of
deployment. The player who has Domination chooses which player places his fighters first.

DURATION

The battle lasts for 5 turns (fixed).


SPECIAL RULES

The Fountain of Sapience is a circular element 4 fathoms in diameter positioned in the center of the
central square of the battlefield. It counts as difficult ground. Furthermore, every fighter who is in
the fountain undergoes a penalty of -2 DEF, until they leave the fountain. A fighter who is simply in
touch with the fountain, without penetrating there, is not affected by these modifiers.
In every maintenance phase, a tear of knowledge passes by the fountain. The player who has the
strategic control of the central zone (in case of ties the player who has domination wins) attributes
this tear to a non-insignificant fighter situated in contact of or in the fountain and not already
carrying a tear. If no valid target is present, the tear is lost.
The tear is not transferable and disappears if its bearer dies, is put in the ground, or is immobilized.
The bearer of a tear can consume it to immediately gain 5 Points of Life as a free action. This action
is not an order. A bearer who has thus destroyed his tear can again be appointed to carry one in a
future round.

CONDITIONS OF VICTORY

At the end of battle, the player who possesses the greatest number of fighters still alive, carrying an
intact tear and situated in a zone other than the central square wins the battle.

Tie: No tears or equal number of tears


Minor victory: A player controls 1 tear more than his opponent
Decisive victory: A player controls 2-3 tears more than his opponent
Majestic victory: A player controls 4 tears more than his opponent
MARK OF THE CHOSEN

The control of the reserves of knowledge is as important as the conquest of those of opponents.

DEPLOYMENT

The deployment zone of each player is a band of ground 5 fathoms thick parallel to their side of
deployment. The player who has Domination chooses which player places his fighters first.

DURATION

The battle lasts for 5 turns (fixed).


SPECIAL RULES

Before Terraformation, every player positions an element of difficult terrain representing his altar
within 6 fathoms from his edge of the table and centred horizontally (see map). This element is the
size of a recruitment card and a has height of 1 fathom.
During Terraformation, no impracticable terrain can be placed within 2 fathoms from either of the
altars.
Before the deployment of troops, every player appoints secretly two non-insignificant fighters of his
army to be the chosen. He records in writing his choices (in case of identical profiles within his
company, he notes a distinguishing feature such as the position or the colour of painting to identify
exactly these fighters).
When a player brings one of his chosen fighters into contact with the enemy altar, he has to reveal it
at once.
If a fighter who had been appointed as one of the chosen is eliminated before he has been revealed,
he is revealed at once.
It is possible to rise on an altar, but every fighter who is on an altar at the time of the maintenance
phase undergoes 5 points of damage ignoring protection. A fighter simply in touch with the altar
does not suffer damage.

CONDITIONS OF VICTORY

In every maintenance phase, a revealed “chosen” fighter, alive, and in contact with the enemy altar
awards 1 point of conquest to his controller.
The elimination of an enemy “chosen” fighter awards 1 point of conquest regardless whether the
fighter was revealed beforehand or not.

Tie: No points or equal number of points of conquest


Minor victory: A player has 1-2 points of conquest more than his opponent
Decisive victory: A player has 3-5 points of conquest more than his opponent
Majestic victory: A player has 6+ points of conquest more than his opponent
HEAD HUNTERS

The gathering of knowledge naturally doesn't prevent the infernal fighters from risking everything
to eliminate their most threatening opponents.

DEPLOYMENT

Each player has two zones of deployment that are squares of 10 fathoms aside and are situated in
the opposite corners of the battlefield.
The player who has Advantage chooses which player places his first fighter in one of his zones of
deployment (of his choice).
Then, the second player places one of his fighters in one of his zones of deployment (of his choice).
Once this has been done, the players will, alternating turns, place one of their fighters in the zone of
deployment opposite to the one where they previously placed a fighter.

DURATION

The battle lasts for 5 turns (fixed).


If a player kills the last independent controlled by his opponent, the game ends immediately.
SPECIAL RULES

- Bonus in heads
During the determination of Domination during the maintenance phase, every fallen independent
counts as two fighters.
If a player has no independents in his company, his officer is then considered as an independent
towards determining the conditions of victory for this scenario.

CONDITIONS OF VICTORY

The victory is determined by the number of eliminated opposite Independents.

Draw: The same number of killed independents


Insignificant victory: A player kills one independent more than his opponent
Decisive victory: A player kills 2 + independents more than his opponent OR kills all enemy
independents
Majestic victory: [ A player kills 2 + independents more than his opponent OR kills all enemy
independents] AND All the independents of his company remain alive

The levels of victory and Tarik

When a player fills the conditions to activate the order "The blood of kings" of Tarik, he can choose
one of the following three possibilities:
Win at once the battle with Decisive victory;
End the battle at once by deducting normally the objectives of the scenario (it will not be victorious
thus necessarily);
-Pursue the battle normally without benefiting from the effect of the order "The blood of kings"
REALM OF SAPIENCE

2D AND 3D TERRAIN ELEMENTS


It is always possible to position 3D elements on the 2D printouts of the elements of terrain or
simply to replace these last ones. In that case, the specific rules of blocking of lines of sight,
differences of height and unbridgeable elements have to apply according to the nature of the 3D
elements besides the specific rules applied to the 2D version.

..

The realm of Sapience is an immense territory taking many different aspects. However, the region
in which the factions fight in the hells is mostly similar to a burning hell, decorated with some small
local specialities.

1 POINT ELEMENTS

PYRE OF MANUSCRIPTS (AUTODAFÉ DE MANUSCRITS)


Difficult · Overlapping · Radiating (Consumed · Fire · 1/5)
The ground of this zone is covered with uncountable manuscripts seeming to waste away eternally.

INFERNAL MISTS (BRUMES INFERNALES)


Blocking
Thick volutes of ash rise from the ground and come to block the lines of sight.

CRATER OF LAVA (CRATÈRE DE LAVE)


Impracticable
The areas of incandescent lava block the passage of the travelers.

LABYRINTH OF WHISPERS (LABYRINTHE DES MURMURES)


Special · Opaque
High piles of manuscripts block the lines of sight of the fighters. In these places, the passages
bounded by manuscripts defy the laws of understanding.
When a free fighter arrives in one of these elements of terrain, he can immediately be transported
into any other element of present terrain of the same type on the battlefield (but outside contact and
outside zone of control of an opposite fighter) and begin his activation anew there.

2 POINT ELEMENTS

FAULT (FAILLE)
Impracticable
The wide faults of these lands are like scars of so many forgotten fights.

STALAGMITES
Difficult · Opaque
High stalagmites of black stone rise towards heavens like titanic daggers of obsidian

CALCIFIED STATUES (STATUES CALCINÉES)


Cursed (Faith · Troopers · Affected) · Special
Calcified bodies are strewn upon immense acres of a soiled and hostile land where spirits wander.
3 POINT ELEMENTS

INFERNAL FUMES (FUMÉE DES ENFERS)


Overlapping • Blocking • Radiating (Berserk) • Sanctified 2 (Combat)
Clouds of a strange toxic surround the fighters, disturbing them with visions of slaughter and death.

ROCK (ROC)
Impracticable
Colossal blocks of rock disturb the movements of fighters.

BURNING ROCKS (ROCHES ARDENTES)


Damaging (fire)
Big areas of incandescent stones burn careless travelers who would dare to venture there.

RUINS OF SAPIENCE (RUINES DE LA SAPIENCE)


Difficult • Radiating (Natural talent 2) • Opaque
The fighters who walk in these places benefit from the wisdom of vast number of military works
written during the course of the centuries.

4 POINT ELEMENTS

RUINS OF KNOWLEDGE (RUINES DE LA CONNAISSANCE)


Special • Opaque
Vast ruins of forgotten libraries extend as far as the eye can see in an anarchical way within this
realm.
This element is placed in a certain way. To be able to be chosen, both opponents have to place a
recon token of value 4 on the central zone of the battlefield. In that case, they can choose
unanimously to place the the terrain element Cathedral of knowledge. If one or several players
refuse to place this element terrain, the rules regarding the zones of conflict will be normally
applied.
All the present fighters on the battlefield benefit from a bonus of +1 CBT.
If a player has tactical control of the central zone of the battlefield and his officer is in this element
of terrain, he will have then the possibility of using the following order:

THE BOOK OF REVELATIONS


Passive • -1 permanent CMD
Until the end of the current action phase, all the opposite fighters are considered as Unbelievers and
thus have a FAITH value of -.
3D elements (walls x4) must be placed on this 2D element, to disturb movement and lines of sight.

WELL OF PEACE (PUITS DE PAIX)


Difficult • Radiating (Slow motion) • Radiating (Regeneration) • Radiating (Immunity to fire) •
Special
Peaceful oases around a well of a fresh and coo) water allow temporarily rest to bodies and souls.
The fighters in this zone benefit at once from the special capacities Regeneration and Immunity to
fire that are lost when they leave the zone.
The peace well allows removal of all Consumed states of a fighter which (including the long-lasting
states) can be affected if he is on this element during a maintenance phase. Exceptionally, the
Consumed states disappear before they can apply their normal damages.
WELL OF LAVA (PUITS DE LAVE)
Special
If peace wells are havens of rest, the wells of lava are places where the most belligerent can win
power to the detriment of their allies.
If a fighter spends two consecutive maintenance phases on this element and the player who controls
himchooses to spend 2 points of permanent Command, he acquires up to the end of the game
capacities and modifications that apply to the following characteristics: +1 MOV, +2 CBT, +1
FAITH, Immunity (fire), Regeneration.
If this fighter is killed, he causes at once 2 points of damages to all the members of his company
(surpassing Protection). Only one fighter by company can be affected by the well of lava at any
point.

ZONES OF CONFLICT

RUSTLES OF KNOWLEDGE

Strange ambient rustles are heard in the Realm of Sapience. It happens from time to time, however,
that these rustles are intense enough to disturb even the most hardened spirits.
When this zone of conflict is activated, the player who has Domination chooses an independent or
an opposite trooper who becomes Controlled. His opponent chooses then an independent or an
opposite trooper who becomes Controlled. The cost in AP of this fighter must be lower or equal to
that of the first chosen fighter.

FIRESTORM

Violent storms of fire evoked by the conflicts of human history beat down upon the travelers by
chance crossing this part of the country.
If the zone of conflict is activated, all the present fighters on the battlefield suffer at once 1 point of
damage (surpassing Protection) except if they are immunized against the fire. For the duration of
the round, all the fighters are considered as being Accelerated. The difficulty of all the shots
increases by 1 (maximum 6). The effects of the zone of conflict stop at the end of the round.

LAVA GEYSIR

From time to time, the ground itself seems to defend itself against the parasites who walk on it.
If the zone of conflict is activated, choose randomly one of 9 zones of ground. All the fighters
situated in this zone undergo the same damages as if they were in the area of effect of an explosion
(3/2 · Fire) and all the survivors are affected at once by the state Consumed (Fire · 1/5). A new zone
is determined at random at every release of the zone of conflict.

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