The FREE TRADERS
Dossier for:
The Expanse of the Free Traders
“We Ship, We Deliver, We Profit”
Dawn of the 4th Cycle of Alamaze
The Expanse of the Free Traders represents a kingdom that originated as a loose alliance of merchant families, united by the common pursuit of profit and protection. Over time, this collective has evolved into a recognized and flourishing kingdom in its own right. Central to their society is the art of trade, where the accumulation of wealth and assets, as well as the art of negotiation, are revered for the mutual enrichment of all involved. Renowned for their extensive trade routes that span the world, the Free Traders possess significant leverage in their interactions with other nations. Their robust network of commerce empowers them to establish prosperous economic ties and wield influence on a global scale. The wealth generated from their trade endeavors is a cornerstone of their power and prestige.
In their commitment to pacifism, the Free Traders maintain a minimal standing army. Instead, they rely on mercenary forces when faced with threats to their security. Should the situation escalate, their considerable wealth enables them to secure the aid of mythical creatures such as Cockatrices and Griffons. These legendary beings, summoned through the strategic use of their resources, provide a formidable supplement to their forces and serve as symbols of their economic might.
Through their commitment to mutual prosperity, the Free Traders have forged a prominent place in the world, leaving an indelible mark on the realm of commerce and diplomacy.
TO ARMS!
From Your Prime Minister:
Sire, let us exploit our vast experience in avoiding foreign entanglements and wars. We have a clear path to becoming an economic power, and our abilities should make it relatively easy to attract allies. We may need to invest in Companions when available and recruited brigades to deter invasion, but that done, kingdoms may seek us out as trading partners. Additionally, we have an impressive array of Traits, more than any other kingdom. Master Trader, we are a different type of kingdom that must use imagination and diplomacy, but we will have a unique experience rising to power.
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 | Adventurers |
Cultural | Charisma |
Cultural | Cunning |
Cultural | Foreknowledge (Random) |
Cultural | Foreknowledge (Random) |
Cultural | Foreknowledge (Random) |
Cultural | Foreknowledge (Random) |
Cultural | Foreknowledge (Random) |
Cultural | Forethought |
Cultural | Healing |
Cultural | Heroic |
Cultural | Industrious |
Cultural | Oratory |
Cultural | Rich |
Cultural | Seafaring |
Cultural | Spy Network |
Cultural | Trick Of The Trade |
Magic | Advantage |
- 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.
- Charisma: +1 influence. A bid for an open High Council chair is elevated by 10,000 gold without paying the cost (so a bid of 30,000 actually counts as 40,000).
- 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.
- Forethought: Increases +2 standing orders allowed at onset, +1 per region controlled over standard. +3 (instead of +2) orders allowed over influence.
- Healing: Gains the ability to reduce attrition to kingdom brigades (not entire group). Use Regenerate order #236 with group ID in Column A to heal up to 5% attrition to kingdom brigades. May only issue this regenerate order once per turn per group. An automatic Heal is performed at the end of the turn to all groups that reduces up to 3% attrition to kingdom brigades (no need to issue an order). Leaders and wizards that were killed in battle receive a special saving throw which gives a 33% chance of surviving their wounds instead of being killed.
- 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).
- Oratory: +15% to Maintain Status Quo (#310) and Usurp Control (#330). +1 to starting influence.
- Rich: Increases starting treasury by 30,000 gold, and increases starting capital gold production by 4,000.
- 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.
- 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%.
- Trick Of The Trade: Gets 25% more in a trade with another kingdom that does not possess the same trait (Trick of the Trade) than the indicated amount (this does not come from the other player’s treasury). Agents have -25% to being captured (so a 40% chance of capture becomes 30%). Sea movement by a group is 25% less likely to be interdicted.
Special Rules For The Expanse of the Free Traders Kingdom:
- Terrain Adeptness: Advantage in all terrains
- Magical Prowess: Advantage (Tier 3 of 7)
- Spells available earlier than prowess base: Conjure Scandal, Diplomacy, Infuriate Populace, Raise Population Center Census
- Due to our vast travel and experience, our kingdom has many traits, more than other kingdoms.
- The Free Traders are pacifists at heart and have the worst starting military and reinforcements. However, this may be improved upon with the use of rare and exotic animals available for our kingdom.
- Our available companions reflect the vast experience that our kingdom has travelling across the realm regarding the exchange and trade of exotic animals. The following, which are available through Order #565 Recruit Companions, are unique and only available for our kingdom. Cockatrices are flying creatures with a petrifying gaze that increases the risk of death for enemy leaders and wizards (+10 pts for each Cockatrice brigade). Griffons are strong flying units that provide aerial support for our forces. Unicorns are a rare and special exotic animal that provides protection against magical attacks (reduces magic damage taken by the percentage of Unicorns in group).
- The Free Traders start as Tolerant in every region (including Stormgate).
- Our kingdom cannot be declared as an enemy.
- Due to our expansive knowledge of the realm, our kingdom gains the Foreknowledge of 5 random artifacts!
- Our merchant trading ships receive +25% more gold per mission.
- Free Traders may create an elite ship on any sea regardless of their pop center ownership relative to the sea (for Order #749, specify any map area for Columns C and D).
- Our seapower experience grants us +1 fleet in every sea.
- Due to our expansive trading, our kingdom initially starts with a large stockpile of food and gold in our treasury.
- Our capital starts with a Bazaar and Forum.
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 | 9734 | The King Is An Athiest. |
MINOR | 6038 | The Queen Is A Shocking Sexual Deviant. |
MINOR | 1702 | The King Is Psychitsophrenic. |
Magical Prowess:
Proficiency: Advantage (Tier 3 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: Create Food, Diplomacy, Light Of The Evening Star, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Shield, Stun Leader, Valor
Level 2: Bridge Of Mist, Create Gold, Fear, Firestrike, Heal, Kill Leader/Wizard, Light Of The Evening Star (Intrinsic), Reveal King’s Influence, Sleep, Speed, Ward
Level 3: Bridge Of Mist (Intrinsic), Conceal Emissary, Dire Wolf Familiar, Dispel Magic, Dispel Storm at Sea, Eagle Familiar, Fertile Fields, Flash Flood, Guarded Attack, Hidden Ore, Invisible Patrol, Lesser Masking, Mirror Image, Presence (Intrinsic), Raise Population Center Census, Ship of Mist, Strengthen Walls, Teleport Self, Wind Storm
Level 4: Chaos, Command Tornado, Dispel Dome of Invulnerability, Dispel Regional Effect, Greater Masking, Instant Self Teleport, Instant Summon Phantasmal Forces, Invisible Brigade, Protection from Regional Effect, Storm at Sea, Teleport Patrol, True Seeing, Wall of Flame, Ward Population Center
Level 5: Blinding Light (Regional Effect), Create Magical Item, Destroy Undead, Dire Wolf Familiar (Intrinsic), Earthquake, Invisible Division, Summon Minotaurs, Teleport Brigade
Level 6: Bounty (Regional Effect), Conjure Prestige, Conjure Scandal, Ice Torrent, Infuriate Populace, Invisible Army, Project Image Of Group, Raise Regional Census (Regional Effect), Revelation, Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers
Level 7: Augment Title, Chain Lightning, Charm Region, Dome of Invulnerability, Enhance King’s Aura, Meteor Strike, Teleport Army
Level 8: Prismatic Rays, Simulacrum, Summon Death, Teleport Army Group
Level 9: Crack The Sky, Incendiary Cloud, Power Word Stun
The Expanse of the Free Traders Military Dossier
Kingdom Brigade Description:
The Free Traders will not conquer Alamaze on the backs of its military. At best, may be considered average on the attack, although they are above average on defense. They have slingers and some short bows, but no horses and they really cannot charge. They are generally under equipped and have no military tradition. Adding recruited brigades and companions will be necessary if the Free Traders wish their military to be effective.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Average | Above Average | Not A Factor | Below Average | Below Average | Below Average | Below 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 |
---|---|---|---|---|---|
Free Traders | FT | 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): | |||||
Apes | AP | 4,000 | 4,000 | 10 | Recruit in wild (no pop center) in Forest terrain and requires Captain and 3 brigades |
Chameleons | CH | 3,000 | 3,000 | 5 | Recruit in wild (no pop center) in Forest, Marsh, Desert terrain and requires General and 1 Veteran brigade |
Cockatrices (Flyer) | CO | 4,000 | 5,000 | 3 | Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain and requires General and 1 Veteran brigade |
Griffons (Flyer) | GF | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Mountains terrain and requires Captain and 1 Veteran brigade |
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 |
Scorpions | SC | 4,000 | 8,000 | 3 | Recruit in wild (no pop center) in Desert terrain and requires General and 1 Elite brigade |
Unicorns | UC | 6,000 | 6,000 | 5 | Recruit in wild (no pop center) in Plains, Forest terrain and requires Marshal and 1 Veteran brigade |
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 |
---|---|---|
Free Traders | 1,500 | 1,500 |
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): | ||
Apes | 1,300 | 800 |
Chameleons | 1,100 | 1,100 |
Cockatrices | 1,200 | 1,200 |
Griffons | 1,700 | 1,700 |
Great Bats | 800 | 600 |
Scorpions | 1,700 | 1,500 |
Unicorns | 1,200 | 1,500 |
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: | 2 |
Turn 10: | 1 |
Turn 15: | 2 |
Turn 20: | 1 |
Turn 25: | 1 |
Turn 30: | 1 |
Turn 35: | 1 |
Turn 40: | 1 |
Terrain Combat Adjustment:
Terrain Type | Movement Point Cost | Movement (Ice Age) | Free Traders | Trait |
---|---|---|---|---|
Plains | 4.0 | 5.00 | +10% | Advantage plus Lesser Masking |
Forest | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Mountains | 7.0 | 8.75 | +10% | Advantage plus Lesser 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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