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Result: Food Fit For A King, June 2012

A tourney between 12 alliances

Final Scores

  • 17 points: Worlds End
  • 13 points: Eagles Eyrie
  • 12 points: Lords of Frost
  • 9 points: Valar
  • 8 points: The Old Republic
  • 5 points: Insanity Inc
  • 3 points: ResistanceisFeasible
  • 1 point: Indomiti, The Nightbringers
  • 0 points: Absabroke, Celtic Knights, Skorn

(1 point for safely receiving a caravan. 3 points for intercepting a caravan.)


(Arrivals and captures of caravans, from first to last.)

  • DELIVERED (to Dornenwald) – 1 point to TOR
  • CAPTURE by Norman Chadgod (at Maetho Caras) – 3 points to WE
  • DELIVERED (to 1. Ivey) – 1 point to WE
  • CAPTURE by Janosch (at Tree) – 3 points to TOR
  • DELIVERED (to Lilooet) – 1 point to RiF
  • CAPTURE by Badmuts (at Carthage) – 3 points to EE
  • DELIVERED (to Cordova) – 1 point to IND
  • CAPTURED by Hammer (at Merkwood) – 3 points to VALAR
  • CAPTURE by Hathaldir (at Alfarheim) – 3 points to EE
  • CAPTURE by Hammer (at Merkwood) – 3 points to VALAR
  • CAPTURE by Janosch (at Carthage) – 3 points to TOR
  • DELIVERED (to Echoes-of-Lost-Voices) – 1 point to FROST
  • DELIVERED (to Lilooet) – 1 point to RiF
  • CAPTURE by Lady Eira (at Carthage) – 3 points to FROST
  • CAPTURE by Norman Chadgood (at Maetho Caras) – 3 points to WE
  • DELIVERED (to Echoes-of-Lost-Voices) – 1 point to FROST
  • CAPTURE by Hathaldir (at Cordova) – 3 points to EE
  • DELIVERED (to Alfarheim) – 1 point to II
  • DELIVERED (to Lilooet) – 1 point to RiF
  • CAPTURED by Lady Eira (at Carthage) – 3 points to FROST
  • DELIVERED (to Alfarheim) – 1 point to II
  • CAPTURE by RMY-SgtShankstar (at Merkwoood) – 3 points to WE
  • CAPTURE by RMY-SgtShankstar (at Merkwoood) – 3 points to WE
  • DELIVERED to (4. York) – 1 point to ~N~
  • DELIVERED to (1. Ivey) – 1 point to WE
  • CAPTURE by Venita (at Castle Hugie) – 3 points to II
  • CAPTURE by Rijk (at Tree) – 3 points to WE
  • DELIVERED (to Maetho Caras) – 1 point to EE
  • DELIVERED (to Dornenwald) – 1 point to TOR
  • DELIVERED (to Echoes-of-Lost-Voices) – 1 point to FROST
  • CAPTURE by Hammer (at Alfarheim) – 3 points to VALAR
  • CAPTURE by Badmuts (at Carthage) – 3 points to EE
  • CAPTURE by Lady Eira (at Lilooet) – 3 points to FROST

Target Towns

The target towns were:

Alfarheim, defended by Insanity Inc

Carthage, defended by the Celtic Knights

Castle Hugie, defended by Absabroke

Cordova, defended by Indomiti

Dornenwald, defended by The Old Republic

Echoes-of-Lost-Voices, defended by the Lords of Frost

1. Ivey, defended by Worlds End

Lilooet, defended by ResistanceisFeasible

Maetho Caras, defended by Eagles Eyrie

Merkwood, defended by Skorn

Tree, defended by Valar

4. York, defended by The Nightbringers

As participating alliances elected which towns should receive deliveries there was considerable variation in how many caravans went to each town – with two receiving just 2 vans, and others receiving 4 or 5.


In the next few days, the conditions will be perfect for the harvesting of the finest caviar. The best possible servings of the food of kings will be gathered, and dispatched. But which lucky lords and ladies will be dining on this finest fare?

It is known which settlements have put in their orders. Now petitions are to be heard by the merchants behind the gathering as to how many batches should be dispatched to each settlements. No doubt there will then be plenty of military minded monarchs who are willing to sacrifice the lives of peasant soldiers to intercept this precious cargo…

The rules were as A Flurry of Caravans. Clarifications on these rules:

  • Clearly the intention is that people will Blockade the target towns. Obviously, therefore, you may Blockade these towns and Occupy the spaces adjacent to them; equally obviously, you can attack the Blockades and Occupying camps. (To be clear, attacks on these Blockades can come from the Blockaded town, or any other participating player.)
  • Diplomatic missions to the Blockades and Occupying camps are also fine.
  • Scout and Spy mission to the target cities themselves are fine. Assassins, Thieves and Sab are not fine – Scouts and spies only.
  • (So to clarify – as someone asked: Assassins versus camps is fine; Assassins versus cities, not!)
  • Sieges, Attacks and Raids on the target towns, or any other towns in the Alliances, are right out, and the targets will doubtless consider them hostile acts.
  • Please Cancel Confederations and NAPs between yourselves and any other participating Alliances, for the duration of the challenge.

Result: Christmas Challenge, 2011

A tournament between 5 alliances.

Final scores, after 4 weeks:
– – –
Crows Nest: 15
Persona Armoniosa: 7
Eagles Eyrie: 7
Lords of Frost: 6
Black Skull Horde: 3
– – –
Individual Captures:
– – –
Kurdruk [Frost]: 5
Badmuts [EE]: 4
Cookieman [nCrow]: 4
Venita [PA]: 4
Bonaparta [BSH]: 3
(EOM) Harry [nCrow]: 3
Firess [EE]: 2
Narol [nCrow]: 2
Rill [nCrow]: 3
Shamarra [PA]: 2
Vagabond [nCrow]: 2
SonOfCharlie [nCrow]: 1
Spira Colosis [PA]: 1
Revenent [Frost]: 1
Vibs [EE]: 1
– – –
Special congratulations to…
Vagabond [nCrow], for 2 captures at population 1,795
Narol [nCrow], for 2 captures at population 2,182
Badmuts, joint second with 4 captures, at population 4,077
… for demonstrating that intelligence and dedication can out-play bigger players.
– – –
This winter, as boys and girls around Illyria await their seasonal gifts, there is only one present that everyone wants.
For Illyria’s most revered author, J K K Tolkring, has again penned a wonderful tale to delight young and old. In the latest installment of Tolkring’s highly original story, a small group of diminutive innocents discover a world beyond their narrow horizons, a wold of wonder, where good and evil clash in a great conflict; thrust in to the midst of this conflict, our diminutive innocents must transport the Horcruxring through hostile territory, dodging Rideaters and Snatchorcs, while the mighty Horcruxring tries to twist their minds. But will they destroy the Horcruxring to break the power of the ancient reborn dark villain? Find out, in this thrilling book!
But oh dear! In Illyria, there are no printing presses. Books must be copied by hand, slowly, oh so slowly. And so very, very few of Illyria’s children will receive a copy of the book! So few will be copied in time for the winter festival, that most of the children will be disappointed! Such literary wonders are prizes to be fought over. There are those who will kill to get a copy!

Who will seize the rare copies of these prized books before the winter festival?
After a hard week transcribing the texts, the precious manuscripts will be sent by courier on the dates of
  • Saturday 26th November
  • Saturday 3rd December
  • Saturday 10th December
  • Saturday 17th December
These will depart from the island of Sphettos in the far south (a rare place – a town with a lvl 20 Market but no research to avoid blockades, so that caravans should travel swiftly but be easy to capture.)
These will be sent to the following locations. All are inactive settlements, as far as can be discerned. If any turn out to be active, or are deleted by the GMs, alternatives will immediately be announced. One book is sent to each location each week. The objective is to capture as many books as possible. For full rules, see here.
North West:
   Frangor, Norweld, -254/296 (replacement for Idafeld, deleted, was at -347/404)
   New, Kal Tirikan, -411/884
   Jay Fortress, Keppen, -360/131
Central North:
   Inverness, Wolgast, 33/736
   Bakedanton, Norweld, 22/280
North East:
   ajay, Lucerna, 362/133 (replacement for Stonestonia and Clavicus’s Capital, both deleted)
   Rainman’s Lot, Ragallon, 355/383
   Praesidium Iulium, Taomist, 777/445
   Darwinia, Arran, 79/-519
   Ixenland, Perrigor, 227/-307
   Edoras, Lan Larosh, -566/-611
   Shadowmoon, Lucerna, 377/-43


A Flurry of Caravans

A game of tactical blockading for a large number of Alliances.

  • Each Alliance nominates one of its own settlements as a Target. They have 7 days to nominate a Target.
  • When all Alliances have nominated their Target settlements, that list is circulated to those competing.
  • Each competing Alliance has 7 days to nominate any 3 Targets to receive a shipment. (They must nominate 3 different Targets. They may nominate their own Settlement as a Target.)
  • 3-5 days later, an independent (uninvolved) player, with a no Blockade-beating technologies researched, sends out shipments as stipulated.
  • All Alliances attempt to ensure that shipments to their own Target get through, while capturing as many as possible of the shipments to other Targets.

Scoring is handled on the basis of:

  • Each shipment intercepted by your Alliance: 3 points
  • Each shipment which gets through to your alliance’s Target settlement: 1 point

There should be several factors in play here. Alliances will want to be able to defend their chosen (Target) settlement, and so will want to pick somewhere where they can break Blockades easily; however, if they pick incredibly easy to defend settlements, then no-one will nominate to send shipments to them. Alliances will then know where 3 shipments are going, but no more than that, so they have only very partial information. They then have to balance their attempts to Blockade others’ Targets with the need to defend their own.

This was designed for 5 Alliances. It would work with more, although it may be worth increasing the number of shipments nominated per Alliance if there are many more. NAPs and Confeds would have to be suspended between competing Alliances for the duration.

Tactical Strikes

A game of tactical attacking, for a small group of friendly players (and two players providing the targets).

Villains occupy key buildings, and the players compete to oust them with the least bloodshed. The villains should be easy enough to kill. The challenge is in deciding what troops to send in order to have the least bloody victory possible.

  • The “villains” announce that they intend to occupy and hold hostage the inhabitants of particular building types, on a certain area of the map. (E.g. “Place of High Sacrifice buildings within 100 squares of X/Y”.)
  • The villains will send a fixed number of commanders to Occupy. When all of the Commanders are dead, the challenge is over and scores are counted.

The notional inhabitants of the buildings are presumed to have asked for aid, but with two qualifications: (1) They seek that the villains’ Commanders be slain with the “minimum of bloodshed” (defined as the smallest number of XP’s worth of troops killed in the combats leading to his death); and  (b) they request that no innocent blood be spilled. (Unrelated armies, Decoys, will also be occupying target buildings in the combat zone, so careless attacks might hit these innocent Decoys.)

So, scores are calculated as follows:

When a Commander is killed, the total XP of all troops lost by any party in combat against that Commander is calculated. This is the “blood spilled”. (Example: player A raids the target, followed by player B launching an attack; the Commander and his remaining troops are all killed, and so the score goes to player B; the total included player B’s losses, player A’s losses, and the occupying troops slain by both players.)

Any player who kills any of the Decoy troops is disqualified, so Scouting in advance of attacks is highly advisable. The winner is the non-disqualified player who killed a Commander with the least bloodshed.

The “villain” troops should be sent by an otherwise uninvolved player, who is also responsible for keeping score. (As there could be quite a lot of scores to tally, it is suggested that this challenge be run for a relatively small group of players!)

Result: Lorre’s Cities Challenge

Seven cities up for grabs. Who seized the prizes?

  1. Oma Desala (15,805), Keppen. Taken by Fluffy (Snugglers Crowlition). Honorable efforts by Murder of Crows and The Nightbringers.
  2. Voliarum (14,487), Arran.  – – – razed – – –  Honorable efforts by Dwarven In-Laws, the Dwarven Lords, Eagles’ Eyrie, Indomiti, the Nightbringers and  Worlds End.
  3. Aluria (11,304), Tularia. Taken by KeiM (Dwarven Lords).
  4. Molarion (11,050), Meilla. – – – razed – – – Honorable efforts by Calaquendi Crow, Eagles’ Eyrie, Eternal Champions and Juke Box Hero.
  5. Victory Bay (9,474), Mal Motsha. Taken by Calico Jack (Black Skull Horde). Honorable efforts by Calaquendi Crow, Cave of Knowledge, The Colony and Skull’s Training Pit.
  6. Dearyth (2,653), Wolgast. – – – razed – – – Honorable efforts by Absabroke, The Crows, Eagles’ Eyrie and the Lords of Frost.
  7. Oreshka (196), Middle Kingdom. Taken by Norman the Black (Worlds End). Honorable efforts by Calaquendi Crow.

This is a log of the results of the challenge issued by SunStorm and Lorre on the Illyriad Forum, to seize Lorre’s cities. Cities above are listed in size order (population given is at the start of the contest). The town names link through to the settlements’ locations – or former locations – on the map of Illyria. “Honorable efforts” list the Alliances involved in fighting over each settlement.

Congratulations to Calico Jack, Fluffy, KeiM and Norman the Black. A round of applause for all of the Alliances who took this challenge in the spirit in which it was intended. And much kudos to SunStorm and Lorre.

Result: Frost v BSHx, October-November 2011

Skull’s Training Camp

  • Krolm: 899 troops killed, 998 lost. Score by Experience: 2394-1685 = 2394, 1.420
  • Bonaparta: 527 troops killed, 705 lost. Score by Experience: 1538-825 = 1538, 1.86
  • Mechaloth: 31 troops killed, 26 lost. Score by Experience: 93-38 = 93, 2.45

Lords of Frost

  • frewold: 608 troops killed, 446 lost. Score by Experience: 742-1313 = 742, 0.570
  • Revenent: 161 troops killed, 203 lost. Score by Experience: 316-711 = 316, 0.440
  • Eldron Malkin: 307 troops killed, 117 lost. Score by Experience: 309-234 = 309, 1.321
  • d_b: 46 troops killed, 14 lost. Score by Experience: 49-42 = 49, 1.167
  • (Kurdruk not scored)

Highlights: Krolm’s pack of Scrawny Wolves, who took some Elven archers down a peg or four to earn the best defensive kill:loss ratio of the leg (though they sadly perished); Bonaparta’s heroic Kobold commander, repulsed an Elven assault to remain standing with only 4 Hit Points remaining… only to be killed half an hour later.

Skull’s Training Pit versus the Lords of Frost.

Started 00:00:01 server time, Monday 24th October 2011 (Skull’s Traing Camp started to march).

First blood Friday 28th October.

First leg ended 23:59:59 server time, Monday 1st November 2011 (no further scores from combat in Frost territory).

Second leg started 00:00:01, Tuesday 2nd November 2011 (Lords of Frost start to march)

Ended 23:59:59 server time, Wednesday 9th November 2011 (final scores tallied)

Game type: Clear the Camps.

  • Skull’s Training Pit [BSHx] to Attack (Team A) in first leg; Defend in second leg.
  • Lords of Frost [Frost] to Defend (Team B) in first leg; Attack in second leg.

Combat area: first leg, squares adjacent to any Lords of Frost settlement within 100 of 0/800; second leg, squares adjacent to any Skull’s Training Pit settlement in Mal Motsha.

Limited Editions

A game of competitive Blockading for several teams.

  • One neutral party send out a number of caravans once per week. Each caravan contains one book, and should be sent from a city that has not researched any blockade-beating technologies, so that these can be easily intercepted.
  • The books always go to the same target settlements. The target settlements are stipulated at the outset, and do not change. The number of target settlements should be more than double the number of teams competing.
  • Rival teams should not have NAPs or Confederations with one and other.

Teams attempt to Blockade the target cities, in order to capture the books.

Detailed rules:

  • Teams score one point per book captured.
  • The aim for the largest team (by population) is to have the greatest number of points. The aim for other teams is to outscore as many teams as possible above them in the competition. (In other words: if you’re the smallest team in the competition, don’t expect to be able to get the greatest number of points, but do take pride in out-performing any other larger team.)
  • Blockading the neutral city from which the books are sent is not permitted.
  • Attacking the Blockade camps of other teams, and any other camps they set up adjacent to the target settlements, is very much encouraged. Other hostile actions between the teams are forbidden.
  • Un-involved alliances should not be encouraged or enticed to interfere, since any attacks by them would constitute hostile actions not justified by the terms of this challenge.
  • The challenge should run for a pre-defined term, with the books being sent out at defined intervals. E.g. the books might be sent out of 4 successive Saturdays.

Capture A City

A game of competitive besieging, for all of Illyria.

  • Friends or allies of a departing major player announce that the player has left the game, and issue a challenge to Illyriad’s players to capture the player’s now-unwanted cities.
  • Any players who wish then attempt to siege the cities. Others may attempt to break these sieges, and particular prizes may attract several multiple alliances to vie for victory.
  • Confederations, NAPs, etc., inevitably stay in place, and the prizes are the cities themselves.

And it’s that simple.

It is an excellent idea that a player’s departure from the game to should create entertainment for those who continue to play. The challenge is unlikely to appeal to the community if the settlements are only small, and it can be expected that an alliance would not invite others to take settlements in the midst of its own strategic holdings, but in instances where large players with scattered cities leave the game, this is a wonderful way for them to bow out.

Naturally the challenge needs no scoring or administration as such. This idea came from SunStorm and Lorre, on Lorre’s departure from the game, and much kudos to them for this. The challenge to seize Lorre’s cities was made in a Forum post which got a great deal of positive reaction. SunStrom then continued to update the announcement to provide a newsfeed, which was also an excellent idea.

Seven Swords

A game of competitive Blockading for 2-6 teams.

  • Two, four or six teams compete, each with the same number of players, and the same number of troops.
  • The adjudicator/referee sends 7 Caravans, each carrying 1 Sword, to 7 inactive villages.
  • The teams compete to capture more Swords than their opponent(s).
  • Since the teams will come to blows with one another, none can be in NAPs or Confederations with each other.

“The Secret Guardians of the Seven Swords will move their sacred relics before the moon is full! Honor and glory shall befall those who capture these blessed blades!”

The rules for the teams:

  • Players select the troops and commanders that they intend to use, and inform the adjudicator/referee..
  • Players may only use the armies that they initially nominate. They may not send other troops or commanders, and may not replace their losses in these armies – so, they have a finite number of troops with which to fight.
  • Players then Blockade the seven designated towns.
  • Players may Scout, Raid and Attack the other team’s Blockade camps. Indeed, it is expected that they will do so.
  • Players may Occupy lands without necessarily issuing a Blockade order, and may Reinforce camps.
  • If a Sword slips through, then it is out of the competition – Attacking or Thieving from the villages after the sword has snuck in will not help. The game is to Blockade, not to steal.
  • All combat reports should be sent to the adjudicator/referee.

Rules for the adjudicator/referee:

  • Several days before the game begins, the adjudicator/referee informs the teams of what their troop limits are. They may have, for example, 10 commanders + 1,000 Experience worth of troops; or 20 commanders and 40,000 troops by number; whatever seems interesting and appropriate.
  • The adjudicator/referee selects 7 inactive villages, and tells the teams where these are. These should be equally convenient (or inconvenient) for both/all teams.
  • S/he announces when the last of the seven swords will arrive, and so the game begins.
  • The adjudicator/referee sends the swords to arrive at intervals. For example, for a 5 day game, 1 might arrive after just 24 hours, 2 more after 3 days, 3 more after 4 days, and the last after 5 days. S/he does not tell the teams what the intervals will be – the teams only know when the last sword will arrive.
  • As each sword arrives (whether intercepted or not) the adjudicator informs both teams where and when the sword arrived, and whether it was intercepted. So, throughout the game, the teams both know what villages have yet to receive a sword (i.e. remain in play) and also what the score is between the teams.
  • The adjudicator/referee should review the battle reports sent, keeping a running tally of troops lost to ensure that they are not being replenished, and should also send his/her own Scouts to check on the camps, to ensure that no illegal troops are being used.


  • One sword = 1 point
  • The team with the greatest number of points at the end wins.

Clear the Camps

This game is intended to allow people to practise the tactics of setting up and repelling Sieges and Blockades.

  • Team A attacks
  • Team B defends
  • Winners are selected from each team (2 winners from A, 2 winners from B). There is no overall winner.
  • It would help if the teams were relatively close to each other on the map, as teams must march to each others’ cities. Naturally the teams cannot be from alliances under a Non Aggression or Confederation agreement.

“The lands are infested by villains” (i.e. troops from the other alliance) “and their camps are threatening our cities, so wipe them out with as few losses as possible.”

The rules for Team A:

  • Players from Team A  send their troops to Occupy squares adjacent to any of Team B’s settlements.
  • They can pick any settlements from a prescribed list (e.g. any; any within 20 squares of location x/y; or whatever else the organizer chooses to define).
  • They can pick any squares adjacent to those cities. They can only go for adjacent squares (i.e. squares where a siege or blockade could be set up).
  • They can only use the Occupy order – no Blockades or Sieges.
  • They may not otherwise damage Team B’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Rules for Team B:

  • Team B uses its armies to defeat or at least damage the troops from Team A.
  • They can Raid, Occupy or Attack.
  • It is permitted (indeed, encouraged) to Scout camps.
  • They may not otherwise damage Team A’s troops or settlements – no attacks or assassination attempts on their settlements, for example.

Army Sizes:

  • If using this game with small / new players (e.g. under 1,000 population) then there is no need to set a size limit.
  • If using this game with larger or medium players, or with mixed sizes, then set a maximum number of troops which can be used for both defense and attack. For example, it might be determined that each player can only field two armies, each of 1 commander and 100 troops; or each player might be allowed two commanders an 2,000 Experience worth of troops. The aim is to make the game balanced and fun for all.


  • At the outset, it should be established when the Game will end. E.g., 5 days from start, 3 days from start, etc.
  • All battle reports should be sent to an adjudicator/referee.
  • The referee totals up the kills and losses, awarding points based on the Experience of the troops. E.g. a slain Kobold Cohort (T1 spear) is worth 1; a slain Death Pack is worth 4).
  • This will give each player a score of Kills by Experience versus Losses by Experience. From this, two winners are selected from each team.
  • The Bloody Victor is the one who killed the greatest number of enemy (measured by Experience) regardless of his/her own losses.
  • The Tactical Victor is the one who got the best kill:loss ratio (measured by Experience).

Optional Rules:

  • A neutral party could be asked to send troops to set up Occupying camps. To the defenders these will look, at first glance, like “enemy” camps, but if Scouted will clearly not be from the enemy alliance. No points are gained for killing troops in such camps. This should teach participants to “look before you leap” – i.e., use Scouts.
  • One or more of Team A could deliberately send their troops to really unsuitable squares, where Team B will more easily kill them. This deliberately foolish placement won’t win the game for the person placing the troops, but this will make the game much more intriguing for Team B, as some camps will be much easier to destroy than others.