Gnomes

The GNOME

Dossier for:

“Masters Of Transmutation”

“Masters Of Transmutation”

Dawn of the 4th Cycle of Alamaze

The Golden Principality of the Gnomes exists as a thriving kingdom, benefiting from numerous advantages that have propelled their civilization to great heights. Nestled within resource-rich and defensible geography, their realm boasts bustling population centers that serve as hubs of commerce and innovation. The gnomes’ inherent ingenuity has fostered a society marked by exceptional proficiency in both magic and alchemy, positioning them as pioneers in these fields. Leading the Golden Principality, the Grand Councilor guides their nation with astute leadership. The levies imposed on commerce are reinvested to drive further advancements, fostering the continuous development of gnomish society and supporting cutting-edge research initiatives. This commitment to progress ensures that the kingdom remains at the forefront of magical and alchemical discoveries.

Despite their diminutive stature, the gnomes compensate for their physical limitations through ingenious means. They bolster their troops with potent alchemical concoctions, granting them augmented strength, resilience, and other tactical advantages on the battlefield. Additionally, their mastery of magic empowers them to provide crucial support to their forces, enhancing their combat effectiveness. However, the gnomes, preferring to avoid direct confrontation, employ a more subtle approach to conflict. They excel in the art of illusion and deception, employing subtle magic to redirect attention away from themselves and their interests. Through these cunning tactics, they strive to maintain a low profile and preserve their resources, ensuring their focus remains on the advancement of their society and the pursuit of knowledge.

TO ARMS!

From Your Master Alchemist:

Grand Councilor of The Great Gnomish Bastions of Alchemy, hear my counsel. We Gnomes have several highly desirable attributes at work for us. These include a very sound geographical territory, rich population centers, and a high proficiency for magic. In addition, the Bastions of Alchemy enjoy something of a “sleeper” role, as few kings will be as concerned with curtailing our activities as they will be with several others. Our rich gold flow will allow our magical research that will further our alchemy and will be needed to bolster our otherwise weak troops, or we might apply magic to strengthen your political clout, Grand Councilor. All in all, I calculate we Gnomes have an excellent chance to contend for dominion over Alamaze.

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
CulturalCunning
CulturalEvil
CulturalForeknowledge (Rod Of Fire)
CulturalForeknowledge (Palantir Unikar)
CulturalIndustrious
CulturalRich
CulturalSiege Engineering
CulturalTrick Of The Trade
MagicMastery
  • 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.
  • 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.
  • 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).
  • 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.
  • 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 Golden Principality of the Gnomes Kingdom:

  • Terrain Adeptness: Advantaged in Mountains
  • Magical Prowess: Mastery (Tier 2 of 7)
  • Spells available earlier than prowess base: Hidden Ore, Project Image of Group, Strengthen Walls, Summon Death, Unveil Groups
  • Barrage Tactic (use TAC 6). Can be 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.
  • Gnomes have always been interested in increasing their wealth and understanding of alchemy and related matters esoteric. Their advice on economic matters and their business practices are well respected. As such, whenever any kingdom issues an order to increase gold production at a population center, the Gnome kingdom will receive 1,000 gold per issuance (per multiple). Such amounts will appear in the economic report under Gold From Other Sources.
  • Special Order: Equip Advanced Item (Slings of Accuracy) (Order #607, 500 mithril), slings of accuracy are an advanced weapon group attachment similar to forged improved weapons and cannot be traded. The slings of accuracy provide an extra 20% leader/wizard death effect during group combat. Equip slings of accuracy to group at kingdom-owned pc with forge (to smelt and extract the magical properties of the mithril). 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.

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
MAJOR3880The Queen Is A Heretic.
MINOR8301The King Is Psychitsophrenic.
MINOR5382The King Has An Embarrassing Social Disease.

The Golden Principality of the Gnomes Military Dossier

Kingdom Brigade Description:

Gnomes are not a physically strong race, but they can be pretty clever in how they move their lines in combat. They are often in trouble in a charge phase in open terrain. Overall, they would be considered average among kingdom brigades, and perhaps below that as they have no one redeeming phase of strength. Summoning and recruiting Companion brigades, getting the ability to Barrage will be helpful, as is augmenting the military in combat with magic, including masking or using invisibility.

Kingdom Brigade Ratings:

LR MissileSR MissileCharge1st Melee2nd MeleeCombinedStorm (PC)Defense
AverageAverageVery PoorAverageAverageAverageAverageAverage

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
GnomesGNN/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):
ChameleonsCH3,0003,0005Recruit in wild (no pop center) in Forest, Marsh, Desert terrain and requires General and 1 Veteran brigade
GoblinsGO2,0002,00020Recruit in wild (no pop center) in Plains, Forest, Mountains, Marsh terrain and requires Captain and 1 brigades
OgresOG6,00012,0005Recruit in wild (no pop center) in Plains, Forest, Mountains terrain and requires General and 3 brigades
TrollsTR10,00012,0005Recruit in wild (no pop center) in Forest, Mountains terrain and requires Marshal and 1 Veteran brigade
War MachinesWM4,00010,0005Recruit in wild (no pop center) in Forest terrain and requires General and 3 brigades
Warg RidersWR4,0004,0005Recruit in wild (no pop center) in Plains 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
MinotaursMIN/AN/A5Summon in wild (no pop center) in Forest, Mountains terrain
MummiesMUN/AN/A5Summon in wild (no pop center) in Desert terrain
Phantoms (Flyer)PTN/AN/A5Summon in any terrain
Rock GolemsRGN/AN/A5Summon in wild (no pop center) in Mountains 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]:

TypeFoodGold
Gnomes9751,275
Knights of Styx2,0252,025
Mythians1,2751,575
Northmen1,5001,500
Nyvarians1,5001,500
Stormgate Guard2,2502,250
Vikings1,3501,650
Westmen1,5001,500
Zamorans1,2001,200
Companions (Order #565):
Chameleons825825
Goblins450375
Ogres1,7251,200
Trolls2,1001,875
War Machines975900
Warg Riders1,3501,200
Summoned (By Spell):
Ghouls375525
Iron Golem2,2502,250
Minotaurs1,7251,875
Mummies7501,500
Phantoms00
Rock Golems3751,125
Skeletons0225
Specters375750
Wights375750
Zombies375225

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)GnomeTrait
Plains5.06.250%
Forest7.08.750%
Mountains7.08.75+10%Advantage plus Lesser Masking
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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