That's great, naecO! Thanks a lot. I have sent the turn to you. The rules are as follows:
Do not restart the same turn to gain an advantage. You may not overwrite and then reload a partially played turn in order to replay the turn, or any part of the turn.
Do not look ahead to the next player's turn. You may not load games from your Emailout directory in order to look at the next player's turn regardless of whether your opponent uses a password or not.
Explain restart messages. If you generate a restart message on your turn, especially during turns with key battles, then explain the circumstances regarding the restart message to your opponents.
Do not attack on the same turn that you declare war. After declaring war against an opponent with whom you are at peace you must wait at least one turn before attacking them. This rule does not apply if there is no initial diplomatic status between the two opponents.
Do not declare war on the same turn that you break alliance. After breaking an alliance you must wait at least one turn before declaring war against your former ally.
Do not use the Dominate/Disband cheat to gain extra experience. Experience points are awarded for Dominating units. If you possess a hero (or leader) with the Dominate ability, you may not use that hero (or leader) to repeatedly Dominate and Disband units for the purpose of gaining experience points. It is understood that some enemy units may be Dominated during Fast Combat, or as part of tactical strategy during Tactical Combat. These units may be Disbanded and slain, but may not be Dominated a second time. Use Tactical Combat when you are slaying them to ensure that they are not Dominated unintentionally during Fast Combat.
Do not use the Incarnate Possess/Disband cheat to gain extra movement points. You may not use the Incarnate Possess/Disband cheat which is commonly used with Archers in order to gain movement points from the possessed unit, and move your Incarnate an almost unlimited number of times per turn.
You may not retreat from a tactical combat in which you have attacked, shot at or used any spell or ability on enemy units unless at least one of your units have been attacked, shot at or the subject of a spell or ability by an enemy unit. The exception to the above is if either you or your enemy is unable to deal further damage. It is also forbidden to draw the same enemy stack into a tactical combat more than twice each turn.
Allied victory: Allowed, with one race which may not be of the opposite alignment. An evil or pure evil race may not win together with a good or pure good race and the other way around.
You should only sign up if you will generally be able to play turns within at most 72 hours from receiving them. If you are unable to play your turn within 72 hours you should post in the relevant topic in advance. Writing turn logs is optional but you should always post a "turn sent" when you have played your turn so we know who's turn it is.
#7373DE for Humans #EFB573 for Azracs #4AA58C for Lizard Men #9CC6E7 for Frostlings
#6BB54A for Elves #EFE773 for Halflings #D6AD8C for Dwarves #EFEFDE for High Men
#B563BD for Dark Elves #F74242 for Orcs #BD7352 for Goblins #947B73 for The Undead
Thank you to TravisII for this great idea!