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	<updated>2026-04-29T01:09:38Z</updated>
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	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1154</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1154"/>
		<updated>2008-09-13T16:35:47Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Revisions==&lt;br /&gt;
*Current version:  Wheel of Time 2.0&lt;br /&gt;
**Added Several sea spaces around the Seafolk Isles&lt;br /&gt;
**Added a territory allowing the crossing of the Mountains of Mist&lt;br /&gt;
**Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.&lt;br /&gt;
*[[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]&lt;br /&gt;
&lt;br /&gt;
Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  &lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
*Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
*SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
*Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
*WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
*Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
*Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
#The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
#The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
#Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
#Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
#Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
#Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
#The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
#Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1153</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1153"/>
		<updated>2008-09-13T16:35:34Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Revisions==&lt;br /&gt;
*Current version:  Wheel of Time 2.0&lt;br /&gt;
**Added Several sea spaces around the Seafolk Isles&lt;br /&gt;
**Added a territory allowing the crossing of the Mountains of Mist&lt;br /&gt;
**Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.&lt;br /&gt;
*[[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]&lt;br /&gt;
&lt;br /&gt;
Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  &lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
(this image is from version 1.  The new map is being uploaded.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
*Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
*SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
*Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
*WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
*Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
*Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
#The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
#The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
#Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
#Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
#Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
#Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
#The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
#Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time.GIF&amp;diff=1152</id>
		<title>File:Wheel Of Time.GIF</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time.GIF&amp;diff=1152"/>
		<updated>2008-09-13T16:35:03Z</updated>

		<summary type="html">&lt;p&gt;Githraine: uploaded a new version of &amp;quot;Image:Wheel Of Time.GIF&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1151</id>
		<title>Wheel of Time 1.0</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1151"/>
		<updated>2008-09-13T16:31:51Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant created by Jason Koeleywn&lt;br /&gt;
This is version one, currently under Playtest.  Version 2 is 50% completed based on input from the playtest and will be published once the playtest and lessons learned are complete.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel_Of_Time_v1.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
Eastlands: a The Black Hills, a Tar Valon, a Cairhien.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
The rules follow the standard Diplomacy rules with Three major exceptions, &lt;br /&gt;
that must be adjucated manually&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep &lt;br /&gt;
Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other &lt;br /&gt;
nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. The hidden SC of Dragonmount belongs to the controller of Tar Valon.  When &lt;br /&gt;
TV changes hands, Dragonmount must be Manually transferred as well.&lt;br /&gt;
&lt;br /&gt;
4. Shayol Ghul is controlled by the Trollocs. They will attempt to break out &lt;br /&gt;
of the Blasted Lands when ever the Borderlanders become distracted.  Any &lt;br /&gt;
non-Trolloc Army that Holds north of Fal Dara, or remains there for more than &lt;br /&gt;
2 turns will be destroyed.  The Trollocs will make no alliances and the GM &lt;br /&gt;
must commit their moves before receiving moves from players.  If a player has &lt;br /&gt;
been eliminated from the game they have the option of taking over the Trolloc &lt;br /&gt;
Forces.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, a Trolloc Army will appear in the &lt;br /&gt;
Mountains of Doohm.  GM should specify how the timing is determined in &lt;br /&gt;
his/her house rules.  This army must capture a supply center to survive the &lt;br /&gt;
year, and will attack wherever it can.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, an Aiel Raiding party (army) will &lt;br /&gt;
appear in either the Jangai Pass or Niamh Pass. GM should specify how the &lt;br /&gt;
timing is determined in his/her house rules.  This army Will last for 2 years &lt;br /&gt;
unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily &lt;br /&gt;
Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
7. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the &lt;br /&gt;
North Seanchen Sea and South Shenchen Sea. They will last for 3 years or &lt;br /&gt;
until destroyed.  If they capture a supply center that center becomes their &lt;br /&gt;
home territory and they may expand.  The 2 Navies will still disband at the &lt;br /&gt;
end of three years, but do not count when calculating builds.  If the &lt;br /&gt;
Seanchen control a supply center when the next 5-year invasion occurs, only 1 &lt;br /&gt;
Navy appears as free reinforcements.  The Seanchen will make no alliances and &lt;br /&gt;
the GM must commit their moves before receiving moves from players.  If a &lt;br /&gt;
player has been eliminated from the game they have the option of taking over &lt;br /&gt;
the Seanchen.&lt;br /&gt;
&lt;br /&gt;
8. The North Seanchen and South Shenchen Seas are one way only.  The cannot &lt;br /&gt;
be entered.&lt;br /&gt;
&lt;br /&gt;
9. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must &lt;br /&gt;
be removed before the game begins.  RP requires at least one unit per nation. &lt;br /&gt;
These are placeholder units and are not meant to exist until required as &lt;br /&gt;
above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1150</id>
		<title>Wheel of Time 1.0</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1150"/>
		<updated>2008-09-13T16:30:42Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant created by Jason Koeleywn&lt;br /&gt;
This is version one, currently under Playtest.  Version 2 is 50% completed based on input from the playtest and will be published once the playtest and lessons learned are complete.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time v1.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
Eastlands: a The Black Hills, a Tar Valon, a Cairhien.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
The rules follow the standard Diplomacy rules with Three major exceptions, &lt;br /&gt;
that must be adjucated manually&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep &lt;br /&gt;
Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other &lt;br /&gt;
nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. The hidden SC of Dragonmount belongs to the controller of Tar Valon.  When &lt;br /&gt;
TV changes hands, Dragonmount must be Manually transferred as well.&lt;br /&gt;
&lt;br /&gt;
4. Shayol Ghul is controlled by the Trollocs. They will attempt to break out &lt;br /&gt;
of the Blasted Lands when ever the Borderlanders become distracted.  Any &lt;br /&gt;
non-Trolloc Army that Holds north of Fal Dara, or remains there for more than &lt;br /&gt;
2 turns will be destroyed.  The Trollocs will make no alliances and the GM &lt;br /&gt;
must commit their moves before receiving moves from players.  If a player has &lt;br /&gt;
been eliminated from the game they have the option of taking over the Trolloc &lt;br /&gt;
Forces.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, a Trolloc Army will appear in the &lt;br /&gt;
Mountains of Doohm.  GM should specify how the timing is determined in &lt;br /&gt;
his/her house rules.  This army must capture a supply center to survive the &lt;br /&gt;
year, and will attack wherever it can.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, an Aiel Raiding party (army) will &lt;br /&gt;
appear in either the Jangai Pass or Niamh Pass. GM should specify how the &lt;br /&gt;
timing is determined in his/her house rules.  This army Will last for 2 years &lt;br /&gt;
unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily &lt;br /&gt;
Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
7. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the &lt;br /&gt;
North Seanchen Sea and South Shenchen Sea. They will last for 3 years or &lt;br /&gt;
until destroyed.  If they capture a supply center that center becomes their &lt;br /&gt;
home territory and they may expand.  The 2 Navies will still disband at the &lt;br /&gt;
end of three years, but do not count when calculating builds.  If the &lt;br /&gt;
Seanchen control a supply center when the next 5-year invasion occurs, only 1 &lt;br /&gt;
Navy appears as free reinforcements.  The Seanchen will make no alliances and &lt;br /&gt;
the GM must commit their moves before receiving moves from players.  If a &lt;br /&gt;
player has been eliminated from the game they have the option of taking over &lt;br /&gt;
the Seanchen.&lt;br /&gt;
&lt;br /&gt;
8. The North Seanchen and South Shenchen Seas are one way only.  The cannot &lt;br /&gt;
be entered.&lt;br /&gt;
&lt;br /&gt;
9. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must &lt;br /&gt;
be removed before the game begins.  RP requires at least one unit per nation. &lt;br /&gt;
These are placeholder units and are not meant to exist until required as &lt;br /&gt;
above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1149</id>
		<title>Wheel of Time 1.0</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time_1.0&amp;diff=1149"/>
		<updated>2008-09-13T16:30:19Z</updated>

		<summary type="html">&lt;p&gt;Githraine: New page: Variant created by Jason Koeleywn This is version one, currently under Playtest.  Version 2 is 50% completed based on input from the playtest and will be published once the playtest and le...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant created by Jason Koeleywn&lt;br /&gt;
This is version one, currently under Playtest.  Version 2 is 50% completed based on input from the playtest and will be published once the playtest and lessons learned are complete.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time_v1.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
Eastlands: a The Black Hills, a Tar Valon, a Cairhien.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
The rules follow the standard Diplomacy rules with Three major exceptions, &lt;br /&gt;
that must be adjucated manually&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep &lt;br /&gt;
Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other &lt;br /&gt;
nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. The hidden SC of Dragonmount belongs to the controller of Tar Valon.  When &lt;br /&gt;
TV changes hands, Dragonmount must be Manually transferred as well.&lt;br /&gt;
&lt;br /&gt;
4. Shayol Ghul is controlled by the Trollocs. They will attempt to break out &lt;br /&gt;
of the Blasted Lands when ever the Borderlanders become distracted.  Any &lt;br /&gt;
non-Trolloc Army that Holds north of Fal Dara, or remains there for more than &lt;br /&gt;
2 turns will be destroyed.  The Trollocs will make no alliances and the GM &lt;br /&gt;
must commit their moves before receiving moves from players.  If a player has &lt;br /&gt;
been eliminated from the game they have the option of taking over the Trolloc &lt;br /&gt;
Forces.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, a Trolloc Army will appear in the &lt;br /&gt;
Mountains of Doohm.  GM should specify how the timing is determined in &lt;br /&gt;
his/her house rules.  This army must capture a supply center to survive the &lt;br /&gt;
year, and will attack wherever it can.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, an Aiel Raiding party (army) will &lt;br /&gt;
appear in either the Jangai Pass or Niamh Pass. GM should specify how the &lt;br /&gt;
timing is determined in his/her house rules.  This army Will last for 2 years &lt;br /&gt;
unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily &lt;br /&gt;
Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
7. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the &lt;br /&gt;
North Seanchen Sea and South Shenchen Sea. They will last for 3 years or &lt;br /&gt;
until destroyed.  If they capture a supply center that center becomes their &lt;br /&gt;
home territory and they may expand.  The 2 Navies will still disband at the &lt;br /&gt;
end of three years, but do not count when calculating builds.  If the &lt;br /&gt;
Seanchen control a supply center when the next 5-year invasion occurs, only 1 &lt;br /&gt;
Navy appears as free reinforcements.  The Seanchen will make no alliances and &lt;br /&gt;
the GM must commit their moves before receiving moves from players.  If a &lt;br /&gt;
player has been eliminated from the game they have the option of taking over &lt;br /&gt;
the Seanchen.&lt;br /&gt;
&lt;br /&gt;
8. The North Seanchen and South Shenchen Seas are one way only.  The cannot &lt;br /&gt;
be entered.&lt;br /&gt;
&lt;br /&gt;
9. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must &lt;br /&gt;
be removed before the game begins.  RP requires at least one unit per nation. &lt;br /&gt;
These are placeholder units and are not meant to exist until required as &lt;br /&gt;
above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time.GIF&amp;diff=1148</id>
		<title>File:Wheel Of Time.GIF</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time.GIF&amp;diff=1148"/>
		<updated>2008-09-13T16:29:16Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time_v1.GIF&amp;diff=1147</id>
		<title>File:Wheel Of Time v1.GIF</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Wheel_Of_Time_v1.GIF&amp;diff=1147"/>
		<updated>2008-09-13T16:28:31Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1145</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1145"/>
		<updated>2008-09-13T15:11:38Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Revisions==&lt;br /&gt;
* Current version:  Wheel of Time 2.0&lt;br /&gt;
&lt;br /&gt;
** Added Several sea spaces around the Seafolk Isles&lt;br /&gt;
&lt;br /&gt;
** Added a territory allowing the crossing of the Mountains of Mist&lt;br /&gt;
&lt;br /&gt;
** Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.&lt;br /&gt;
&lt;br /&gt;
* [[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]&lt;br /&gt;
&lt;br /&gt;
Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  &lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
(this image is from version 1.  The new map is being uploaded.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
&lt;br /&gt;
4. Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
&lt;br /&gt;
7. The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
&lt;br /&gt;
8. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1144</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1144"/>
		<updated>2008-09-13T15:10:59Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Revisions==&lt;br /&gt;
* Current version:  Wheel of Time 2.0&lt;br /&gt;
** Added Several sea spaces around the Seafolk Islea&lt;br /&gt;
&lt;br /&gt;
** Added a territory allowing the crossing of the Mountains of Mist&lt;br /&gt;
&lt;br /&gt;
** Removed the Eastlands as a player, removed the SCs of Dragonmount and Fal Dara.&lt;br /&gt;
&lt;br /&gt;
* [[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]&lt;br /&gt;
&lt;br /&gt;
Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  The changes include several map adjustments including:&lt;br /&gt;
The splitting of the Shadow coast into 2 territories;&lt;br /&gt;
The addition of 3 additional sea spaces around the Seafolk Isles.&lt;br /&gt;
Also, the Eastlands were removed as a player and the Hidden SC at Dragonmount was removed.&lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
(this image is from version 1.  The new map is being uploaded.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
&lt;br /&gt;
4. Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
&lt;br /&gt;
7. The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
&lt;br /&gt;
8. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1143</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1143"/>
		<updated>2008-09-13T15:08:42Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Revisions==&lt;br /&gt;
* Current version:  Wheel of Time 2.0&lt;br /&gt;
** Added this&lt;br /&gt;
&lt;br /&gt;
** Added that&lt;br /&gt;
&lt;br /&gt;
** Changed this&lt;br /&gt;
&lt;br /&gt;
* [[Wheel of Time 1.0]] Created 2007, playtested in [http://www.diplomaticcorp.com?game_id=dc134 dc134]&lt;br /&gt;
&lt;br /&gt;
Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  The changes include several map adjustments including:&lt;br /&gt;
The splitting of the Shadow coast into 2 territories;&lt;br /&gt;
The addition of 3 additional sea spaces around the Seafolk Isles.&lt;br /&gt;
Also, the Eastlands were removed as a player and the Hidden SC at Dragonmount was removed.&lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
(this image is from version 1.  The new map is being uploaded.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
&lt;br /&gt;
4. Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
&lt;br /&gt;
7. The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
&lt;br /&gt;
8. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1142</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=1142"/>
		<updated>2008-09-12T19:29:14Z</updated>

		<summary type="html">&lt;p&gt;Githraine: Udate to Version 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant created by Jason Koeleywn&lt;br /&gt;
This is Version 2 of this variant.  A number of changes were made after a very successful playtest of Version 1.  The changes include several map adjustments including:&lt;br /&gt;
The splitting of the Shadow coast into 2 territories;&lt;br /&gt;
The addition of 3 additional sea spaces around the Seafolk Isles.&lt;br /&gt;
Also, the Eastlands were removed as a player and the Hidden SC at Dragonmount was removed.&lt;br /&gt;
&lt;br /&gt;
Playtest for version 2 is currently recruiting.&lt;br /&gt;
&lt;br /&gt;
(this image is from version 1.  The new map is being uploaded.)&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
WOT Variant Rules:&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
&lt;br /&gt;
The rules follow the standard Diplomacy rules with the following exceptions, that must be adjucated manually:&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. Shayol Ghul is controlled by the Trollocs. They will attempt to break out of the Blasted Lands when ever the Borderlanders become distracted.  Any non-Trolloc Army that Holds north of Fal Dara, or remains there for more than 2 turns will be destroyed.  The Trollocs will make no alliances and the GM must commit their moves before receiving moves from players.  &lt;br /&gt;
&lt;br /&gt;
4. Once every 5 years, in the Winter, a Trolloc Army will appear in the Mountains of Doohm.  GM should specify how the timing is determined in his/her house rules.  This army must capture a supply center to survive the year, and will attack wherever it can. The Trolloc armies can support each other.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, an Aiel Raiding party (army) will appear in either the Jangai Pass or Niamh Pass. GM should specify how the timing is determined in his/her house rules.  This army Will last for 2 years unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the North Seanchen Sea and South Shenchen Sea. They will last for 3 years or until destroyed.  If they capture a supply center that center becomes their home territory and they may expand.  The 2 Navies will still disband at the end of three years, but do not count when calculating builds.  If the Seanchen control a supply center when the next 5-year invasion occurs, only 1 Navy appears as free reinforcements.  The Seanchen will make no alliances and the GM must commit their moves before receiving moves from players.  If a player has been eliminated from the game they have the option of taking over the Seanchen.&lt;br /&gt;
&lt;br /&gt;
7. The Mountains of Dhoom, The North Seanchen and South Seanchen Seas are one way only.  The cannot be entered by any unit, and their support cannot be cut.&lt;br /&gt;
&lt;br /&gt;
8. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must be removed before the game begins.  RP requires at least one unit per nation. These are placeholder units and are not meant to exist until required as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wheel of Time v1]]&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=DC_Invitational&amp;diff=1077</id>
		<title>DC Invitational</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=DC_Invitational&amp;diff=1077"/>
		<updated>2008-07-14T15:57:16Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The DCI, or Diplomaticcorp Invitational is a small, two-round tournament that was established in 2006 by Stephen Lytton (Deathblade_penguin).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The idea was to invite the top players to a game of [[Diplomacy]] - where the best of the best will face off.&lt;br /&gt;
&lt;br /&gt;
Now in its 3rd year, the tournament has expanded. In 2008 there are 2 rounds consisting of 10 players.  These players are some of the best, active and loyal players in diplomaticcorp dating back to the foundation of the club.&lt;br /&gt;
&lt;br /&gt;
==Invitations==&lt;br /&gt;
&lt;br /&gt;
The players are invited to play based on their game stats, including number of games, solos, percentages of solos, number of draws, percentage of draws, seconds, NMRs and of course Civil Disorders.  There is also a provision to include some member choices, as well inviting the winner of the [[Winter Blitz]], and the best &amp;quot;new player&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current Round==&lt;br /&gt;
&lt;br /&gt;
The issues in 2007 to change of format for 2008. The 'traditional yet controversial' gunboat game was held first instead of second. 10 players have been invited for the 2008 DCI and these include:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 1) Winner of the 2008 Winter Blitz&amp;lt;br /&amp;gt;&lt;br /&gt;
 2) Winner of the 2007 DCI&amp;lt;br /&amp;gt;&lt;br /&gt;
 3) The top 6 'eligible' players as calculated by the DCI formula (see eligible players)&amp;lt;br /&amp;gt;&lt;br /&gt;
 4) The best 'new' player (Top score Under 3 games completed in DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
 5) A Recomended Player as agreed by the 3 moderators&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The top 7 of these players will then move on to the second standard game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The DCI Scoring System&amp;lt;br /&amp;gt;&lt;br /&gt;
Each Player who has completed a game in DC, is placed on the DCI spreadsheet. &amp;lt;br /&amp;gt;They are then given a score calculated by the following formula:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
a) A base score for the number of games played (2 points for the first 5 games, 1 point for the second 5 games then .5 per game played)&amp;lt;br /&amp;gt;&lt;br /&gt;
b) a score for the result acheived in the first and second games played in DC. (20 points for a solo, 10 points for a draw, 5 points for a survivial and 1 point for an elimination)&amp;lt;br /&amp;gt;&lt;br /&gt;
c) 10 points per Solo&amp;lt;br /&amp;gt;&lt;br /&gt;
d)  a bonus for the percentage of games soloed (20 points for top 75%, 15 points for 50-75%, 10 points for 25-50% and 5 points for 1-25%)&amp;lt;br /&amp;gt;&lt;br /&gt;
e) 2 points per draw scored&amp;lt;br /&amp;gt;&lt;br /&gt;
f) a bonus for the percentage of games drawn (20 points for top 75%, 15 points for 50-75%, 10 points for 25-50% and 5 points for 1-25%)&amp;lt;br /&amp;gt;&lt;br /&gt;
g) 1 point per second scored&amp;lt;br /&amp;gt;&lt;br /&gt;
h) 3 points for a replacment position taken (after May 20th, 2008)&amp;lt;br /&amp;gt;&lt;br /&gt;
i) Negative 1 points for every 4 NMR/NBR/NDR or NRR scored.&amp;lt;br /&amp;gt;&lt;br /&gt;
j) Negative 1 point for every 2 games Civil Disorder.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible to play in the current year's DCI the player must:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i) have completed at least one game in DC in the past year OR be known to be active.&amp;lt;br /&amp;gt;&lt;br /&gt;
ii) have not CD or abandoned their most recent game without good cause&amp;lt;br /&amp;gt;&lt;br /&gt;
iii) have completed at least 3 games in DC (unless qualifying as best new player)&amp;lt;br /&amp;gt;&lt;br /&gt;
iv) not be suffering a penalty from previous year's DCI (such as not completing a game)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
'''1st Annual DCI, 2006'''&lt;br /&gt;
The 2006 DCI was won by Kevin O' Kelly, with a 2-way Draw in [http://www.diplomaticcorp.com?game_id=dc089 dc089] and a 4-way Draw in [http://www.diplomaticcorp.com?game_id=dc104 dc097].&amp;lt;br /&amp;gt;&lt;br /&gt;
The final standings of 2006 were&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kevin O'Kelly&amp;lt;br /&amp;gt;&lt;br /&gt;
Greg Olsen&amp;lt;br /&amp;gt;&lt;br /&gt;
Derek Eyler&amp;lt;br /&amp;gt;&lt;br /&gt;
Michael Sims&amp;lt;br /&amp;gt;&lt;br /&gt;
Bruce Ray&amp;lt;br /&amp;gt;&lt;br /&gt;
Stephen Lytton&amp;lt;br /&amp;gt;&lt;br /&gt;
Tony Tella&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2nd Annual DCI, 2007'''&lt;br /&gt;
The 2007 DCI was won by Michael Sims, with a Solo Victory in [http://www.diplomaticcorp.com?game_id=dc104 dc104] and a 3-way Draw in [http://www.diplomaticcorp.com?game_id=dc131 dc131].&amp;lt;br /&amp;gt;&lt;br /&gt;
In 2007, the format changed and only 4 players were available to play in the second game. The final standings of 2007 were :-&lt;br /&gt;
&lt;br /&gt;
Michael Sims&amp;lt;br /&amp;gt;&lt;br /&gt;
Mikael Johannson&amp;lt;br /&amp;gt;&lt;br /&gt;
Former Trout (replacement)/ Felix Kam Chung (replaced)&amp;lt;br /&amp;gt;&lt;br /&gt;
Eric Swaitek&amp;lt;br /&amp;gt;&lt;br /&gt;
Kevin O'Kelly (the 2006 champion)&amp;lt;br /&amp;gt;&lt;br /&gt;
Bruce Ray&amp;lt;br /&amp;gt;&lt;br /&gt;
Stephen Lytton&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3rd Annual DCI, 2008'''&lt;br /&gt;
The 2008 DCI is currently playing round one in [http://www.diplomaticcorp.com?game_id=dc189 dc189].&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=DC_Invitational&amp;diff=1076</id>
		<title>DC Invitational</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=DC_Invitational&amp;diff=1076"/>
		<updated>2008-07-14T15:55:46Z</updated>

		<summary type="html">&lt;p&gt;Githraine: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
The DCI, or Diplomaticcorp Invitational is a small, two-round tournament that was established in 2006 by Stephen Lytton (Deathblade_penguin).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The idea was to invite the top players to a game of [[Diplomacy]] - where the best of the best will face off.&lt;br /&gt;
&lt;br /&gt;
Now in its 3rd year, the tournament has expanded. In 2008 there are 2 rounds consisting of 10 players.  These players are some of the best, active and loyal players in diplomaticcorp dating back to the foundation of the club.&lt;br /&gt;
&lt;br /&gt;
==Invitations==&lt;br /&gt;
&lt;br /&gt;
The players are invited to play based on their game stats, including number of games, solos, percentages of solos, number of draws, percentage of draws, seconds, NMRs and of course Civil Disorders.  There is also a provision to include some member choices, as well inviting the winner of the [[Winter Blitz]], and the best &amp;quot;new player&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
'''1st Annual DCI, 2006'''&lt;br /&gt;
The 2006 DCI was won by Kevin O' Kelly, with a 2-way Draw in [http://www.diplomaticcorp.com?game_id=dc089 dc089] and a 4-way Draw in [http://www.diplomaticcorp.com?game_id=dc104 dc097].&amp;lt;br /&amp;gt;&lt;br /&gt;
The final standings of 2006 were&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kevin O'Kelly&amp;lt;br /&amp;gt;&lt;br /&gt;
Greg Olsen&amp;lt;br /&amp;gt;&lt;br /&gt;
Derek Eyler&amp;lt;br /&amp;gt;&lt;br /&gt;
Michael Sims&amp;lt;br /&amp;gt;&lt;br /&gt;
Bruce Ray&amp;lt;br /&amp;gt;&lt;br /&gt;
Stephen Lytton&amp;lt;br /&amp;gt;&lt;br /&gt;
Tony Tella&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''2nd Annual DCI, 2007'''&lt;br /&gt;
The 2007 DCI was won by Michael Sims, with a Solo Victory in [http://www.diplomaticcorp.com?game_id=dc104 dc104] and a 3-way Draw in [http://www.diplomaticcorp.com?game_id=dc131 dc131].&amp;lt;br /&amp;gt;&lt;br /&gt;
In 2007, the format changed and only 4 players were available to play in the second game. The final standings of 2007 were :-&lt;br /&gt;
&lt;br /&gt;
Michael Sims&amp;lt;br /&amp;gt;&lt;br /&gt;
Mikael Johannson&amp;lt;br /&amp;gt;&lt;br /&gt;
Former Trout (replacement)/ Felix Kam Chung (replaced)&amp;lt;br /&amp;gt;&lt;br /&gt;
Eric Swaitek&amp;lt;br /&amp;gt;&lt;br /&gt;
Kevin O'Kelly (the 2006 champion)&amp;lt;br /&amp;gt;&lt;br /&gt;
Bruce Ray&amp;lt;br /&amp;gt;&lt;br /&gt;
Stephen Lytton&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3rd Annual DCI, 2008'''&lt;br /&gt;
The 2008 DCI is currently playing round one in [http://www.diplomaticcorp.com?game_id=dc189 dc189].&amp;lt;br /&amp;gt;&lt;br /&gt;
The issues in 2007 to change of format for 2008. The 'traditional yet controversial' gunboat game was held first instead of second. 10 players have been invited for the 2008 DCI and these include:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 1) Winner of the 2008 Winter Blitz&amp;lt;br /&amp;gt;&lt;br /&gt;
 2) Winner of the 2007 DCI&amp;lt;br /&amp;gt;&lt;br /&gt;
 3) The top 6 'eligible' players as calculated by the DCI formula (see eligible players)&amp;lt;br /&amp;gt;&lt;br /&gt;
 4) The best 'new' player (Top score Under 3 games completed in DC)&amp;lt;br /&amp;gt;&lt;br /&gt;
 5) A Recomended Player as agreed by the 3 moderators&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The top 7 of these players will then move on to the second standard game.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The DCI Scoring System&amp;lt;br /&amp;gt;&lt;br /&gt;
Each Player who has completed a game in DC, is placed on the DCI spreadsheet. &amp;lt;br /&amp;gt;They are then given a score calculated by the following formula:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
a) A base score for the number of games played (2 points for the first 5 games, 1 point for the second 5 games then .5 per game played)&amp;lt;br /&amp;gt;&lt;br /&gt;
b) a score for the result acheived in the first and second games played in DC. (20 points for a solo, 10 points for a draw, 5 points for a survivial and 1 point for an elimination)&amp;lt;br /&amp;gt;&lt;br /&gt;
c) 10 points per Solo&amp;lt;br /&amp;gt;&lt;br /&gt;
d)  a bonus for the percentage of games soloed (20 points for top 75%, 15 points for 50-75%, 10 points for 25-50% and 5 points for 1-25%)&amp;lt;br /&amp;gt;&lt;br /&gt;
e) 2 points per draw scored&amp;lt;br /&amp;gt;&lt;br /&gt;
f) a bonus for the percentage of games drawn (20 points for top 75%, 15 points for 50-75%, 10 points for 25-50% and 5 points for 1-25%)&amp;lt;br /&amp;gt;&lt;br /&gt;
g) 1 point per second scored&amp;lt;br /&amp;gt;&lt;br /&gt;
h) 3 points for a replacment position taken (after May 20th, 2008)&amp;lt;br /&amp;gt;&lt;br /&gt;
i) Negative 1 points for every 4 NMR/NBR/NDR or NRR scored.&amp;lt;br /&amp;gt;&lt;br /&gt;
j) Negative 1 point for every 2 games Civil Disorder.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be eligible to play in the current year's DCI the player must:-&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i) have completed at least one game in DC in the past year OR be known to be active.&amp;lt;br /&amp;gt;&lt;br /&gt;
ii) have not CD or abandoned their most recent game without good cause&amp;lt;br /&amp;gt;&lt;br /&gt;
iii) have completed at least 3 games in DC (unless qualifying as best new player)&amp;lt;br /&amp;gt;&lt;br /&gt;
iv) not be suffering a penalty from previous year's DCI (such as not completing a game)&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=895</id>
		<title>Wheel of Time</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Wheel_of_Time&amp;diff=895"/>
		<updated>2008-04-12T14:28:35Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Variant created by Jason Koeleywn&lt;br /&gt;
This is version one, currently under Playtest.  Version 2 is 50% completed based on input from the playtest and will be published once the playtest and lessons learned are complete.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wheel Of Time.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Powers And Starting Positions: ==&lt;br /&gt;
&lt;br /&gt;
Trollocs:  a Shayol Ghul. (Non Playable)&lt;br /&gt;
&lt;br /&gt;
SeaFolk:   f The Aryth Ocean, f Sea of Storms, f Tremalking.&lt;br /&gt;
&lt;br /&gt;
Borderlands: a Shienar, a Arafel, a Kandor.&lt;br /&gt;
&lt;br /&gt;
WestLands: a Arad Doman, a Katar, a Tarabon.&lt;br /&gt;
&lt;br /&gt;
Southlands: a Illian, a Tear, a Godon.&lt;br /&gt;
&lt;br /&gt;
Midlands:  a Caemlyn, a Four Kings, a Whitebridge, a Lugard.&lt;br /&gt;
&lt;br /&gt;
Eastlands: a The Black Hills, a Tar Valon, a Cairhien.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WOT Variant Rules: ==&lt;br /&gt;
&lt;br /&gt;
This Variant is based on Robert Jordan's Wheel of Time series.&lt;br /&gt;
The rules follow the standard Diplomacy rules with Three major exceptions, &lt;br /&gt;
that must be adjucated manually&lt;br /&gt;
&lt;br /&gt;
1. The Seafolk and Seanchen Navies are the only Navies able to enter the Deep &lt;br /&gt;
Ocean territories (The Aryth Ocean and Sea of Storms).&lt;br /&gt;
&lt;br /&gt;
2. The Sea Folk must always have more Navies then Armies, and all other &lt;br /&gt;
nations must always have more Armies then Navies. &lt;br /&gt;
&lt;br /&gt;
3. The hidden SC of Dragonmount belongs to the controller of Tar Valon.  When &lt;br /&gt;
TV changes hands, Dragonmount must be Manually transferred as well.&lt;br /&gt;
&lt;br /&gt;
4. Shayol Ghul is controlled by the Trollocs. They will attempt to break out &lt;br /&gt;
of the Blasted Lands when ever the Borderlanders become distracted.  Any &lt;br /&gt;
non-Trolloc Army that Holds north of Fal Dara, or remains there for more than &lt;br /&gt;
2 turns will be destroyed.  The Trollocs will make no alliances and the GM &lt;br /&gt;
must commit their moves before receiving moves from players.  If a player has &lt;br /&gt;
been eliminated from the game they have the option of taking over the Trolloc &lt;br /&gt;
Forces.&lt;br /&gt;
&lt;br /&gt;
5. Once every 5 years, in the Winter, a Trolloc Army will appear in the &lt;br /&gt;
Mountains of Doohm.  GM should specify how the timing is determined in &lt;br /&gt;
his/her house rules.  This army must capture a supply center to survive the &lt;br /&gt;
year, and will attack wherever it can.&lt;br /&gt;
&lt;br /&gt;
6. Once every 5 years, in the Winter, an Aiel Raiding party (army) will &lt;br /&gt;
appear in either the Jangai Pass or Niamh Pass. GM should specify how the &lt;br /&gt;
timing is determined in his/her house rules.  This army Will last for 2 years &lt;br /&gt;
unless destroyed sooner.  The Aiel will sack any SC they can reach, Primarily &lt;br /&gt;
Cairhien or Tar Valon.&lt;br /&gt;
&lt;br /&gt;
7. Once every 5 years, in the Winter, Two Seanchen Navies will appear in the &lt;br /&gt;
North Seanchen Sea and South Shenchen Sea. They will last for 3 years or &lt;br /&gt;
until destroyed.  If they capture a supply center that center becomes their &lt;br /&gt;
home territory and they may expand.  The 2 Navies will still disband at the &lt;br /&gt;
end of three years, but do not count when calculating builds.  If the &lt;br /&gt;
Seanchen control a supply center when the next 5-year invasion occurs, only 1 &lt;br /&gt;
Navy appears as free reinforcements.  The Seanchen will make no alliances and &lt;br /&gt;
the GM must commit their moves before receiving moves from players.  If a &lt;br /&gt;
player has been eliminated from the game they have the option of taking over &lt;br /&gt;
the Seanchen.&lt;br /&gt;
&lt;br /&gt;
8. The North Seanchen and South Shenchen Seas are one way only.  The cannot &lt;br /&gt;
be entered.&lt;br /&gt;
&lt;br /&gt;
9. Note to GM - The starting Army of Aiel and Starting Navy of Seanchen must &lt;br /&gt;
be removed before the game begins.  RP requires at least one unit per nation. &lt;br /&gt;
These are placeholder units and are not meant to exist until required as &lt;br /&gt;
above.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Member_Pages&amp;diff=894</id>
		<title>Member Pages</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Member_Pages&amp;diff=894"/>
		<updated>2008-04-12T14:25:38Z</updated>

		<summary type="html">&lt;p&gt;Githraine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List A-Z&lt;br /&gt;
*[[Jason Koelewyn]]&lt;br /&gt;
*[[Stefan Krekeler]]&lt;br /&gt;
*[[Steve Lytton]]&lt;br /&gt;
*[[Michael Sims]]&lt;br /&gt;
*[[Former Trout]]&lt;br /&gt;
&lt;br /&gt;
When editing this page please be sure to order the names alphabetical by last name.&lt;/div&gt;</summary>
		<author><name>Githraine</name></author>
	</entry>
</feed>