The DRUID
Dossier for:
The Domain of the Great Druid
“Nature Always Prevails”
Dawn of the 4th Cycle of Alamaze
The Domain of the Great Druid stands as the epitome of mastery over nature magic, renowned as the world’s foremost authority in this ancient art. Through their deep connection with the natural order, they have earned a revered place among the nations of the world. The Great Druid and their people have harnessed their profound understanding of nature to build a society that thrives harmoniously with the land. The construction of Druid’s groves, sacred sanctuaries attuned to the natural forces, ensures an abundance of food for their population, even in times of widespread famine. The Domain becomes an oasis of sustenance amidst the turmoil of scarcity.
In times of need, the Great Druid and their followers can call upon the creatures of the forest for aid. These creatures serve as guardians, protecting the Domain from threats with their fierce loyalty and innate connection to the wild. Additionally, they act as unassuming scouts and agents, effortlessly blending into the natural surroundings to gather information and carry out the will of the Great Druid. Guided by the wisdom and leadership of the Great Druid, the Domain upholds a delicate balance between civilization and nature. Their respect for the natural world permeates their society, and they serve as stewards of the land, preserving its sanctity for generations to come.
TO ARMS!
From Your 1st Apprentice:
Great Druid, you are supreme in magic, especially natural magic. Our Druids will key our success, but we also have great latitude in the number of Companions that will join our cause that are denizens of the wild lands. Our construction of the Druid’s Grove will see to our food supply in most cases. We should take advantage of our early use to gain Eagle and Dire Wolf familiar to both gain intelligence and safeguard our groups. We are not a nautical power. As the leading power in Nature, our Mastery in the forest will be most helpful. If we avoid major mistakes early, we should grow into an important power by mid-campaign.
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 | Healing |
Cultural | Secretive |
Cultural | Trackers |
Magic | Supremacy |
- 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.
- Secretive: The kingdom begins with a hidden capital and an additional level 4 agent. On turn 0, the capital will be given a Glyph of Concealment. This magical effect is permanent and is not transferrable to another popcenter by any means (even if relocating the capital, the glyph stays at the former capital). Hidden popcenters will not be discovered when a group travels over them nor will they be revealed by a High Priestess divination. A hidden popcenter may only be discovered if a group ends movement upon it (not searching for popcenters) or by a level 4+ agent performing a single recon (#970) but not trail group (#691/971) or search for popcenters (#976).
- 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 Domain of the Great Druid Kingdom:
- Terrain Adeptness: Mastery in Forest, Advantage in Swamp
- Magical Prowess: Supremacy (Tier 1 of 7)
- Spells available earlier than prowess base: Dire Wolf Familiar, Eagle Familiar, Flash Flood, Summon Minotaurs, 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.
- Special Order: Create Druid’s Grove (Order #650), specify map area in Column “A”. Map area must be a Forest 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 grove). May only have one Druid’s Grove on the map. May only issue order on turn 4 or later. A Druid’s Grove produces 20,000 food each month (does not decrease due to seasonal effects).
- All Druid controlled pop centers provide an automatic recon of their location as a level 1 agent.
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 | 5455 | The Queen Is A Shocking Sexual Deviant. |
MINOR | 4788 | The King Is Epeliptic. |
MINOR | 3506 | The King Has A Bleeding Ulcer Which Acts Up In Crisis Periods. |
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, Dire Wolf Familiar, 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), Valor, Ward
Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Dispel Storm at Sea, Eagle Familiar, Fertile Fields, Firestrike, Flash Flood, Guarded Attack, Heal, Invisible Patrol, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Summon Monster II (Gnoll), Teleport Self, Wind Storm
Level 3: Chaos, Command Tornado, Conceal Emissary, Dispel Dome of Invulnerability, Dispel Regional Effect, Fear, Greater Masking, Instant Self Teleport, Invisible Brigade, Kill Leader/Wizard, Mirror Image, Presence (Intrinsic), Protection from Regional Effect, Raise Population Center Census, Sleep, Summon Minotaurs, Summon Monster III (Owlbear), Teleport Patrol, True Seeing, Wall of Flame, Ward Population Center
Level 4: Blinding Light (Regional Effect), Destroy Undead, Dire Wolf Familiar (Intrinsic), Earthquake, Hidden Ore, Instant Summon Phantasmal Forces, Invisible Division, Project Image Of Group, Strengthen Walls, 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), Storm at Sea, Summon Kraken, Summon Monster V (Manticore), Summon Rock Golems, Teleport Division, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers
Level 6: Augment Title, Chain Lightning, Charm Region, Conjure Scandal, Dome of Invulnerability, Enhance King’s Aura, Revelation, Simulacrum, Summon Death, Summon Monster VI (Ettin), Teleport Army
Level 7: Power Word Stun, Prismatic Rays, Summon Leviathan, Summon Monster VII (Umber Hulk), Teleport Army Group
Level 8: Crack The Sky, Incendiary Cloud, Summon Iron Golem, Summon Monster VIII (Gelatinous Cube)
Level 9: Arcane Disjunction, Disintegrate, Summon Monster IX (Shambling Mound)
The Domain of the Great Druid Military Dossier
Kingdom Brigade Description:
Druid kingdom brigades are not weak, but neither are they strong. They are individual fighters, lightly armored and armed. They have javeliners and slingers for missile troops, as well as a few archers. They often have wild beasts attacking mixed in with their human troops, and this makes them above average in the charge phase. Overall, the Great Druid will make important decisions about what Companion and Recruited brigades to add to the military.
Kingdom Brigade Ratings:
LR Missile | SR Missile | Charge | 1st Melee | 2nd Melee | Combined | Storm (PC) | Defense |
---|---|---|---|---|---|---|---|
Average | Above Average | Above Average | Average | Above Average | Average | Average | 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 |
---|---|---|---|---|---|
Druid | DU | 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 |
Centaurs | CE | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Forest terrain and requires General 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 |
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 |
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 |
Ogres | OG | 6,000 | 12,000 | 5 | Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires General and 3 brigades |
Swampmen | SW | 4,000 | 4,000 | 10 | Recruit in wild (no pop center) in Marsh terrain and requires Captain and 3 brigades |
Wood Elves | WO | 4,000 | 8,000 | 5 | Recruit in wild (no pop center) in Forest terrain and requires General and 1 Veteran brigade |
Summoned (By Spell): | |||||
Ettins | ET | N/A | N/A | 3 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Gargoyles (Flyer) | GA | N/A | N/A | 5 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Gelatinous Cubes | GC | N/A | N/A | 3 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Gnolls | GL | N/A | N/A | 10 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Iron Golem | IG | N/A | N/A | 1 | Summon in wild (no pop center) in Mountains terrain |
Manticores (Flyer) | MC | N/A | N/A | 5 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Minotaurs | MI | N/A | N/A | 5 | Summon in wild (no pop center) in Forest, Mountains terrain |
Owlbears | OW | N/A | N/A | 5 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert 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 |
Shambling Mounds | SM | N/A | N/A | 3 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Troglodytes | TG | N/A | N/A | 10 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Umber Hulks | UH | N/A | N/A | 3 | Summon in wild (no pop center) in Plains, Forest, Mountains, Marsh, Desert terrain |
Resource Consumption per Brigade (Each Turn):
Type | Food | Gold |
---|---|---|
Druid | 1,600 | 1,400 |
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 |
Centaurs | 1,700 | 1,900 |
Chameleons | 1,100 | 1,100 |
Great Bats | 800 | 600 |
Hill Giants | 2,700 | 2,700 |
Mammoths | 3,000 | 2,700 |
Ogres | 2,300 | 1,600 |
Swampmen | 1,600 | 1,200 |
Wood Elves | 1,400 | 1,700 |
Summoned (By Spell): | ||
Ettins | 1,200 | 1,200 |
Gargoyles | 850 | 850 |
Gelatinous Cubes | 1,750 | 1,750 |
Gnolls | 650 | 650 |
Iron Golem | 3,000 | 3,000 |
Manticores | 950 | 950 |
Minotaurs | 2,300 | 2,500 |
Owlbears | 750 | 750 |
Phantasmal Force | 0 | 0 |
Rock Golems | 500 | 1,500 |
Shambling Mounds | 2,000 | 2,000 |
Troglodytes | 500 | 500 |
Umber Hulks | 1,500 | 1,500 |
Reinforcement Schedule (Receive As Kingdom Brigades):
Turn 5: | 1 |
Turn 10: | 2 |
Turn 15: | 1 |
Turn 20: | 2 |
Turn 25: | 1 |
Turn 30: | 1 |
Turn 35: | 1 |
Turn 40: | 1 |
Terrain Combat Adjustment:
Terrain Type | Movement Point Cost | Movement (Ice Age) | Druid | Trait |
---|---|---|---|---|
Plains | 5.0 | 6.25 | 0% | |
Forest | 5.0 | 6.25 | +20% | Mastery plus Greater Masking |
Mountains | 8.0 | 10.00 | 0% | |
Desert | 7.0 | 8.75 | 0% | |
Marsh | 6.0 | 7.50 | +10% | Advantage plus Lesser Masking |
Sea | 5.0 | 6.25 | 0% | |
vs PC’s | * | * | 0% |
Intercept Radius:
Your intercept radius is 3 areas (for Order #732).
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