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The Chaotic Planes of the Elementalist

“I Am All”

Dawn of the 4th Cycle of Alamaze

The Chaotic Planes of the Elementalist depict a kingdom with unparalleled access to the Elemental Planes of Existence. Their society’s profound understanding of the elements has granted them extraordinary powers, surpassing the capabilities of wizards in other realms. As masters of the arcane arts, they wield devastating elemental combat spells with unrivaled potency. Within the realms of pure arcane might, the Elementalist kingdom stands unrivaled. Their deep connection to the elemental forces allows them to unleash cataclysmic spells that can reshape the battlefield, overwhelming their adversaries with elemental fury. Tornados, firestorms, and earthquakes become weapons at their disposal, capable of buffeting enemy cities and rendering their defenses helpless.

To supplement their relatively weak standing army, the Elementalist kingdom has the unique ability to summon Elementals from the other planes of existence. These powerful entities, manifestations of the elements themselves, bolster their forces on the battlefield. With the aid of these awe-inspiring creatures, the Elementalist kingdom becomes a force to be reckoned with, despite their numerical disadvantages. As they summon Elementals and unleash the fury of the elements upon their enemies, their adversaries tremble in the face of their arcane might and the devastating chaos they unleash.

From Your Prime Minister:

Master of Elements, we are fortunate to have unique access to the Elemental Planes of Existence. Vast knowledge of the elements has provided us with more powerful versions of combat spells that involve the elements. No one is at our level of arcane superiority. The Summoned troops from the various Elemental Planes are unique to our kingdom, and should be utilized to augment our middling kingdom brigades when the economy allows for it. All things considered, Master of the Elements, your opportunity for control over the realm is imminent.

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.

  • Adventurers: +10 points to group strength in Unusual Sighting encounters. Automatic entry to encounters that require a wizard to cast Light Of The Evening Star or Bridge Of Mist for access. +10 points to leadership promotion and -10% to leader and wizard death in unusual encounters. +10 points to agent rescue and emissary escape attempts. Warriors, the soldier portion of a party’s strength rating, are worth +5 in Unusual Encounters.

Special Rules For The Chaotic Planes of the Elementalist Kingdom:

  • Terrain Adeptness: Standard
  • Magical Prowess: Supremacy (Tier 1 of 7)
  • Spells available earlier than prowess base: Crack The Sky, Flash Flood, Storm at Sea, Wall of Flame, Wind Storm
  • Our kingdom has access to the full set of Summon Monster I-IX spells. These creatures are of standard caliber without any special abilities, though they are quite useful in combat.
  • Unique spells that are only available to our wizards: Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental
  • Attuned to the Elemental Planes of existence, we have access to unique troops for our kingdom that will enhance our military capabilities. Air Elementals provide +10% morale bonus when fighting in Plains terrain as well as providing an ever present 10% reduction against enemy missiles (as wind storm). Earth Elementals provide +10% morale bonus when fighting in Mountainous terrain as well as providing a constant 10% bonus to group defense (as shield). Fire Elementals provide 10% morale bonus when fighting in Desert terrain and offer a 10% bonus to combat group strength (as valor). Water Elementals provide a 10% morale bonus when fighting in Marsh terrain as well as provide a 25% reduction against charge attacks (as flash flood).
  • Due to being masters of the elements, Elementalist wizards receive a +25% damage bonus to these combat spells: Lightning, Firestrike, Tornado, Earthquake, and Wall of Flame.
  • Wizard capitals start with a significant boost to their defense than normal.

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 regionworth 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.

MAJOR1692The Heir Apparent Is Illegitimate.
MINOR3688The King Has Zoophobia: He Fears All Animals.
MINOR5749The King Has Thanataphobia: He Is Terrified Of Dying.

Magical Prowess:

Proficiency: Supremacy (Tier 1 of 7)

Maximum assured Power level attainable: 9

(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: 7,000

(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 31,000 gold. To reach 5th level, the cost is 65,000 gold. To reach 7th level, the cost is 109,000 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, Speed, Stun Leader, Summon Monster I (Troglodyte), Ward

Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Dispel Storm at Sea, Fear, Fertile Fields, Firestrike, Flash Flood, Guarded Attack, Heal, Kill Leader/Wizard, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Storm at Sea, Summon Monster II (Gnoll), Teleport Self, Valor, Wall of Flame, Wind Storm

Level 3: Command Tornado, Conceal Emissary, Dispel Dome of Invulnerability, Dispel Regional Effect, Eagle Familiar, Hidden Ore, Instant Self Teleport, Invisible Brigade, Mirror Image, Presence (Intrinsic), Protection from Regional Effect, Raise Population Center Census, Sleep, Strengthen Walls, Summon Air Elemental, Summon Monster III (Owlbear), Teleport Patrol, True Seeing

Level 4: Chaos, Destroy Undead, Earthquake, Greater Masking, Instant Summon Phantasmal Forces, Invisible Division, Project Image Of Group, Summon Earth Elemental, Summon Minotaurs, Summon Monster IV (Gargoyle), Teleport Brigade

Level 5: Bounty (Regional Effect), Conjure Prestige, Create Magical Item, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Raise Regional Census (Regional Effect), Summon Fire Elemental, Summon Kraken, Summon Monster V (Manticore), Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers, Ward Population Center

Level 6: Augment Title, Blinding Light (Regional Effect), Chain Lightning, Charm Region, Conjure Scandal, Dome of Invulnerability, Enhance King’s Aura, Revelation, Simulacrum, Summon Death, Summon Monster VI (Ettin), Summon Water Elemental, Teleport Army

Level 7: Crack The Sky, Power Word Stun, Prismatic Rays, Summon Leviathan, Summon Monster VII (Umber Hulk), Teleport Army Group

Level 8: Incendiary Cloud, Summon Iron Golem, Summon Monster VIII (Gelatinous Cube)

Level 9: Arcane Disjunction, Disintegrate, Summon Monster IX (Shambling Mound)

The Chaotic Planes of the Elementalist Military Dossier

Kingdom Brigade Description:

A balanced brigade, not heavily armed or armored. A good allotment of short bowmen, medium infantry equipped with spears and leather protection that have been trained to charge, a company of light horse. All in all, the Elementalist brigades would be considered average, and the kingdom is best served by adding its wide assortment of available Companions as well as summoned brigades.

Kingdom Brigade Ratings:

LR MissileSR MissileCharge1st Melee2nd MeleeCombinedStorm (PC)Defense
AverageAverageAverageAbove AverageAverageAverageAverageAverage

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):

TypeIDFoodGoldMax Per GroupNotes
ElementalistEMN/AN/AUnlimitedKingdom brigade, not recruitable but receive as reinforcements
MythiansMY6,0008,000UnlimitedRecruit 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
NorthmenNM4,0006,000UnlimitedRecruit at pop center within The Crown Islands (1), Darkover (2), The Diamond Coast (3), Triumvia (5), or Stormgate (13) and requires Captain
NyvariansNY4,0006,000UnlimitedRecruit at pop center within The Diamond Coast (3), Nyvaria (7), Pellinor (9), The Untamed Lands (12), or Stormgate (13)
PaladinsPA8,00010,000UnlimitedRecruit 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 non-evil kingdoms]
Stormgate GuardST10,00010,000UnlimitedRecruit at pop center within Stormgate (13) and requires General
VikingsVI6,0009,000UnlimitedRecruit at pop center within The Crown Islands (1), Darkover (2), or The Diamond Coast (3) and requires General and 1 Veteran brigade
WestmenWE4,0006,000UnlimitedRecruit at pop center within Krynn (4), Triumvia (5), Zanthia (6), The Sword Coast (8), or Stormgate (13) and requires Captain
ZamoransZA4,0006,000UnlimitedRecruit 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):
Mephits (Flyer)MP2,0002,00020Recruit in wild (no pop center) in Forest terrain and requires Captain and 1 brigades
Summoned (By Spell):
Air Elementals (Flyer)EAN/AN/A5Summon in wild (no pop center) in Plains terrain
Earth ElementalsEEN/AN/A5Summon in wild (no pop center) in Mountains terrain
Fire ElementalsEFN/AN/A5Summon in wild (no pop center) in Desert terrain
EttinsETN/AN/A3Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Water ElementalsEWN/AN/A5Summon in wild (no pop center) in Marsh terrain
Gargoyles (Flyer)GAN/AN/A5Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Gelatinous CubesGCN/AN/A3Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
GnollsGLN/AN/A10Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Iron GolemIGN/AN/A1Summon in wild (no pop center) in Mountains terrain
Manticores (Flyer)MCN/AN/A5Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
MinotaursMIN/AN/A5Summon in wild (no pop center) in Forest, Mountains terrain
OwlbearsOWN/AN/A5Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Phantasmal ForcePMN/AN/A5Summon in wild (no pop center) in any terrain
Rock GolemsRGN/AN/A5Summon in wild (no pop center) in Mountains terrain
Shambling MoundsSMN/AN/A3Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
TroglodytesTGN/AN/A10Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
Umber HulksUHN/AN/A3Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain

Resource Consumption per Brigade (Each Turn):

Stormgate Guard3,0003,000
Companions (Order #565):
Summoned (By Spell):
Air Elementals8001,500
Earth Elementals1,5002,500
Fire Elementals9502,000
Water Elementals1,0002,250
Gelatinous Cubes1,7501,750
Iron Golem3,0003,000
Phantasmal Force00
Rock Golems5001,500
Shambling Mounds2,0002,000
Umber Hulks1,5001,500

Reinforcement Schedule (Receive As Kingdom Brigades):

Turn 5:2
Turn 10:1
Turn 15:2
Turn 20:1
Turn 25:2
Turn 30:1
Turn 35:2
Turn 40:2

Terrain Combat Adjustment:

Terrain TypeMovement Point CostMovement (Ice Age)ElementalistTrait
vs PC’s**0%

Intercept Radius:

Your intercept radius is 3 areas (for Order #732).

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