Dwarven Lords

The DWARVEN LORDS

Dossier for:

The Dwarven Lords of the Mountains

“Hewn Of Stone And Iron”

Dawn of the 4th Cycle of Alamaze

The Dwarven Lords of the Mountains, consisting of the proud Khazdum Dwarves, consider themselves the largest, strongest, and most intelligent among their kin. They have achieved prominence by recognizing the true value of gold and dedicating themselves to its mining, accumulation, and trade. Through their efforts, they have established prosperous trade routes with other peoples, solidifying their economic might. The Dwarven Lords find security in their homeland nestled within the Talking Mountains, whose towering peaks and treacherous terrain provide nearly impenetrable natural defenses. This rugged landscape, coupled with their indomitable spirit, bolsters their resilience and ability to withstand external threats. While the Khazdum Dwarves possess limited magical potential, they make up for it with their resistance to the magical influences of others. Their steadfast nature shields them from the manipulations of magic-wielding adversaries, allowing them to focus on their physical prowess and technological advancements. Renowned as some of the most proficient warriors among the races, the Khazdum stand as formidable defenders of their realm. Their martial expertise, honed over generations, combines brute strength, meticulous tactics, and an unwavering resolve to ensure their enemies are vanquished. Deep-seated enmity with the Gnomes has marked their history, fueling rivalries and conflicts that have endured through the ages. These two races clash over territory, resources, and ideological differences, perpetuating a longstanding feud. Whether economically or militarily, the Dwarven Lords of the Mountains exemplify the indomitable spirit and unyielding determination of their people.

From Your High Councilor:

Great King of The Dwarven Lords of the mountains, hear my counsel. The Dwarves you rule are the Khazdum Dwarves: the largest, strongest and most intelligent in all the Dwarven line. This is reflected in the special rules for the position. Our people have always understood the importance of gold, and increasing gold supplies means more to us than does the success or failure of any foreign kingdom. Outside of your historically bitter rivalry with the Gnomes, we should have no certain enemies. However, the natural defenses of our kingdom could be coveted by any number of kingdoms uncertain of which direction to expand. Since mobility is not our strength, we must make good use of our emissaries. With favorable terrain, economics, emissaries, and a solid military, we Dwarves are tough foes for any one kingdom.

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.

TypeName
CulturalAdventurers
CulturalFeudal
CulturalForeknowledge (Axe Of Farin)
CulturalHeroic
CulturalIndustrious
CulturalMagic Immunity (Death)
CulturalMagic Resistance (Battle)
CulturalMagic Resistance (Sleep)
CulturalMilitary Tradition
CulturalRich
CulturalSiege Engineering
CulturalStalwart
MagicNonmagical
  • 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.
  • 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.
  • 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.
  • Industrious: +10% food and gold production of all controlled popcenters. Increasing food/gold production or defenses at a popcenter costs 1,000 less gold per issuance (does not apply towards Dwarven special ability of improving defenses).
  • Magic Immune Death: Kingdom is completely immune to magical death effects. This consists of the kill leader/wizard spell, death spell, and the summon imp/demon/high demon spells.
  • Magic Resist Battle: Kingdom is 33% resistant to combat magic effects (e.g., firestrike, earthquake). If successful, no damage will be taken.
  • Magic Resist Sleep: Kingdom is 33% resistant to sleep effects.
  • 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.
  • Rich: Increases starting treasury by 30,000 gold, and increases starting capital gold production by 4,000.
  • Siege Engineering: Bonus to laying siege: a town (not cities or villages) can be sieged in two turns (instead of 3). Non-allied emissaries attempting to relocate from a population center under siege will undergo a 50% chance of capture and 70% upon the completion of a siege (normally 30%/50%). Towns and cities attacked (#150 or derivative orders like #160) by a kingdom with Siege Engineering have 10% subtracted from their defense. Any war machine(s) they possess will give +15% to base combat strength in attacks against pc’s.
  • 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).

Special Rules For The Dwarven Lords of the Mountains Kingdom:

  • Terrain Adeptness: Supremacy in Mountains
  • Magical Prowess: Non-Magical (Tier 7 of 7)
  • Spells available earlier than prowess base: Hidden Ore, Shield, Strengthen Walls, Valor
  • Barrage Tactic (use TAC 6). May only be used against PC’s. Requires Siege Engineering trait, Marshal or higher (not stunned), and a Veteran or higher War Machine brigade. Attacker with Barrage gets 150% in both long and short range missile stages. Retreat as 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).
  • The Dwarves are among the least magical of all the races. This fact also works to their advantage, as they enjoy Resistance to Battle Magic.
  • Because of our supreme proficiency in the Mountains, our groups can mask the size of their force when ending movement in a Mountain area. This masking occurs automatically, without requiring either a spell or order.
  • Special Order: Evasion (Order #118). Evade prevents combat with the specified group if in Mountain terrain. Not considered as a retreat for either group and is the equivalent to a normal defensive order (so cannot attack groups/pop centers/encounters nor rest/set ambush). Evasion is limited to groups of up to 5 brigades.
  • Special Order: Dwarven Defenses (Order #599). Because of the Dwarves great ability in working with stone, they may use this special order that will increase the defenses of a given Dwarven controlled population center by 4,000 at a cost of 10,000 gold. May only improve a pop center’s defense through this order once a turn.
  • Whenever a kingdom issues the directive to improve their pop center’s defense (Order #600), our kingdom will receive 1,000 gold per increase (per multiple).
  • Special Order: Dwarven Tunnels & Traps (Order #120, TAC 1), only may be issued in the Mountains. A successful withdraw of the Dwarven group will occur prior to combat unless the opposing group was issued a Determined Attack directive (TAC 3). If so, the opposing group will suffer significantly casualties from numerous Dwarven traps prior to being able to engage the Dwarves.
  • Create Gold Mine (Order #650), specified map area must be a Mountain location without a pop center (pillaged or a magic-destroyed pc frees the map area of a pc so the area is valid for a mine). May only have one Gold Mine on the map. May only issue order on turn 4 or later. A Gold Mine produces 20,000 gold each month (does not decrease due to seasonal effects).
  • Special Order: Equip Mithril Item (Order #606). This order is only available to the Dwarven and Elven kingdoms due to their master skill level and craftsmanship. Group must be located at kingdom-owned pc with forge. Group must already be equipped with the improved forged item (armor/weapons) in order to upgrade to their mithril version. Mithril armor provides +50% combat protection. Mithril weapons provides +50% combat effectiveness. Cost for forging either mithril armor or weapons is 1,000 mithril ingots. Group may only be equipped once a turn with forged armor/weapons.
  • Special Order: Equip Advanced Item (Dwarven Hammers) (Order #607, 500 mithril), dwarven hammers are an advanced weapon group attachment similar to forged improved weapons and cannot be traded. The dwarven hammers provide an extra 20% leader/wizard death effect during group combat. Equip dwarven hammers 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.
  • The Dwarven kingdom receives a 25% discount on paying the resource cost of improving the food/gold/defense of their population centers (Order #600).
  • At the start of the game, the Dwarven kingdom receives a higher amount of mithril ingots in their treasury, as well as having a greater number of miners/prospectors than any other kingdom.

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.

TypeCode
MAJOR8444The King Has Pyrophobia: He Is Unnaturally Afraid Of All Fire.
MINOR2052The King Is Psychitsophrenic.
MINOR8192The Queen Is A Heretic.

Magical Prowess:

Proficiency: Nonmagical (Tier 7 of 7)

Maximum assured Power level attainable: 5

(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: 13,000

(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 49,000 gold. To reach 5th level, the cost is 95,000 gold. To reach 7th level, the cost is 151,000 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, Raven Familiar, Shield

Level 2: Bridge Of Mist, Create Gold, Guarded Attack, Heal, Hidden Ore, Lightning Attack, Protect Heroes and Wizards, Speed, Strengthen Walls, Stun Leader, Valor, Ward

Level 3: Bridge Of Mist (Intrinsic), Diplomacy, Firestrike, Light Of The Evening Star (Intrinsic), Presence (Intrinsic), Sleep, Teleport Self, Wind Storm

Level 4: Command Tornado, Conceal Emissary, Dire Wolf Familiar, Dispel Dome of Invulnerability, Dispel Magic, Dispel Storm at Sea, Eagle Familiar, Fear, Fertile Fields, Flash Flood, Instant Summon Phantasmal Forces, Invisible Patrol, Kill Leader/Wizard, Lesser Masking, Mirror Image, Raise Population Center Census, Reveal King’s Influence, Ship of Mist

Level 5: Chaos, Create Magical Item, Earthquake, Greater Masking, Teleport Patrol, True Seeing

Level 6: Destroy Undead, Dispel Regional Effect, Ice Torrent, Instant Self Teleport, Invisible Brigade, Protection from Regional Effect, Teleport Brigade, Wall of Flame, Ward Population Center

Level 7: Blinding Light (Regional Effect), Chain Lightning, Invisible Division, Revelation, Summon Minotaurs, Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers

Level 8: Augment Title, Bounty (Regional Effect), Charm Region, Conjure Prestige, Conjure Scandal, Enhance King’s Aura, Infuriate Populace, Invisible Army, Prismatic Rays, Project Image Of Group, Raise Regional Census (Regional Effect), Teleport Army

Level 9: Dome of Invulnerability, Incendiary Cloud, Meteor Strike, Teleport Army Group

The Dwarven Lords of the Mountains Military Dossier

Kingdom Brigade Description:

Dwarves are stout folk, who are generally considered better than above average in most phases. Their crossbows are good at distance, they are courageous in the charge on foot, and tough in melee. Dwarves are generally wearing armor, and adept with a variety of weapons, although the axe remains the preference for most warriors.

Kingdom Brigade Ratings:

LR MissileSR MissileCharge1st Melee2nd MeleeCombinedStorm (PC)Defense
GoodAbove AverageGoodGoodGoodGoodAbove AverageAbove 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):

TypeIDFoodGoldMax Per GroupNotes
DwarvesDWN/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):
Hill GiantsHI10,00012,0003Recruit in wild (no pop center) in Mountains terrain and requires Marshal and 1 Elite brigade
MammothsMA10,00012,0003Recruit in wild (no pop center) in Plains terrain and requires Marshal and 1 Elite brigade
WildlingsWL4,0006,00010Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires Captain and 3 brigades
War MachinesWM4,00010,0005Recruit in wild (no pop center) in Forest terrain and requires General and 3 brigades
Summoned (By Spell):
MinotaursMIN/AN/A5Summon in wild (no pop center) in Forest, Mountains 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

Resource Consumption per Brigade (Each Turn):

TypeFoodGold
Dwarves2,0002,200
Mythians1,7002,100
Northmen2,0002,000
Nyvarians2,0002,000
Paladins2,7002,700
Stormgate Guard3,0003,000
Vikings1,8002,200
Westmen2,0002,000
Zamorans1,6001,600
Companions (Order #565):
Hill Giants2,7002,700
Mammoths3,0002,700
Wildlings1,7001,300
War Machines1,3001,200
Summoned (By Spell):
Minotaurs2,3002,500
Phantasmal Force00
Rock Golems5001,500

Reinforcement Schedule (Receive As Kingdom Brigades):

Turn 5:3
Turn 10:2
Turn 15:1
Turn 20:2
Turn 25:2
Turn 30:2
Turn 35:2
Turn 40:2

Terrain Combat Adjustment:

Terrain TypeMovement Point CostMovement (Ice Age)DwarvenTrait
Plains5.06.250%
Forest7.08.750%
Mountains5.06.25+30%Supremacy plus Greater Masking and Evasion
Desert7.08.750%
Marsh7.08.750%
Sea5.06.250%
vs PC’s**0%

Intercept Radius:

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

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