Chapter VI of the Imperial 9 Ruleset - Geography
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- (Rudimentary Geography - Rule 42)
The Empire is bounded on the North, West and East by the Mountainous
Mountains, and on the South by the Sea of Troubles. Any player sailing
away to either Imperial Game 7 or 8 who brings back suitable tribute
shall gain 1 or 2 H points. Unsuitable tribute (the meaning of which is
left up to TIE) shall result in deduction of H points instead.
- (Movement within and without the Empire - Rule 51)
Any player may move from one location in the Empire to another by
expending a single A point. To move beyond the boundaries of the Empire,
you must always expend a D point in addition to any other requirement set
down in the rules.
- (Eastern Mountainous Mountains - Rule 52)
The eastern ranges of the Mountainous Mountains are densely
forested. The wood of the Glumba tree, which grows in profusion in the
highest parts of the forest, is highly prized by the shipwrights of the
southern seaports. Unfortunately, these forests are infested with three
species of man-eating beast: Leapers, Creepers, and the extremely
poisonous Weepers, which lurk in the branches of trees and drip their
venom on the unwary. Only Heroes may defeat them.
- (Geography of the Realm - Rule 59)
The empire consists of six realms: In the west, comprising almost half of
the empire's territory,is the land of the Sandgropers, a vast and
sparsely populated land of plains, in the extreme west of which is the
ancient fortified city of Friment. In the centre of the Empire are the
two ancient kingdoms of the Croweaters, Adelia in the south, in which the
Imperial Capital is situated, and Darnia in the north; and in the east are
the lands of the three tribes of the Sapsuckers,from south to north; the
Vitarii , the Nusowal, and the barbarous Bannan Aben, many of whom are so
misguided as to refuse to do Your Imperial Majesty the homage you are due.
The Free City of Cambar lies on the border of Vitaria, Nusowalland and
Adelia. The capital cities are as follows: Adelia: Adelia City, Darnia:
Darn, Sandgroper Country: Frement, Vitaria: Wellworn, Nusowalland: Cinni,
and Bannan Abendland: Breezwane. Another, seventh territory exists, an
island to the south-east of the empire proper, but is a land of demons,
who call themselves the Veyne. The Veyne demons' land has never fully
been brought under Imperial control.
- (Definition of Location - Rule 61)
A Location is defined as any named place in the Empire. All Locations
will be listed in the List of Locations published on the Web after the
list of Undefined Terms.
Should an accepted proposal contain the name of a place that a player
might wish to visit, the name shall be added to the location list so that
players may reach it.
- (Sailing Away - Rule 62)
A player can Sail Away if they have Glumba wood, a D point to expend, and
4 A points to pay the shipwrights of the Southern Seaports. Sailing Away
to other lands takes 10 proposals. H points are earned by completing
missions for the Empire, which shall be listed after the list of
Locations. There must always be at least one mission available, with the
number of H points earned based on the difficulty of the mission.
- (Cities - Rule 69)
Cities are places that can be dangerous to the unwary. If a player is in
a city that is not Well Known to them, then there is a 5% chance per
proposal they make there that they will be robbed. The robber will take a
Randomly selected point from them (excluding S, P and H points). Of
course, the justice of this Empire being as it is, the thief is
apprehended at once, and the point returned to the Emperor's pool.
- (Interracial Tension - Rule 71)
A traveller entering the homeland of another race may purchase Imperial
protection at the cost of an additional A point. Protection lasts for the
duration of the traveller's stay in that land. A traveler may be
challenged by an inhabitant of the land. When the challenge is issued,
THS rolls 1d6. If the traveler has protection, the challenge is
successful if 1 or 2 is rolled (1,2 or 3 in Bannan Abendland), otherwise
if 1,2,3 or 4 is rolled. A successful challenger gives the traveller 2 B
points, while an unsuccessful challenger receives 2 B points from the
traveller. The challenger acts on behalf of the whole tribe, and the
same player may not be challenged again during his stay.
- (Day and Night - Rule 73)
Every 20 proposals, night becomes day or vice versa. Travellers at night
have a 10% chance of losing one of their points to a thief (point chosen
at random). Multiple moves in one night each have a 10% chance.
- (Well Known Locations - Rule 75)
A location is Well Known to a player if it is their home location or they
have stayed there for a day and a night. A land is Well Known to a player
if it is their homeland (the Realm in which they originate), they are
Well Known in three locations within that land, or angarook is in force.
- (Jetsetters and Worlds Travellers - Rule 78)
All locations are Well Known to the Emperor. A Jetsetter has all
locations within the Empire as Well Known, while a Worlds Traveller has
all locations outside the Empire as Well Known.
- (Worlds Travellers II - Rule 79)
A Worlds Traveller is a player who has managed to leave the Imperial
Game 9 Area three times. A Jetsetter is a player who has visited ten
locations inside the Empire, including all the cities.
- (Alien Artifacts - Rule 81)
A player in the same location as a Dimensional Portal may exchange
1 object for an Alien Artifact from another Imperial Game, provided
someone on the other side (i.e. in the other game) is there to make the
- (The Black Lake - Rule 86)
Within the Black Lake there lives a mysterious beast of the deeps, and any
player moving to the Black Lake shall encounter it. It has lived through
countless ages and has great knowledge about the world. Should a player
encounter it when the number of the last published proposal ends in 1,4 or
9, it will grant that player a brief insight into the Lands, and angarook
shall be in force for that player until the sun has both risen and set on
the Empire. If the last digit is 2,3,5 or 7, it will reach out with one
of its tentacles and steal a point from the player, going
first for As, then Bs, then Cs... etc. If it is 6,8 or 0, it will stare
that player in the eye for a while and then depart. That player will gain
1 H point for bravery, but this benefit may only be claimed once by any
player. "angarook" is simply defined as a heightened state of awareness
about the lands of the empire.
- (The Imperial Library - Rule 87)
Anyone in the Library can read any of the books there by paying an A
point. Photocopies may be made for 1 Imperial each, but such players may
fall foul of the Copyright Laws, having in their posession a photocopy of
- (Being Well Known - Rule 92)
A player is Well Known in a location when the location is Well Known
to them and they have had a proposal accepted in that location.
- (The Central Market - Rule 97)
The Central Market in Adelia City is a bizarre bazaar where anything can
be bought or traded. It is one of the Wonders of the World. A Player in
the Market can purchase anything they so desire if they can pay the price.
They do this by sending a Proposal to TIE describing the item they wish
to purchase and the price they are willing to pay. TIE then determines
whether the Price is Right and if the Player manages to buy the item. A
Player can also sell anything by sending a Proposal to TIE who
decides whether the Player is able to sell the item and what price e
receives. The Market is, however, not a place for the faint hearted and
fools are often parted from their gold. The risk of mugging is twice as
high in the Market as elsewhere in the land and any Player in the Market
with 10 or more Imperials has a one in ten chance of having them all
stolen. These dangers are, of course, only for those for whom the Market
is not a Well Known location.
- (Copyright Laws - Rule 98)
Anyone not paying the author 1 Imperial (this in addition to the fee
charged by the Photocopying Machines) for the opportunity to photocopy
their works shall be in breach of the Copyright Laws. A player in breach
of the Copyright Laws shall be fined 1 P point.
- (Foreigners - Rule 102)
Longbeard is not the only one to have come through the
mysterious magical portals. Strange Black Bags are beginning to show up
in the Southern Seaports; it is rumoured that these Bags contain visitors
from Imperial Game Seven, who may have some Alien Artifacts with them.
They will enter the game as a new player and may make proposals. A player
may run both a player and any number of visitors simultaneously. Visitors
shall be bound by all rules that affect normal players, including
choosing a race. In order to establish the visitor, it is necessary for
it to be published in Imperial Game Seven that the player in question has
left the Empire, and all visitors must have an unique name, so that you
cannot have two Big Mad Drongos for example. They will appear in the
Southern Seaports together with all the Alien Artifacts that they brought
along with them.
- (Veyne Demon's Land - Rule 103)
Although travel to the Veyne Demon's Land requires the use of a
ship, it shall not constitute Sailing Away, and so shall require the
expenditure of 3A instead of 1D. The voyage to Hoorbat, the capital of
that foul land shall take five proposals.
- (Wonders of the World - Rule 116)
The Wonders of the World are great awe-inspiring places whose
locations are not all known. The First Wonder of the World, of course, is
the Imperial Palace, the only place fit for The Imperious Emperor to
reside in. Besides The Marketplace and The Holy Land, there exist four
more wonders hidden somewhere in the lands. These wonders are; The Great
Monolith, The Mysterious Island of Avalon, The Waterfalls of Liquid
Silver, and one more whose name is at present only known by TIE. These
Wonders are located far from civilization. In order to search for a
Wonder of the World, a player must go to a location and announce that he
intends to search there. Every sunset or sunrise that he remains in the
location THS will roll one six-sided die. If the score is 1 and there is
a Wonder there, he will Discover the wonder. If not, he will be told that
he has found nothing. The Wonders have special properties. Anyone
discovering a Wonder must with his next submission submit a proposal
suggesting its special powers, or else have all their proposals ignored
until they do.
- (The Holy Land - Rule 117)
The special property of the Holy Land is that one can
Make a Pilgrimage to it. However, the way to the Holy Land is not easy.
When a Player makes a Pilgrimage, they must first purify themselves by
selling all their material(i.e. non-point) possessions and donating all
of the money to the Poor. This gains them 2P for obvious reasons, but
only if they had anything to give away. Secondly, along the way they will
be attacked by an 'eeper sent to test their resolve. Thirdly, in order to
make themselves Holy, they must meditate for 20 Proposals during which
time they can take no other Action. A player having completed his
Pilgrimage shall gain one of the following benefits; if they were
Risible, they shall be considered to have Made Amends; if they were
Infamous, they shall have the option to have all their I and P points
removed and start afresh; if not, they will be Blessed and may remove the
weight of any 3 Points they desire from their soul, said points
transforming miraculously into A Points.
- (Meeting an Animal - Rule 122)
When travelling between Cities, you meet an animal 10% of the time. To
defeat the animal, add two dice to the animals strength, and you must roll
more on your 2d6 (with your H & S points added, + 2 for a weapon). If you
win you gain 1 Animal Pelt, otherwise you lose 1 point according to the
following preferences: H, S, C, A. The animals are friendly 37% of the time,
otherwise you meet a Lion (strength 7) 5% of the time, a Jackal (strength 4)
25% of the time, and a Dingo (strength 2) 33% of the time.
- (King of the Veyne Demons - Rule 123)
The foul King of the Veyne Demons has begun plotting against
the Empire. The land of Veyne is populated by Demons. Demons are like
wild animals, except that they all have 5 Strength Points, and because
they use evil and dishonourable methods of combat such as back stabbing
that no Hero would even dream of using, H points do not help when fighting
Demons. A player with positive popularity who moves to the Veyne Demons'
Land will automatically be attacked by a Demon when he moves there and
any turn he remains there. Players with negative popularity will not be
attacked. The Demon King has a strength of 10 because of the +5 bonus
from his Sceptre. Any player who is in Veyne may challenge the Demon King
who will always accept, but H points confer no advantage here either. A
player who slays the Demon King will get the Sceptre. However, the
Sceptre's holder is always Plagued by Demons; a Veyne Demon will appear
every nightfall and attempt to steal the Sceptre (1 in 6 chance of
succeeding). If this succeeds, then a new Demon King arises. Otherwise,
combat will ensue as normal(not that the Demon would have any chance
whatsoever when the player has a +5 bonus...). A player killing a Veyne
Demon gets 1H. A player killing the Demon King gets 3H and 3P.
- (Reading a Book - Rule 138)
A player who reads a book (by spending an A point and doing nothing
else for 20 Proposals) gains an R point, plus the knowledge that is
pursuant to that tome or photocopy.
- (Getting Forgiven - Rule 145)
A player can only be Forgiven by the Messiah once they have discovered
a Wonder of the World.
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