CIMMERIANS
Dossier for:
The Cimmerian Nation from the North
“To Hear the Lamentations of Their Women”
Dawn of the 4th Cycle of Alamaze
The Cimmerian Nation is a formidable kingdom nestled within the frigid Northern Mists. Renowned for their indomitable spirit and martial prowess, the Cimmerians are a warrior people whose entire society revolves around their martial traditions. In the Cimmerian Nation, combat is not just a means of survival but a way of life. From the frozen tundras to the treacherous seas, their warriors exhibit unparalleled ferocity and skill, earning them a fearsome reputation. However, beneath their barbaric facade lies a strategic brilliance that sets them apart from other kingdoms. Advanced military tactics and disciplined training form the backbone of their military might. The Cimmerians thrive in the harsh, cold weather climates that would deter others. Their troops are acclimated to these environments, granting them a distinct advantage over their foes. This resilience, combined with their unwavering determination, allows them to endure even the harshest conditions and emerge victorious.
At the heart of the Cimmerian Nation stands their resolute King, a leader who embodies the unyielding spirit of his people. He leads his warriors with an iron will, inspiring them to conquer new lands and never entertain the thought of retreat. Under his guidance, the kingdom has expanded its borders, forging a legacy of triumph and conquest. Their enemies beware the approach of these warrior people, for they know conquest is inevitable.
TO ARMS!
From Your 2nd In Command:
We Cimmerians are proud warriors. We care not much for wizardry, but we are strong, bold, clever, and feared. We have learned more tactics than any kingdom, and can execute them in a variety of terrains and conditions. While our agents are good at their craft, they too are strong. If our personalities are captured, they have a good chance to escape. Our longboats can evade at Sea. If our strategy can match our tactics, we should be able to field a formidable force that others would fear.
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 | Adventurers |
Cultural | Cunning |
Cultural | Foreknowledge (Great Axe Of Hurblind) |
Cultural | Heroic |
Cultural | Magic Resistance (Battle) |
Cultural | Military Tradition |
Cultural | Ruthless |
Cultural | Seafaring |
Cultural | Stalwart |
Cultural | Trackers |
Magic | Substandard |
- 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.
- 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.
- 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.
- Foreknowledge: Kingdom has the short name of one or more artifacts on setup. Varies by kingdom as to number and which specific artifacts.
- Heroic: Kingdom starts with an additional leader who is a Marshal, its leaders always advance in rank in Unusual Encounters when they don’t issue the most cautious tactic (TAC 1), and advance at a +10 point chance in all battles until reaching Marshal rank, then as normal (no bonus) for advancement. Odds of an agent performing a successful rescue or kidnap is increased 15 points and the chance of capture during a mission is reduced by 15 points.
- Magic Resist Battle: Kingdom is 33% resistant to combat magic effects (e.g., firestrike, earthquake). If successful, no damage will be taken.
- Military Tradition: Adds a Marshal to the 1st group and a General to the 2nd group, leaders promote at +10 points, new leaders emerge at +10 points, and have 10 points better survivability in combat. Brigades advance in training level at 10 points greater than normal. Warriors, the soldier portion of a party’s strength rating, are worth +3 in Unusual Encounters.
- Ruthless: Cause Fear (-10% to morale of opposing groups or to popcenter defense). +2 points intrinsic status quo to controlled popcenters so about a Provincial Governor Maintaining Status Quo in a tolerant region. +10 points to Threaten (#180).
- Seafaring: +3 to starting naval quality, -2,000 gold to fleet construction cost. Interdict at 80%, own patrol-sized groups interdicted only 50% of normal (so if normally a patrol-sized group is interdicted 30% of the time, Seafaring nations would have theirs interdicted 15% of the time). Sea Patrol Interdiction is the entire sea as in 2nd Cycle (the specified sea areas when filling out a sea patrol action on the order entry website will be ignored when the turn is run). They begin with an additional fleet in each sea where they have a fleet.
- Stalwart: Immune to Fear and Chaos. 25% reduction to harmful magic (4,000 magic damage would become 3,000). +15 points leader promotion and emergence, -15 points leader and wizard death (improved survivability to combat damage and kill leader / kill wizard).
- 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 Cimmerian Nation from the North Kingdom:
- Terrain Adeptness: Mastery in Mountains, Advantaged in other terrains
- Magical Prowess: Substandard (Tier 5 of 7)
- Spells available earlier than prowess base: Eagle Familiar, Dire Wolf Familiar
- Winter Attack. Group vs. group attack ability. Group must attack (not defend). May only be done in regions affected by the season, so during the Winter season, only permitted in regions 1-3 and 5-7 (except during an Ice Age where all regions are valid). Happens automatically if kingdom, region, and season qualifies (no special order needed). Attacking with this innate ability automatically grants +20% to both attack and defense values and causes Fear (-10% morale for battle) to enemy if our kingdom attacks at a TAC 2+. Can stack with Flanking or Night Attack.
- Night Attack (use TAC 5). Group vs. group attack. Requires a Marshal or better (not stunned), 2 or more Veteran or higher kingdom brigades, cannot be done in summer. Causes Fear (-10% morale for enemy in battle), enemy missile phases are at -75%, own missile phases are -33%, enemy leadership values reduced 33%, enemy retreat losses are x2, enemy characters have +10 points to death chance from battle. Retreat as TAC 2. Night attack is not valid against groups that attack our own at TAC 2 or higher (our attack converts to standard battle plan).
- Fight To The Last Man (use TAC 7). Defensive group vs. group tactic. Requires Stalwart, no Green brigades, at least two Veteran Kingdom brigades, and a Marshal or higher (not stunned). This is a defensive only tactic (does not initiate combat). Provides an additional +15% to defense over normal defensive bonus, and retreat becomes 90% (which means our troops will continue fighting until nearly completely destroyed).
- Food and gold production at kingdom-owned pop centers are reduced less than for other kingdoms during winter. While other kingdoms receive only 25% food and 50% gold production in winter, the Cimmerians will receive 50% of normal food production and 75% of gold production.
- Special Order: Equip Advanced Item (Battle Axes) (Order #607, 500 mithril), battle axes are an advanced weapon group attachment similar to forged improved weapons and cannot be traded. The axes provide an extra 20% leader/wizard death effect during group combat. Equip axes 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 | 8791 | The King Has Thanataphobia: He Is Terrified Of Dying. |
MINOR | 7386 | The King, As A Youth Was Cowardly In Battle. |
MINOR | 8743 | The King Has Astraphobia: He Greatly Fears Thunder. |
Magical Prowess:
Proficiency: Substandard (Tier 5 of 7)
Maximum assured Power level attainable: 6
(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: 11,000
(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 43,000 gold. To reach 5th level, the cost is 85,000 gold. To reach 7th level, the cost is 137,000 gold.)
Spell List
Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter
Level 1: Create Food, Light Of The Evening Star, Magic Research, Protect Heroes and Wizards, Raven Familiar, Shield, Stun Leader, Valor
Level 2: Bridge Of Mist, Create Gold, Fear, Guarded Attack, Heal, Lesser Masking, Lightning Attack, Speed, Ward
Level 3: Bridge Of Mist (Intrinsic), Diplomacy, Dire Wolf Familiar, Dispel Magic, Eagle Familiar, Fertile Fields, Firestrike, Hidden Ore, Invisible Patrol, Kill Leader/Wizard, Light Of The Evening Star (Intrinsic), Presence (Intrinsic), Reveal King’s Influence, Ship of Mist, Sleep, Strengthen Walls, Teleport Self, Wind Storm
Level 4: Chaos, Conceal Emissary, Dispel Storm at Sea, Flash Flood, Greater Masking, Instant Summon Phantasmal Forces, Mirror Image, Raise Population Center Census, Teleport Patrol, Ward Population Center
Level 5: Command Tornado, Create Magical Item, Destroy Undead, Dire Wolf Familiar (Intrinsic), Dispel Dome of Invulnerability, Dispel Regional Effect, Instant Self Teleport, Invisible Brigade, Protection from Regional Effect, Storm at Sea, Teleport Brigade, True Seeing, Wall of Flame
Level 6: Blinding Light (Regional Effect), Earthquake, Invisible Division, Summon Minotaurs, Teleport Division
Level 7: Bounty (Regional Effect), Conjure Prestige, Conjure Scandal, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Project Image Of Group, Raise Regional Census (Regional Effect), Revelation, Summon Kraken, Summon Rock Golems, Teleport Army, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers
Level 8: Augment Title, Chain Lightning, Charm Region, Dome of Invulnerability, Enhance King’s Aura, Teleport Army Group
Level 9: Prismatic Rays, Summon Death, Summon Leviathan
The Cimmerian Nation from the North Military Dossier
Kingdom Brigade Description:
The Cimmerians are powerful warriors, especially when using their special tactics and in their terrains with advantage. They mainly disdain archery as cowardly, they are best moving to engage shouting their war cries. Mainly heavy infantry equipped by individual preference, with some heavy cavalry chargers, mainly from the nobility and bannermen. They hold up well in protracted melees.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Very Poor | Average | Excellent | Good | Good | Good | Good | 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 |
---|---|---|---|---|---|
Cimmerians | CI | N/A | N/A | Unlimited | Kingdom brigade, not recruitable but receive as reinforcements |
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) |
Paladins | PA | 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 non-evil kingdoms] |
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): | |||||
Hill Giants | HI | 10,000 | 12,000 | 3 | Recruit in wild (no pop center) in Mountains terrain and requires Marshal and 1 Elite brigade |
Mammoths | MA | 10,000 | 12,000 | 3 | Recruit in wild (no pop center) in Plains terrain and requires Marshal and 1 Elite brigade |
Wildlings | WL | 4,000 | 6,000 | 10 | Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires Captain and 3 brigades |
Summoned (By Spell): | |||||
Minotaurs | MI | N/A | N/A | 5 | Summon in wild (no pop center) in Forest, Mountains terrain |
Phantasmal Force | PM | N/A | N/A | 5 | Summon in wild (no pop center) in any terrain |
Rock Golems | RG | N/A | N/A | 5 | Summon in wild (no pop center) in Mountains terrain |
Resource Consumption per Brigade (Each Turn):
Type | Food | Gold |
---|---|---|
Cimmerians | 2,000 | 1,800 |
Mythians | 1,700 | 2,100 |
Northmen | 2,000 | 2,000 |
Nyvarians | 2,000 | 2,000 |
Paladins | 2,700 | 2,700 |
Stormgate Guard | 3,000 | 3,000 |
Vikings | 1,800 | 2,200 |
Westmen | 2,000 | 2,000 |
Zamorans | 1,600 | 1,600 |
Companions (Order #565): | ||
Hill Giants | 2,700 | 2,700 |
Mammoths | 3,000 | 2,700 |
Wildlings | 1,700 | 1,300 |
Summoned (By Spell): | ||
Minotaurs | 2,300 | 2,500 |
Phantasmal Force | 0 | 0 |
Rock Golems | 500 | 1,500 |
Reinforcement Schedule (Receive As Kingdom Brigades):
Turn 5: | 3 |
Turn 10: | 2 |
Turn 15: | 2 |
Turn 20: | 3 |
Turn 25: | 1 |
Turn 30: | 1 |
Turn 35: | 1 |
Turn 40: | 1 |
Terrain Combat Adjustment:
Terrain Type | Movement Point Cost | Movement (Ice Age) | Cimmerians | Trait |
---|---|---|---|---|
Plains | 4.0 | 5.00 | +10% | Advantage plus Lesser Masking |
Forest | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Mountains | 6.0 | 7.50 | +20% | Mastery plus Greater Masking |
Desert | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Marsh | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Sea | 4.0 | 5.00 | +10% | Advantage plus Lesser Masking |
vs PC’s | * | * | 0% |
Intercept Radius:
Your intercept radius is 3 areas (for Order #732).
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