The DARK ELVEN
Dossier for:
The Onyx Imperium of the Dark Elves
“To The Strong, Everything!”
Dawn of the 4th Cycle of Alamaze
The Onyx Imperium of the Dark Elves is a kingdom deeply rooted in ancient traditions. This rigid matriarchal society prides itself on its perceived superiority over other races, particularly their ancient rivals, The High Elves. Driven by the belief that the world belongs to the strong, the Dark Elves view themselves as the dominant force in the realm. Within the Onyx Imperium, excellence in all aspects of life is paramount. Their military prowess is renowned, boasting a formidable army supported by skilled archers who rain death upon their enemies from a distance. The Dark Elves are equally adept in the realm of politics, producing cunning statesmen who manipulate others with finesse. Their mastery of magic is a sight to behold, with formidable sorcerers wielding powers both dark and arcane.
When all else fails, they are unafraid to employ underhanded tactics. The Dark Elves are known to equip themselves with poisoned weapons, adding an insidious edge to their already lethal arsenal. This willingness to resort to any means necessary to achieve their goals further solidifies their reputation as a force to be reckoned with.
At the helm of the Onyx Imperium stands the Great Imperator, an enigmatic and powerful leader who embodies the unwavering will of her people. Under her command, the Dark Elves forge ahead, driven by a relentless desire to dominate and expand their influence.
From Your High Priestess:
The Dark Elven Onyx Imperium remains one of the most rigid and enduring feudal societies. Imperial succession, however, is often perilous, Sire: congratulations on having secured the throne without…mishap. The Onyx Imperium is well respected by friends and foes alike for having an array of strengths, including persuasive statesmen, impressive wizards, clever agents and a well-balanced military featuring black mailed and skilled medium cavalry. Our hatred of the pale ones, the High Elves of the so-called Golden Wood, is known to all. Our economy needs shoring up and our military is not among the largest. Both areas likely need to be addressed in order to expand greatly upon the frontiers of our Imperium.
Specialized Traits For Our Kingdom:
The following traits provide special and unique bonuses for our kingdom. These effects are inherent and do not require specific action to enable unless otherwise specified in the section below.
Type | Name |
---|---|
Cultural | Acuity |
Cultural | Archers |
Cultural | Cunning |
Cultural | Evil |
Cultural | Feudal |
Cultural | Order |
Cultural | Spy Network |
Cultural | Trackers |
Magic | Mastery |
- Acuity: Groups are never surprised, acts as entrenched. Agents have a reduced -10 points from being captured during missions. Political emissaries get +5 to their rebel/usurp die roll. Characters of this kingdom that become prisoners get 15 points added to their chance of escape.
- Archers: Kingdoms with the Archers trait get 50% of missile value at long range in the forest (normally 0%) and 100% at short range missile (normally 50%) in the forest. They get 50% long range missile fire in the mountains (normally 25%), also 75% in short range missile fire (normally 50%). They provide excellent rear-guard action, so their kingdom suffers only 50% of normal casualties in retreat (cumulative with other traits).
- Cunning: +15 point bonus to Incite Rebellion (#320) and Stir Unrest (#315). +3 levels to max agent training. Agent training reduced by -1,000 gold.
- Evil: Only Evil kingdoms may summon undead if in spell lists. Undead brigades cannot become Elite. Undead brigades have a floor morale of 80 and cannot raise above 120. Damned, Skeletons, and Zombies may be summoned from pop center areas (not in wild only). Only Evil kingdoms may recruit Trolls. Brigade maintenance is -25% for Evil kingdoms. Only Evil kingdoms may have Nazgul, Wraith, or Lich figures. Evil kingdoms gain a pop center’s full production value in food and gold (not reduced by seasonal effects) when conquered. Rule of Law has cost of 0 for Evil kingdoms. Evil kingdoms start Hostile in all regions except for capital and second town regions. When an Evil kingdom first controls a particular region, all non-Evil kingdoms have their regional reactions changed to Hostile. If an Evil kingdom has control in a region with Loyal reactions, non-Evil kingdoms cannot improve their regional reaction there. An Evil kingdom may not enamor a region that is Loyal to any non-Evil kingdom. Agent training is -1,000 gold to a minimum of 1,000. Maximum agent training is +2 levels.
- Feudal: The kingdom has a more developed societal and noble system that provides it with additional members of its noble court and additional influence. The kingdom begins with an additional Baron and Ambassador at the capital, and +1 Influence.
- Order: +2 to starting Influence. Controlled popcenters have 10 points intrinsic counter espionage in addition to any agent counter espionage, and intrinsic 2 points Maintain Status Quo (so the equivalent to a Provincial Governor maintaining status quo in a Tolerant region popcenter with 12 Influence). Magic research cost and agent training are +1,000 gold per level (i.e. a penalty due to the imposition of maintaining order).
- Spy Network: The kingdom has gone to lengths to establish a network of agents. Begins with an additional level 6 agent and level 3 agent at the capital. The cost for agent training is reduced by 20%.
- Trackers: Provides an intrinsic (no order required) level 4 agent recon of each active group area. Detects groups in ambush but not invisible groups. Can locate hidden sites if ending movement on them.
Special Rules For The Onyx Imperium of the Dark Elves Kingdom:
- Terrain Adeptness: Mastery in Forest and Swamp
- Magical Prowess: Mastery (Tier 2 of 7)
- Spells available earlier than prowess base: Augment Title, Cold Darkness, Famine, Infuriate Populace, Plague, Summon Death, Summon Spectres
- Special Order: Equip Advanced Item (Venomed Blades) (Order #607, 500 mithril), venomed blades are an advanced weapon group attachment similar to forged improved weapons and cannot be traded. The venomed blades provide an extra 20% leader/wizard death effect during group combat. Equip blades to group at kingdom-owned pc with forge. Group must have one or more brigades in group. Group must already be equipped with improved weapons or mithril weapons from forge (Order #605). Only able to equip improved weapons, mithril weapons, or advanced weapons to a group once on the same turn.
Your first group begins as your most powerful and important group. In addition, should you earn your Early Strategic Objective or qualify for an Appeal to the Gods (Epic Game only) there are possible awards that only go into your first group (see General Rules).
Early Strategic Objectives:
Enter your selections for the Early Strategic Objectives with your orders on turns 1 through 3. Use Order #991 and reference the instructions in the Official Rulebook. If you do not select any objectives, your kingdom will receive the default objectives listed below:
Control a region | worth 2 points |
Have 3+ Dukes (not Demon Princes/Consuls/King/Queen/Regent) | worth 1 point |
We are pursuing a MINOR ESO!
On turns 10 through 15, if our kingdom has achieved the above requirements to total 3 achievement points, we may claim awards worth 3 points!
Victory Conditions:
This campaign has NORMAL victory conditions.
Therefore a kingdom may win via Rex (control 5+ regions) or by Lion’s Share (most status points at end of the game).
Skeletons In The Closet:
The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions.
Type | Code | |
---|---|---|
MAJOR | 3233 | The Queen Has A Serious Drug Dependancy. |
MINOR | 1587 | The King Is An Athiest. |
MINOR | 9383 | The Queen Has Had Several Embarrassing Affairs. |
Magical Prowess:
Proficiency: Mastery (Tier 2 of 7)
Maximum assured Power level attainable: 7
(Spellcasters may attempt to research beyond the assured level, but may fail about 50% of the time, and the gold cost is still consumed)
Gold cost per research level: 9,000
(Plateau levels have additional cost. At 3rd level, +10,000 gold. At 5th level, +30,000 gold. At 7th level, +60,000 gold. For example, to increase a pwr-2 wizard to pwr-3, the cost is the gold-cost-per-research-level x level + plateau cost, or 37,000 gold. To reach 5th level, the cost is 75,000 gold. To reach 7th level, the cost is 123,000 gold.)
Spell List
Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter
Level 1: Bridge Of Mist, Create Food, Create Gold, Diplomacy, Light Of The Evening Star, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Reveal King’s Influence, Shield, Stun Leader, Valor, Ward
Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Fear, Firestrike, Guarded Attack, Kill Leader/Wizard, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Sleep, Speed, Teleport Self
Level 3: Conceal Emissary, Dire Wolf Familiar, Dispel Dome of Invulnerability, Dispel Storm at Sea, Fertile Fields, Flash Flood, Greater Masking, Hidden Ore, Instant Self Teleport, Invisible Patrol, Mirror Image, Presence (Intrinsic), Raise Population Center Census, Strengthen Walls, Teleport Patrol, Wind Storm
Level 4: Chaos, Command Tornado, Destroy Undead, Dispel Regional Effect, Instant Summon Phantoms, Invisible Brigade, Protection from Regional Effect, Raise Zombies, Storm at Sea, True Seeing, Wall of Flame, Ward Population Center
Level 5: Cold Darkness (Regional Effect), Create Magical Item, Curse, Dire Wolf Familiar (Intrinsic), Earthquake, Imp Familiar, Infuriate Populace, Invisible Division, Plague (Regional Effect), Project Image Of Group, Sacrifice, Summon Minotaurs, Summon Rock Golems, Summon Skeletons, Teleport Brigade, Unveil Group Locations, Unveil Population Centers
Level 6: Augment Title, Conjure Prestige, Conjure Scandal, Demonic Visions (Regional Effect), Dome of Invulnerability, Enhance King’s Aura, Famine (Regional Effect), Ice Torrent, Invisible Army, Meteor Strike, Raise Regional Census (Regional Effect), Revelation, Summon Ghouls, Summon Kraken, Summon Specters, Teleport Division, Transform to Nazgul, True Seeing (Intrinsic)
Level 7: Chain Lightning, Charm Region, Simulacrum, Summon Death, Summon Wights, Teleport Army, Wraith Form
Level 8: Crack The Sky, Power Word Stun, Prismatic Rays, Summon Demon, Summon Leviathan, Summon Mummies, Teleport Army Group
Level 9: Arcane Disjunction, Incendiary Cloud, Summon High Demon, Summon Iron Golem, Transform to Lich
The Onyx Imperium of the Dark Elves Military Dossier
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Kingdom Brigade Description:
Known chiefly for their expert archery, the archers and infantry usually wear black leather and black helmets, while the cavalry component wears black ring mail and adorns their mounts with various intimidating headgear.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Renowned | Good | Good | Above Average | Average | Above Average | Above Average | Above Average |
Recruit Troops (Order #560), Recruit Companions (Order #565), or magically summoned brigades fight at their respective values for all kingdoms. They move according to the kingdom’s movement table. They consume food and gold at their respective rates. Groups at sea fight according to the fleet quantity and quality in the given sea.
Special Note: Flyers may be available for your kingdom through the Recruit Companions (Order #565) or as a Wizard Summoning Spell. All flying groups, either as natural flyers like Dragons or groups enhanced with special brigades/artifacts that bestow flying capabilities, are considered flying at all times. When specifying the group’s movement, all terrain costs are calculated as normally in your movement order (including when flying over water areas). However, flying groups whether they are all-natural flyers (e.g., all brigades of Griffons) or non-natural flyers (ground-based troops that gain flying by acquiring an artifact or by recruiting Giant Eagles) are checked throughout the turn if their situation changes. Flying status may be lost if the group no longer meets certain criteria such as losing division-sized status required by certain artifacts due to transferring troops between groups, combining groups together, or gaining additional troops through battle as what may occur with special troops like Zombies that eat the dead and grow in number. Or Lycanthrope that spreads among the injured on the battlefield and the group acquires new Lycan brigades. Another possibility to consider is if the group will receive any troop reinforcements, which occurs at certain intervals throughout the game. So, even though a ground-based, non-natural flying group may start the turn as a flyer, its status may change throughout the course of the game. A flying group that flys over or lands upon a water area may be issued any movement order (e.g., 720 and not required a sea movement order like 710).
Natural flyers are: Black/Red Dragons, Great Bats, Phoenixes, Specters, and Wyverns, as well as the new troop types of Air Elementals, Beholders, Chimeras, Cockatrices, Fairy Folk, Gargoyles, Giant Eagles, Griffons, Manticores, Mephits, Pixies, Rocs, and Sprites. Giant Eagles and Rocs are the only natural flyers capable of bestowing flight to ground-based troops. Artifacts that are capable of bestowing flight to others are: Great Red Bats of the Lost Caves, Green Dragon Mates, and the Last Herd of Winged Stallions. If a group consists of only natural-flyers or ground-based troops that become capable of flying, the following flight bonuses apply: +20% attack bonus vs pop centers, immune to Earthquake, Flash Flood, and Wall of Flame spells, patrol-sized groups have 32 (rather than 20) movement points (only for patrols of the Black Dragon, Red Dragon, and Fairy Folk kingdoms), may fly over water without a naval fleet being involved (may finish movement upon a water area), automatically performs a reconnaissance of the group’s location as a level 1 agent, and the flying group may not be flanked in battle (a special attack maneuver that certain kingdoms may perform).
Kingdom and Recruitable Troop Types (Food/Gold Amount Is Cost To Recruit):
Type | ID | Food | Gold | Max Per Group | Notes |
---|---|---|---|---|---|
Dark Elves | DA | N/A | N/A | Unlimited | Kingdom brigade, not recruitable but receive as reinforcements |
Knights of Styx | KS | 8,000 | 10,000 | Unlimited | Recruit at pop center within Darkover (2), Krynn (4), Triumvia (5), Nyvaria (7), or Pellinor (9) and requires General and 1 Veteran brigade [Only permitted for evil kingdoms] |
Mythians | MY | 6,000 | 8,000 | Unlimited | Recruit at pop center within Zanthia (6), The Sword Coast (8), Zamora (10), Mythgar (11), or The Untamed Lands (12) and requires General and 1 Veteran brigade |
Northmen | NM | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Crown Islands (1), Darkover (2), The Diamond Coast (3), Triumvia (5), or Stormgate (13) and requires Captain |
Nyvarians | NY | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Diamond Coast (3), Nyvaria (7), Pellinor (9), The Untamed Lands (12), or Stormgate (13) |
Stormgate Guard | ST | 10,000 | 10,000 | Unlimited | Recruit at pop center within Stormgate (13) and requires General |
Vikings | VI | 6,000 | 9,000 | Unlimited | Recruit at pop center within The Crown Islands (1), Darkover (2), or The Diamond Coast (3) and requires General and 1 Veteran brigade |
Westmen | WE | 4,000 | 6,000 | Unlimited | Recruit at pop center within Krynn (4), Triumvia (5), Zanthia (6), The Sword Coast (8), or Stormgate (13) and requires Captain |
Zamorans | ZA | 4,000 | 6,000 | Unlimited | Recruit at pop center within The Sword Coast (8), Pellinor (9), Zamora (10), Mythgar (11), The Untamed Lands (12), or Stormgate (13) and requires Captain |
Companions (Order #565): | |||||
Centaurs | CE | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Forest terrain and requires General and 3 brigades |
Great Bats (Flyer) | GR | 4,000 | 4,000 | 10 | Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires Captain and 1 Veteran brigade |
Ogres | OG | 6,000 | 12,000 | 5 | Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires General and 3 brigades |
Orcs | OR | 4,000 | 4,000 | 15 | Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh terrain and requires Captain and 1 brigades |
Swampmen | SW | 4,000 | 4,000 | 10 | Recruit in wild (no pop center) in Marsh terrain and requires Captain and 3 brigades |
Trolls | TR | 10,000 | 12,000 | 5 | Recruit in wild (no pop center) in Forest, Mountains terrain and requires Marshal and 1 Veteran brigade |
Uak Hai | UR | 6,000 | 6,000 | 5 | Recruit in wild (no pop center) in Plains, Mountains, Marsh, Desert terrain and 1 Veteran brigade |
Wood Elves | WO | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Forest terrain and requires General and 1 Veteran brigade |
Summoned (By Spell): | |||||
Ghouls | GH | N/A | N/A | 5 | Summon in wild (no pop center) in Forest, Marsh terrain |
Iron Golem | IG | N/A | N/A | 1 | Summon in wild (no pop center) in Mountains terrain |
Minotaurs | MI | N/A | N/A | 5 | Summon in wild (no pop center) in Forest, Mountains terrain |
Mummies | MU | N/A | N/A | 5 | Summon in wild (no pop center) in Desert terrain |
Phantoms (Flyer) | PT | N/A | N/A | 5 | Summon in any terrain |
Rock Golems | RG | N/A | N/A | 5 | Summon in wild (no pop center) in Mountains terrain |
Skeletons | SK | N/A | N/A | 20 | Summon in any terrain (including pop centers) |
Specters (Flyer) | SP | N/A | N/A | 7 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Wights | WT | N/A | N/A | 7 | Summon in wild (no pop center) in Mountains terrain |
Zombies | ZO | N/A | N/A | 20 | Summon in any terrain |
Resource Consumption per Brigade (Each Turn) [Being Evil Has -25% Incorporated]:
Type | Food | Gold |
---|---|---|
Dark Elves | 1,275 | 1,575 |
Knights of Styx | 2,025 | 2,025 |
Mythians | 1,275 | 1,575 |
Northmen | 1,500 | 1,500 |
Nyvarians | 1,500 | 1,500 |
Stormgate Guard | 2,250 | 2,250 |
Vikings | 1,350 | 1,650 |
Westmen | 1,500 | 1,500 |
Zamorans | 1,200 | 1,200 |
Companions (Order #565): | ||
Centaurs | 1,275 | 1,425 |
Great Bats | 600 | 450 |
Ogres | 1,725 | 1,200 |
Orcs | 1,125 | 900 |
Swampmen | 1,200 | 900 |
Trolls | 2,100 | 1,875 |
Uak Hai | 1,350 | 1,125 |
Wood Elves | 1,050 | 1,275 |
Summoned (By Spell): | ||
Ghouls | 375 | 525 |
Iron Golem | 2,250 | 2,250 |
Minotaurs | 1,725 | 1,875 |
Mummies | 750 | 1,500 |
Phantoms | 0 | 0 |
Rock Golems | 375 | 1,125 |
Skeletons | 0 | 225 |
Specters | 375 | 750 |
Wights | 375 | 750 |
Zombies | 375 | 225 |
Reinforcement Schedule (Receive As Kingdom Brigades):
Turn 5: | 2 |
Turn 10: | 2 |
Turn 15: | 1 |
Turn 20: | 2 |
Turn 25: | 2 |
Turn 30: | 1 |
Turn 35: | 2 |
Turn 40: | 2 |
Terrain Combat Adjustment:
Terrain Type | Movement Point Cost | Movement (Ice Age) | Dark Elven | Trait |
---|---|---|---|---|
Plains | 5.0 | 6.25 | 0% | |
Forest | 5.0 | 6.25 | +20% | Mastery plus Greater Masking |
Mountains | 8.0 | 10.00 | 0% | |
Desert | 7.0 | 8.75 | 0% | |
Marsh | 5.0 | 6.25 | +20% | Mastery plus Greater Masking |
Sea | 5.0 | 6.25 | 0% | |
vs PC’s | * | * | 0% |
Intercept Radius:
Your intercept radius is 4 areas (for Order #732).
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