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The Everlasting Night of the Deathknights

“All Will Perish”

Dawn of the 4th Cycle of Alamaze

The Everlasting Night of the Deathknights is an ominous kingdom of death and decay. Its citizens are cursed with an insatiable hunger for destruction, and they believe that all living beings must be purged to make way for the new order. The Deathknights are a military powerhouse, and their troops are respected and feared throughout the realm for their brutal tactics. The kingdom’s ultimate goal is the end of all living life, and they use their mastery of siege engineering to lay waste to entire cities. They believe that by destroying everything in their path, they can force all to comply in their unlife. The Deathknights produce a deadly aura wherever they go, causing a plague that aids in their mission to eradicate all life.

Their dark citadels loom over the landscape like ominous sentinels, and they store their many artifacts of strange and terrific power here. The march of the Deathknights is dreaded by all, and their very presence strikes terror into the hearts of even the bravest warriors. Those who oppose the Deathknights must be prepared for a fierce battle, as their armies are vast and relentless. They will stop at nothing to achieve their goal and are willing to sacrifice everything to bring about the end of all living life.


From Your Prime Minister:

The Everlasting Night of the Deathknights is dreadful for all living things. Our military is much respected and feared by all throughout the realm for having an array of strengths amongst its well-balanced military. All will comply with our rule!

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.

CulturalForeknowledge (Morgal Blade)
CulturalMagic Immunity (Death)
CulturalMilitary Tradition
CulturalSiege Engineering
  • 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.
  • 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.
  • Foreknowledge: Kingdom has the short name of one or more artifacts on setup. Varies by kingdom as to number and which specific artifacts.
  • 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.
  • 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).
  • 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 Everlasting Night of the Deathknights Kingdom:

  • Terrain Adeptness: Advantage in Mountains and Swamp
  • Magical Prowess: Mastery (Tier 2 of 7)
  • Spells available earlier than prowess base: Famine, Imp Familiar, Plague, Summon Death
  • Unique spells that are only available for our wizards: Summon Pit Fiend
  • The Deathknights are a strong military kingdom from the nether regions whose purpose in existence is to destroy all living life. The nefarious nature of the Deathknights vile aura manifests as a continuous Plague in regions where a group with at least one brigade of Deathknights resides. The plague wipes out 15% of the population in the entire region, and even depopulates the Deathknights controlled region. The plague is an innate ability and cannot be dispelled or prevented though, the wizard spells Raise Population Census and Raise Regional Census may increase the population levels. The consequence of the ever-present Deathknight plague will inhibit recruiting efforts from pop centers for a number of kingdoms, which establishes a “doomsday clock” scenario if kingdoms ever wish to expand their militaries in that regard. [The plague reduces the region’s population levels to a minimum census of 1,000 per pop center]
  • The sheer presence of the Deathknights are so vile that a group with at least one Deathknight brigade (not invisible) at another kingdom’s capital causes their food stockpile to spoil at three times the normal rate (so 20% food spoilage becomes 60%). Only a Scroll of Purification (Spell #525) or a Preservation Jar (Alchemist only) may prevent this food loss.
  • Hell Hounds (Order #565 Recruit Companions) are companions that are only available for our kingdom. During combat, Hell Hounds breathe fire upon their foes, which is the equivalent of a pwr-2 Firestrike spell (increased during Ice Age games).
  • Summon Pit Fiend (unique for our kingdom, see wizard spells). Pit Fiends are flying creatures that are exceptionally strong and have the innate ability to immolate, which has the damaging effect of a wall of flame spell (25% damage before combat, increased during Ice Age games). If any opposing forces wish to fight a Pit Fiend, they will do so in flames. The demon immolation causes no damage upon the Deathknights forces.
  • Special Order: Muster The Fallen (Order #564, 5,000 gold). This special ability of the Deathknight kingdom congregates the departed victims that have fallen from the deadly plague and assembles their remains as skeletons to join the group. The number of skeleton brigades scales as the game progresses (max limit 20 SK brigs per group). On turns 1-10: 2 brigs, turns 11-20: 4 brigs, turns 21-30: 6 brigs, turns 31+: 10 brigs. The group must be located at the capital, though an inactive group may be specified to receive the brigades. This order may only be issued once per turn.
  • Deathknight groups receive no morale gain/loss from regional reactions. No morale is gained from resting, nor do they gain morale if given extra food/gold (though loss occurs if not fed/paid). Deathknight groups receive morale gains from conquest only. Morale gained from conquering a pop center or an opposing group is at x1.5, plunder yields x2 (max 18 morale gain).
  • High Priestesses enslaved under our control may issue the exclusive Summon Fallen Angel (Order #666, 7,000 gold) which is only available for the Deathknights kingdom. The fallen angel appears for the turn summoned and will visit a pop center no more than 8 areas away. The targeted pop center will suffer the vast destruction caused by the fallen angel with its defense, food, gold, and census decreased by 1,000 each. A Ward Population Center spell will successfully prevent the fallen angel from reaching its target (consumes the ward). Several Priestesses may each send fallen angels to inflict greater damage or to overcome multiple wards.
  • Special Order: Torment Prisoner (Order #620, 6,000 gold), allowed once per turn, acquires a random major/minor skeleton of the prisoner’s kingdom. The torture is 100% effective in acquiring such information. The specified prisoner must be a political emissary to reveal a skeleton in the closet, not an agent or other figure.
  • Our kingdom has five groups available.

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.

MAJOR4515The King Has Autophobia: He Cannot Tolerate Being Alone.
MINOR1706The King Is An Athiest.
MINOR9884The King Is A Heretic.

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: 8,000

(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 34,000 gold. To reach 5th level, the cost is 70,000 gold. To reach 7th level, the cost is 116,000 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, Imp Familiar, 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, Infuriate Populace, Invisible Division, Plague (Regional Effect), Project Image Of Group, Sacrifice, 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 Pit Fiend, 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, Prismatic Rays, Summon Demon, Summon Leviathan, Summon Mummies, Teleport Army Group

Level 9: Incendiary Cloud, Power Word Stun, Summon High Demon, Summon Iron Golem, Transform to Lich

The Everlasting Night of the Deathknights Military Dossier

Kingdom Brigade Description:

Known chiefly for their powerful infantry, the troops usually wear black platemail with spiked helms, while the cavalry component wears black ring mail and adorns their mounts with various articles of decomposing body parts.

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
DeathknightsDKN/AN/AUnlimitedKingdom brigade, not recruitable but receive as reinforcements
Knights of StyxKS8,00010,000UnlimitedRecruit 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 evil kingdoms]
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)
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):
Hell HoundsHH2,0002,00015Recruit in wild (no pop center) in Desert terrain
War MachinesWM4,00010,0005Recruit in wild (no pop center) in Forest terrain and requires General and 3 brigades
Summoned (By Spell):
GhoulsGHN/AN/A5Summon in wild (no pop center) in Forest, Marsh terrain
Iron GolemIGN/AN/A1Summon in wild (no pop center) in Mountains terrain
MummiesMUN/AN/A5Summon in wild (no pop center) in Desert terrain
Pit Fiend (Flyer)PFN/AN/A3Summon in wild (no pop center) in Mountains terrain
Phantoms (Flyer)PTN/AN/A5Summon in any terrain
SkeletonsSKN/AN/A20Summon in any terrain (including pop centers)
Specters (Flyer)SPN/AN/A7Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain
WightsWTN/AN/A7Summon in wild (no pop center) in Mountains terrain
ZombiesZON/AN/A20Summon in any terrain

Resource Consumption per Brigade (Each Turn) [Being Evil Has -25% Incorporated]:

Knights of Styx2,0252,025
Stormgate Guard2,2502,250
Companions (Order #565):
Hell Hounds375525
War Machines975900
Summoned (By Spell):
Iron Golem2,2502,250
Pit Fiend1,7251,725

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 TypeMovement Point CostMovement (Ice Age)DeathknightsTrait
Mountains7.08.75+10%Advantage plus Lesser Masking
Marsh6.07.50+10%Advantage plus Lesser Masking
vs PC’s**0%

Intercept Radius:

Your intercept radius is 4 areas (for Order #732).

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