The Fire Realm of the Warlock
“Fire Cleanses; Fire Purifies”
Dawn of the 4th Cycle of Alamaze
The Fiery Reach of the Red Warlock is a kingdom shaped and driven by its formidable leader, the Magus of Fire. This society revolves around the power and charisma of the Magus, who ensures the safety and prosperity of the realm. The Magus’s unrivaled mastery of magic lies at the heart of their society, wielding an extensive arsenal of devastating spells for battle. The kingdom’s military strength is not measured solely by its limited number of troops but is augmented by the Magus’s ability to summon creatures from other realms. These summoned creatures bolster their forces and provide an advantage on the battlefield.
One of the Magus’s most significant powers is their command of teleportation magic. This allows them to swiftly transport entire armies, granting them unparalleled control over the timing and location of battles. This strategic advantage keeps their enemies off balance and allows them to dictate the terms of engagement.
Within this society, there is a sense of security and confidence in the Magus’s protection. The people can flourish and thrive, knowing that their leader possesses an unmatched understanding of magic and can wield its power to safeguard the realm.
From Your Protege:
Great Magus, we are fortunate to both have the relative security of our base, and to have wisely hidden our capital somewhere within our region. Alamaze trembles knowing your vast knowledge of battle spells and teleportation. Your intellect has provided our kingdom with Forethought. The Companions available to us are the most powerful in Alamaze, and should be utilized to augment our middling kingdom brigades when the economy allows for it. All things considered, Magus of Fire, your opportunity for great glory is prominent.
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.
- 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.
- Forethought: Increases +2 standing orders allowed at onset, +1 per region controlled over standard. +3 (instead of +2) orders allowed over influence.
Special Rules For The Fire Realm of the Warlock Kingdom:
- Terrain Adeptness: Standard
- Magical Prowess: Supremacy (Tier 1 of 7)
- Spells available earlier than prowess base: Crack The Sky, Summon Minotaurs, Teleport Brigade, Teleport Division, Teleport Army, Teleport Army Group
- 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.
- Night Attack (use TAC 5). Group vs. group attack. Requires a Marshal or better, 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).
- Wizard capitals start with a significant boost to their defense than normal.
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!
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.
|MAJOR||1972||The King Has Had Affairs With Witches.|
|MINOR||2577||The King Has An Embarrassing Social Disease.|
|MINOR||4411||The King Is An Athiest.|
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.)
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, Speed, Stun Leader, Summon Monster I (Troglodyte), Ward
Level 2: Bridge Of Mist (Intrinsic), Dispel Magic, Dispel Storm at Sea, Fear, Fertile Fields, Firestrike, Guarded Attack, Heal, Kill Leader/Wizard, Lesser Masking, Light Of The Evening Star (Intrinsic), Ship of Mist, Summon Monster II (Gnoll), Teleport Self, Valor
Level 3: Command Tornado, Conceal Emissary, Dispel Dome of Invulnerability, Dispel Regional Effect, Eagle Familiar, Flash Flood, Hidden Ore, Instant Self Teleport, Invisible Brigade, Mirror Image, Presence (Intrinsic), Protection from Regional Effect, Raise Population Center Census, Sleep, Storm at Sea, Strengthen Walls, Summon Minotaurs, Summon Monster III (Owlbear), Teleport Brigade, Teleport Patrol, True Seeing, Wall of Flame, Wind Storm
Level 4: Chaos, Destroy Undead, Earthquake, Greater Masking, Instant Summon Phantasmal Forces, Invisible Division, Project Image Of Group, Summon Monster IV (Gargoyle), Teleport Division
Level 5: Bounty (Regional Effect), Conjure Prestige, Create Magical Item, Ice Torrent, Infuriate Populace, Invisible Army, Meteor Strike, Raise Regional Census (Regional Effect), Summon Kraken, Summon Monster V (Manticore), Summon Rock Golems, Teleport Army, True Seeing (Intrinsic), Unveil Group Locations, Unveil Population Centers, Ward Population Center
Level 6: Augment Title, Blinding Light (Regional Effect), Chain Lightning, Charm Region, Conjure Scandal, Dome of Invulnerability, Enhance King’s Aura, Revelation, Simulacrum, Summon Death, Summon Monster VI (Ettin), Teleport Army Group
Level 7: Crack The Sky, Power Word Stun, Prismatic Rays, Summon Leviathan, Summon Monster VII (Umber Hulk)
Level 8: Incendiary Cloud, Summon Iron Golem, Summon Monster VIII (Gelatinous Cube)
Level 9: Arcane Disjunction, Disintegrate, Summon Monster IX (Shambling Mound)
The Fire Realm of the Warlock Military Dossier
Kingdom Brigade Description:
A balanced brigade, not heavily armed or armored. A good allotment of short bowmen, medium infantry equipped with spears and leather protection that have been trained to charge, a company of light horse. Special training has been mastered to execute Night Attacks. All in all, the Warlock brigades would be considered average, and the kingdom is best served by adding its wide assortment of available Companions as well as summoned brigades.
Kingdom Brigade Ratings:
|LR Missile||SR Missile||Charge||1st Melee||2nd Melee||Combined||Storm (PC)||Defense|
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|
|Warlock||WA||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|
|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|
|Orcs||OR||4,000||4,000||15||Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh terrain and requires Captain and 1 brigades|
|Rohirrim||RO||4,000||8,000||5||Recruit in wild (no pop center) in Plains terrain and requires General 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|
|Uak Hai||UR||6,000||6,000||5||Recruit in wild (no pop center) in Plains, Mountains, Marsh, Desert terrain 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):
|Companions (Order #565):|
|Summoned (By Spell):|
Reinforcement Schedule (Receive As Kingdom Brigades):
Terrain Combat Adjustment:
|Terrain Type||Movement Point Cost||Movement (Ice Age)||Warlock||Trait|
Your intercept radius is 3 areas (for Order #732).